If I were to rework Quinn

Vumsy·9/17/2015, 7:32:50 PM·1 votes·730 views

Remember, this is EXTREMELY subjective to my own idea of fun, my own idea of Quinns appeal and my own idea of what needs change and what doesn't.

I'll explain my reasoning after the changes.

Quinn changes:

Passive, Harrier

Valor marks an enemy champion upon using a damaging ability as Vulnerable for 2,5 seconds, granting sight of them for the duration.

If Quinn attacks a Vulnerable enemy, she deals 25 - 215 bonus physical damage and 0% - 10% - 20% - 30% (scales with ultimate levels) increased damage. This include on hit effects and critical strikes, but not Harriers base damage.

Q, Blinding Assault

RANGE: 1025/270 COST: 60 mana COOLDOWN: 9 / 8 / 7 / 6 / 5

Physical Damage: 75 / 100 / 125 / 150 / 175 ( + 100% Total AD)

Quinn commands Valor to fly forwards in a line, Valor then deals physical damage to enemies he passes through and making them face away from Quinn for 0,5 - 1 second depending on how close they are as well as breaking incoming missiles. Blinding Assault does not interrupt Quinns previous commands.

W, Heightened Senses

RANGE: 2100 COOLDOWN: 50 / 45 / 40 / 35 / 30

Passive: Attacking a Vulnerable target grant Quinn bonus attack speed and movement speed for 3 seconds.

Bonus Attack Speed: 20 / 25 / 30 / 35 / 40%

Bonus Movement Speed: 20 / 30 / 40 / 50 / 60

Active: Valor reveals the area around Quinn and follows her for 5 seconds and grants sight on wards and traps. If an enemy champion is spotted through the Fog of War the enemy will be visible for an additional 3 seconds after Heightened Senses ends unless entering stealth.

E, Vault

RANGE: 700 / 525 COST: 50 mana COOLDOWN: 11 / 10 / 9 / 8 / 7 Seconds

Damage: Physical damage: 40 / 70 / 100 / 130 / 160 (+ 50% bonus AD)

Armor reduction: 10 / 20 / 30 / 40 / 50%

Active: Quinn dashes to the target enemy, knocking them back a short distance, dealing physical damage, reducing Armor and slowing them by 50%, armor shred last 2 seconds, the slow decays over 2 seconds. Upon reaching her target, Quinn leaps off and lands away from them. Any non-displacement CC will not interrupt her animation, but will take effect regardless.

R, Tag team

RANGE: 125 COST: 100 mana COOLDOWN: 100 / 70 / 40

Active: For 20 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker with alternate versions of her abilities.

Valor ignores unit collision and gains bonus movement speed that gradually decreases to a lower amount while in combat.

After 20 seconds or upon reactivation Quinn returns to the battlefield, her bonus movement speed decaying over 3 seconds.

Out Of Combat Movement Speed: 80 / 90 / 100% In Combat Movement Speed: 30 / 40 / 50%

Valor Changes:

Passive, Harrier

Valors auto attacks deal 10 / 20 / 30% (scales with ultimate levels) increased damage against all units. (Champions, pets, clones, minions, monsters and structures)

Q, Blinding Assault

RANGE: 300 COST: 60 mana COOLDOWN: 9 / 8 / 7 / 6 / 5

Physical Damage: 75 / 100 / 125 / 150 / 175 ( + 100% Total AD)

Valor attacks in a circle around him, dealing physical damage and makes enemies turn away from him for 1 second as well as breaking incoming missiles. Blinding Assault does not interrupt Valors previous commands.

W, Heightened Senses

RANGE: 2100 COOLDOWN: 50 / 45 / 40 / 35 / 30

Passive: Valor gains Bonus Attack Speed: 30 / 37 / 45 / 52 / 60%

Active: Valor reveals the area around himself for 5 seconds revealing wards and traps. If out of combat he can freely cross terrain during this duration.

E, Vault

RANGE: 700 COST: 50 mana COOLDOWN: 10 / 8,5 / 7 / 5,5 / 4 Seconds

Damage: Physical damage: 40 / 70 / 100 / 130 / 160 (+ 50% bonus AD)

Active: Valor dashes to the target enemy, knocking them back a short distance, dealing physical damage, and slowing them by 50% which decays over 2 seconds. Valor does not share Quinns cooldown on Vault, but does not reduce armor either.

Alright.

Basically where Ashe and Sivir brings team utility, I'd like Quinn to bring selfish utility.

With Vault at her disposal for selfpeel, as well as her Q breaking missiles and interrupting dashes or channels, it's like she has a support with her at all times. Valor essentially warding and sweeping wards around her, allow her to remain vigilant on who's nearby and deny vision for the enemy team trying to gank or catch her in any way.

Valor crossing terrain and dealing bonus damage to objectives allows him to quickly kill towers, drakes and even solo baron if ahead enough. With the removal of Skystrike and the match-up dependent blind. He becomes a powerful anti carry roamer through double interrupts, a missile block and his increased auto attack damage.

Her damage has been shifted from a simple Bonus AD scaler to on-hits, crits, cdr and as benefitting her burst and dps.

Her damage on her Q/E is less snowbally in regards to early purchases. Like her passive, they benefit more on levels and completed items.

Basically, Quinn in the late game still struggles in teamfights, short range, unreliable escapes, all-in, etc. However her splitpushing divide, conquer and catch is more potent in this iteration however.

She can still function in both solo lanes and botlane, jungling is weaker aside from interrupting camps and kiting them. Melee champions can punish her harder now should they gapclose, but some might struggle more to do so.

Her passive damage % increase makes early armor purchase in the toplane feasable, as only her E reduce armor. It also make off builds like bruiser Quinn and assassin Quinn feasible.

Her Q is like a mini-fear and snare from a mechanical point of view. It's also like a traveling Braum shield/wind wall. Since it triggers her passive as well, the blind became redundant. It offers her alot more outplay potential than her blind. It is gated through high cd early and it's interrupt duration is short throughout the game, it's damage is also relatively low.

Her W offer her some meaningful decisions, as wards aren't disabled. Meaning you can clear them for everyone to see, or sneak past them unnoticed if splitpushing or coming for a flank. It still has a high cd.

Her E is pretty much the same. The armor reduction is to reward aggressive play and to turn sticky situations around. It doesn't share it's cooldown with Valor anymore.

Her ult no longer has Skystrike, it's more a tool to roam and take objectives now. Valor can still assassinate well with his Dps, but his true strength now is cross-map mobility.

I could go on, but even better... Just ask away and discuss. :)

3 Comments

Eagleheart9/18/2015, 12:48:03 AM1 votes

Mine's better.

:P