Few reasons why I think Quinn's rework was, and still is terrible.

Maddéy·1/10/2017, 6:27:56 PM·8 votes·1,686 views

And by her rework, i mean her reworked R specifically.

First of all, her old ult was fun to use and was adding whole lot of depth into her gameplay, due to two factors. It had very long cooldown, and that meant you had to consider whether it's worth using it at given time or not. Now, from the thematic perspective - you really did play 2 champions, and now you dont have that opportunity. Now all Valor does is carrying you through the Rift, and that's where it ends. A bird that is strong enough to swiftly carry a grown woman for the endless time, but too afraid to take part in the battle himself.

My second, and I believe the main point here as to why the rework is bad is that you made Quinn viable in top lane only. Before the rework she functioned mainly as an ADC that would go botlane, but at the same time she could go top and she really did the same thing back then what she does now - which is making your enemy melee toplaner's lane phase as uninteractive as it can possibly get. I believe she does that better now, because not only her R did see the change. If that was the point of her rework, then that's just disappointing.

Quinn was one of the very few champions i enjoy both thematically and kit-wise, and I think you managed to ruin both of these parts for me.

9 Comments

Valor Bot1/11/2017, 12:55:49 PM4 votes

While I strongly support Riot's decision to give every Champion in the game a unique strategic niche, I think they might have gone with the wrong one for Quinn.

Out of the options available, Twitch was the marksman they chose to be the most assassin-like carry of his class, giving him changes in both Preseason 6 AND Preseason 7 to support this.

While I think it's cool what they've done with Twitch, I feel Quinn was a MUCH stronger candidate to become the marksman-assassin; it was written all over her old kit and STILL written all over her lore and voicelines.

Assassins are described as "mostly melee [characters that] must put them themselves into dangerous positions in order to execute their targets ... Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage."

C'mon, an AD Carry whose ultimate made her melee for 20 seconds, was forced to vault into dangerous positions and had an execute to finish off her targets along with an AoE blind to avoid incoming damage? To me, it should have been a no-brainer to make Quinn the premiere marksman-assassin--Twitch very well could have been the marksman focused on poisons and DoTs whose gameplay revolved around spreading the plague.

Instead, they chose Quinn to be the roaming marksman (forget that Corki or MF could have fit the role better thematically or mechanically) and removed the most fun and unique ability that Champion had to offer: Tag Team.

Not to mention Quinn being the best roamer very nearly pushes Talon out of the game and gives him no reason to be picked since she can traverse the map twice as fast as he can while having more uptime and range with which to assassinate priority targets with ease and safety. I'd go so far as to say an ahead Quinn will even 100-0 a squishy faster than Talon can due to the new delays in his abilities. Where does this leave him?

Even if Riot was dead-set on making Quinn the speediest marksman, I don't think it was necessary to remove her ability to play as Valor in order to accomplish this. And that, I think, is the one thing most Quinn players sorely miss. I've said it before and I'll say it again--you don't take away Gangplank's oranges, Shyvana's dragon form, or Shen's taunt when you're updating them. As odd as it is for a pirate to eat citruses to cure himself or for a ninja to throw himself into the fray to grab everyone's attention, those are the things about those characters that players have grown to love about them, just like Quinn players loved Tag Team, as odd as it was for a falconer to jump out of sight and allow her bird to fight for a while.

With all that said I'll end on this note:

"Quinn and Valor's unbreakable bond is deadly on the battlefield, leaving opponents ravaged and riddled with arrows long before they realize who they're fighting: not one, but two Demacian legends."

ViiLLAiN1/10/2017, 6:32:07 PM2 votes

she didnt need a rework she was just fine where she was another thing riot loves to fck up shit that aint broken

her previous version fit well with her lore and kit made it seem like 2 people in one champ which was great now its just stupid

Lovelle1/13/2017, 2:29:41 AM2 votes

Not going to lie, I miss the Tag Team instagib, but I do like her new Q over the old one. Old Quinn was a much better pick on ARAM, since past a certain point you could blow up their ADC no matter what. Now she's one of the worst picks on that mode. If she still had Tag Team, but kept her new Q, she would be perfect.

Also, she can still jungle. I honestly think she's better in the jungle than she is at top, because it's much easier to snowball from there.

dim2a1/10/2017, 6:43:14 PM1 votes

Re: viable top lane only:

This part if fixable by weakening (not removing!) her ability to shut down top lane melees by increasing E cooldown at low ranks -- this gives single-gapcloser toplaners a window where quinn's E is on CD but their gapcloser isn't, to play around. And then adding power elsewhere (damage or Q range/cooldown) to compensate, Boom, quinn is about same (maybe a bit less annoying) toplane, and might be viable elsewhere.

Toplane quinn CAN respond by leveling E first, thus gaining some of her harass back, at a cost of not leveling Q, which can be an interesting tradeoff.

BastionKross1/10/2017, 6:50:14 PM1 votes

Quinn was intended to be more of a roamer with the ult change. I think Riot envisioned her jungle or mid, leaving to gank other lanes as often as possible post-6 and then returning to lane or jungle not long after.

Unfortunately for melee toplaners, they didn't change the vault into something healthier. So now she spends her time there, making their lives a living hell for fifteen minutes before teamfighting begins. At that point, the Quinn team realizes that they don't have a frontline and that the Malphite that spent the beginning part of the game having his face filled with crossbow bolts is just aching to initiate every chance he gets.

It's the "win lane, lose game" problem that old Yorick had, all over again.