Thoughts on Quinn and potential changes
Here we go, it's time for another Quinn thread. After playing her for a while now and getting a good feel for the champion, I do think that Quinn is in a pretty okay spot right now. She's a niche pick bottom lane that trades a consistent steroid for massive dueling power and assassination, as well as a strong solo laner depending on the match-up. Hell, she can even jungle, with Valor bringing some scary ganks to the table. However, there are a few quality-of-life changes I'd like to see; nothing that would change her in a significant way, just make her more friendly and intuitive to play. I'll outline the problem areas below in bold, with my potential changes listed in italics, with a list at the bottom for lazy people.
Mechanics: I'll just get the obvious one out of the way first. Quinn's auto attack animation is abysmal. It takes so long to come out, that sometimes you will lose out on easy kills because the enemy flashes out of range. It also makes last-hitting harder than it needs to be sometimes, as the timing becomes all the harder when you have a large wave of minions built up. What's more, I think that** the animation for attacking marked targets is worse**, and almost feels like the auto attacks come out slower because of it. To fix this, I'd like to see *her animation go from point-load-shoot to point-shoot-reload. *Note that this would not make her attack any faster or anything, it would just cause the projectile to come out faster in the animation, and therefore make it a little easier to use and more user-friendly. It would also put her more in line with other marksmen with the attack-move ability. Lastly, I feel like her range is actually good. 525 is fair for what the rest of her kit does, namely Vault.
Passive (Harrier): I love this passive for being unique, but I can't deny that it has some very obvious flaws to anyone that plays a few games with her. As the most obvious, the targeting and range is sometimes a little odd.** It prioritizes Champions when it feels like it, but seems to prefer targeting low-hp minions a lot of the time. In addition, this passive can really hurt Jungle Quinn, as I notice a lot of the time the mark will not in fact target the large monster that I am attacking, but will prefer to target the smaller monsters that accompany it**. This can cause her to take more damage than she should when jungling, and hurts her clear time when counter jungling. To fix this, I ask that her passive's targeting be made a bit more consistent. The priority should be: Last enemy/neutral monster attacked > Nearby enemy champion > nearby enemy cannon minion/large monster > other. Finally, sometimes when Harrier procs, the mark will not trigger bonus damage if you attack right away. This can lead to scenarios when you react TOO quickly to it, getting off only a single base attack before the enemy can get away. I'd like to see it as that the target is flagged as marked as soon as the animation says they are, and that auto attacks already in transit when the target is marked as able to trigger it. This would still give the enemy enough time to react accordingly, and it wouldn't punish Quinn for attacking as soon as she sees Valor swooping down to make the mark.
Blinding Assault: The clipping. Oh god, the hit-box on this ability is kind of janky. Sometimes the ability sails through a tiny hole in the minions and causes you to waste the mana and cooldown. Sometimes it just barely clips the edge of a minion, even though the animation was nowhere near it. Really, all this ability needs is a clean-up on the animation, and to possibly make the hit box a bit more narrow so that it can be more accurately aimed. I feel like the damage could be more evenly distributed on Blinding Assault, though I will cover that at the end.
Heightened Senses: Do you love this ability? Because I love this ability. The** range and cooldown on it are fair for what it does**, and I've never had a feeling of "Oh, if only it reached just over that barrier." The side of it that interacts with Harrier is also fine.** It's a good steroid for what it does and how hard it can be to activate without Vault**, and the massive attack speed boost as Valor is amazing for finishing off kills or demolishing turrets. The only potential change I can think of for this ability would be to have it act as though you activated Harrier upon activating this ability (as in, granting the bonus AS and MS), but that may require testing and make her too strong.
Vault: Beautiful. Low cooldown tool for gap closing or escaping, adds a bit of burst with the Harrier proc afterward, and racks up a ton of stacks for Static Shiv. However, the inconsistency of where you land afterward is a bit troubling.** Landing at your maximum range when used from far away can allow the enemy to escape just by walking away, and landing further away when used from melee range can cause you to have to walk back in to get inside your auto attack range. ** I feel that this could be tightened up considerably. *When used from a maximum range, Vault should have Quinn land at 475-500 range to be better able to follow up the assault, and when used at short range I'd like it to be around 550-575, allowing her to attack if her pursuer continues after her. *
Tag Team/Skystrike: Finally, her ultimate. Firstly, I'd like to address Valor as a whole: He's fine. He's fast, he's strong, he gives Quinn strong roaming/ganking options in the mid game and a powerful escape/chasing tool in the late game. His auto attack animation is fine, and everything about Valor himself is great. As for Skystrike, again the damage portion is in good place as well. However, the cooldown at earlier ranks (particularly rank 1) is way too high. In many games, I only end up using the ability once or twice before level 11, because the cooldown is just entirely too long. It ends at a good place at rank 3, so I'd like to see the cooldown lowered at earlier ranks, but scale down to the same number at level 16.
Damage distribution: Quinn's itemization feels like it's in an odd place right now. She has high scaling in her abilities, pushing the player to itemize for massive AD, but the way her abilities actually work push her into a duelist/splitpusher playstyle, and make items such as Blade of the Ruined King or Static Shiv attractive. You have to forfeit either the high scaling or the high duel potential when building for Quinn. To counteract this, I would like to see the base damage on Blinding Assault and Skystrike raised, and their scaling lowered. This would keep her damage roughly the same in the late game, while giving her that mid-game power boost that keeps her relevant when split-pushing with her BotRK.
Closing: I feel like Quinn is a great champion with a lot of untapped potential, if only because so many people are driven away from her being somewhat unfriendly to play. The QoL changes I've outlined above (and will summarize below) are things I've thought long and hard on, and that I think would really benefit her as a Champion.
TL;DR
- Clean up her auto-attack animation and make it come out a little faster
- The priority for Harrier marking targets should be redone to be more logical
- Allow marks to be proc'd faster, to avoid punishing Quinns who react faster than their opponent
- Clean up the animation on Blinding Assault and make the hit-box a little more narrow
- Maybe allow Heightened Senses to activate the AS/MS boost, or a lessened version of it
- Have Vault place Quinn closer to her target after she lands for easier follow-up.
- Lower the cooldown on earlier ranks of Tag Team
- Redistribute damage on Blinding Assault and Skystrike to have higher base damage and lower scaling
Feedback on these changes or other potential changes is always welcome. ~~Also, Talon is totally Quinn's twin brother Caleb. ~~
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