4 1/2 Quality of life changes for Quinn
Since RiotRepertoir is working on Quinn I thought I too share my thoughts. These aren't balance suggestion but little mechanical Quality of life change that will make Quinn a little bit smoother.
0) Harrier
I was about to say some words about Quinn's passive. But since RiotRepertoir said he is working on its relaiability all I have to suggest now is a tooltip that states how long it will take for Harrier to come up again. Is it 6 seconds all the time or does it scale with level? We don't know!
1) Sling Shot SFX Fix
Many Quinn players have begged for a better attack animation. However i believe the problem with Quinn's autoattack lies in the soundeffect you can hear. Its a sling sound you expect from a crossbow. Before a projectile leaves Quinn modell this sling shot can be heard for the full duration. For someone that is trained to listen to this audiosignal this has caused me to cancel my autoattack before any shot was fired. Now, normal attack are handable, the problem lies in the harrier sound which shares the same sound and animation for critcal strikes. Its a very loud an discreet sound. I believe if Riot would work on this Quinns autoattacks would be much smoother.
**2) Activation time of Tagteam **
Is it just me or does it seem like Quinn/Valor is unable to autoattack for a short time when activating tagteam?
3) Make Vault like Tristana's Rocketjump
Vault is probably my favourite Quinn abililty. However right now every disable will stop Quinn mid dash. This is a problem because unlike a Caitlyn dash Quinn has to move towards its target first in order to get away from it. Every random binding, every queued up Irelia stun will stop Quinn. An ability meant to create distance now left you right in front of the threat. However making her untargatable like Maokai is not the solution. This is why I suggest the Tristana rocketjump treatment:
> Tristana is still targetable while jumping and can be hit by skillshots such as Ashe's nchanted Crystal Arrow and Ezreal's Mystic Shot. > Non-airborne crowd control effects, such as stuns and snares,** will take effect upon landing and will not cancel the jump**. > All airborne crowd control effects, such as knockups and knockbacks,will cancel the jump and then complete their effects as normal.
4) Bugfixes
Yes there are sill some Bugs that still plague Quinn. Just to name the most important ones:
- Blind Bug: There have been reports that this still hasnt been eradicated.
- Vaulting to a target in a dash or blink motion can cause Quinn to leap off 90° away.
- A bug that causes Quinn to not be able to move or autoattack after vaulting
- A bug that makes Quinn vault behave like Valor vault and the other way around