In a month, Quinn will be 2 years old. Time to fix her Rito.
Soon everyone's favorite bird-obsessed cosplayer will be turning two years old. Yet the last time Quinn received some actual love from Riot was patch 4.5, when her base armor was increased - 8 months ago.
Quinn is... an odd champion, to say the least. She's an assassin/marksman hybrid who some people hate with a burning passion while others just love. But she's been ignored despite needing many fixes to sloppy mistakes in her design. This issues, combined with her unique playstyle, are a huge turnoff for first-timers, meaning the only people who really ever pick her are dedicated Quinn mains. If her awkward quirks were fixed, Quinn would be a much more accessible champion and her competitive viability greatly increased.
Let me start off by saying that conceptually and in terms of gameplay, Quinn's kit as a base is fun, healthy, unique, and in no need of any major rework, like some Quinn haters would suggest. She doesn't need to be drastically changed.
I'll go through each ability and talk about what is wrong.
Passive - Harrier
Valor periodically marks a nearby enemy with Harrier Vulnerable for 4.5 seconds. This cannot occur again for a few seconds, decreasing if Quinn triggers the Vulnerable. If Quinn attacks a Vulnerable enemy, she deals 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (15 + 10 / 15 at each level) (+ 50% bonus AD) bonus physical damage. Harrier is disabled while Tag Team is active.
This passive is great for Quinn, as it gives her lane power, strength in small trades, and better last hitting. However, there is one major problem with this passive - it cripples her AA animations. In fact, Quinn's AA animations in general are horrendous. Orbwalking and last-hitting are much harder on Quinn than they are on other ADCs, especially Lucian who was released shortly after Quinn. Quinn's normal AA animation and her Harrier Proc could both use a cleanup.
Next up is her Q, Blinding Assault
ACTIVE: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies within 210-range for 1.5 seconds. ACTIVE - TAG TEAM: Valor deals physical damage to all enemies within 275-range of himself and blinds them for 1.5 seconds.
There is one glaring problem with this ability, that all Quinn players can relate to. If a enemy uses a auto-attack enhancing ability (Nasus Q) before they are blinded their enhanced AA, base damage and on-hit, will completely ignore blind. I believe this issue also affects Teemo's Q, though it is much less noticeable because blinding dart is much harder to react to in time. While the blind bug is really the only issue with Quinn's Q, it may be worth the time to change the blind duration from a flat 1.5 seconds to a scaling 1-2 seconds. Many top laners, especially AA reliant ones, are greatly annoyed by Quinn's Q, and reducing its earlygame duration may alleviate the problem.
Quinn's W, Heightened Senses, is the home of one of her less obvious inconsistencies.
PASSIVE: Attacking a Vulnerable target will grant Quinn bonus attack speed and flat movement speed for 3 seconds. ATTACK SPEED: 20 / 25 / 30 / 35 / 40% FLAT MOVEMENT SPEED: 20 / 30 / 40 / 50 / 60 PASSIVE - TAG TEAM: Valor gains bonus attack speed. ATTACK SPEED: 40 / 50 / 60 / 70 / 80% ACTIVE: All area within range is revealed for 2 seconds.
Harrier seems alright at a first glance, and it is for the most part. However, it feels odd that the attack speed steroid on her ultimate is based on ranks in W. This necessitates maxing W second, which most first-time Quinn players won't notice. This contributes to the insistence by non-Quinn players that Quinn's ultimate is weak. Having the attack speed buff as Valor be 50/65/80% based on ranks in Tag Team makes more sense.
Quinn's E is overall in a good spot, especially since the issue of her sometimes Vaulting in the wrong direction has been supposedly fixed. Some people have said they still encounter that bug - I have not encountered the issue, but I have put in no effort into reproducing it. It may be worth Riot's time to look into this again, as no one wants to rely on something that has even the smallest chance of doing exactly the opposite of whats expected.
The first part of Quinn's ultimate, Tag Team, is great. Its a powerful steroid with many uses. Its not always the best thing to activate Tag Team, but I believe that Tag Team being situational like Olaf's ult is much better than something like Nasus or Renekton, where it basically comes down to "Do I need 300 extra health to win this fight?". One problem with this ultimate, however is its cooldown (140 / 110 / 80). This cooldown may not seem huge at first, but the problem is that the cooldown begins when Skystrike is cast, rather than at the beginning of Tag Team. This punishes Quinn for making use of Tag Team's duration. Tag Team's cooldown should be 140/110/80 seconds, whether she uses it for 2 seconds or 20 seconds.
Skystrike also presents us with a small problem. The damage reaches its cap when the target is dead. The damage should cap at 75% missingHP, just like Riven's ultimate. This would bring some serious reliability to Skystrike's damage, which notably isn't all that much damage.
So, TL;DR:
- clean up her AA animations
- fix the blind bug
- make her attack speed steroid as Valor scale in ranks in R
- ult's cooldown should start at the beginning of Tag Team, not the end
- Skystrike's damage should cap at 75% missingHP
If you've read all this, thanks. If you have something to say, feel free to comment.
EDIT: So after 104 comments and nearly 100 upvotes, its clear that most people agree that Quinn's bugs are overwhelming and need to be fixed. Two other things seem to be important here, so I'll address them here.
First off is Quinn's top lane bullying potential. Many top lane players have commented and said how they do not wish to see Quinn buffed, as her kit is very anti-melee. As someone who has played as and against Quinn top on multiple occasions, I get the concern. While I do believe that Quinn's bullying strength is overstated (especially in comparison to champions like Gnar, Lissandra, and, god forbid, Heimerdinger), I understand that QoL fixes and Bugfixes for Quinn could come as serious buffs, and it may be important to address her safety in a solo lane.
As I said earlier, the first change that comes to mind is changing her flat 1.5 second blind to a scaling 1-2 second blind. However, this does nothing to help any champion who isn't AA reliant. The next obvious nerf would to be to increase the cooldown of her E a bit, and reduce the kickoff distance slightly. The reduced distance would both make her more vulnerable to melees in top lane as well as fix the problem of her sometimes landing outside her AA range. Its a change that can be appreciated by both Quinn lovers and Quinn haters. If it comes down to it, I'd be perfectly willing to trade flat damage on Q or Harrier for the fixes Quinn really needs.
The other point of discussion that many of you have brought up is the lack of a passive during Tag Team. While I understand that for some people it may feel weird not having a passive during Tag Team, I believe that it is unnecessary to demand a passive for Valor. For one thing, Valor has been functioning perfectly fine without a passive. The other reason I do not believe we should request a passive for Valor right now is because we should focus on the QoL changes and bugfixes she has needed for so long. A passive for Valor is a straight buff, and doesn't solve the main problems Quinn has right now, which is mainly unreliability caused by bugs.
on the enemy team she ends up getting a pentakill at some point in the game. Either Quinn is really broken or the people who specialize her know her REALLY well, unlikely as it is. Either way it's gotten so bad that if Quinn is ever ahead on the enemy team, when teamfights break out I just walk back to base, let Quinn get her quadra, then sit in fountain until someone else kills her. 75% of the pentakills I have ever witnessed are from a champion who rarely gets picked, and I'm not about to be a part of another one.
.
And sometimes all 4!
) and you will eat a Harrier empowered auto attack.
:P
Have 1 spell that is anti ranged. Just like Vi's R.
's entire kit is anti melee : 4 spells
's entire kit is anti melee : 4 spells

make champions who invalidates melees entirely "its balanced because other ranged champs like
can beat them". This is what we call the Ghostcrawler effect. Basically "fuck melee, ranged of GTFO".
is as close as you can get and he was disgustingly overpowered; he killed everything, not just ranged. Not a fair champion, and not something I'd want.
). Windwall is specifically counter ranged. Shields are counter burst, not counter ranged ( except for the case of
where it is free )
)
R is negated by supports like
's black shield & others like
while fighters' option in form of tenacity is either lacking or considered OP ( I don't believe
are OP but I'm giving you examples of strength of such aspect, it's either too good or too weak. )
summoning a tower at target location that absorbs ranged auto attacks working with the champion's mana.
plants.
's W would work well.
to be the way to deal with a ranged champion. You either 100-0 the ranged champion ( not fun to play against ) or you don't, being useless ( not fun to play as. )
's E.