@Riot, a long-time-Quinn-player-who-hasn't-played-Quinn-in-a-long-time's Quinn re-balance/rework.

ABlueQuaker··3 votes·1,085 views

#Intro Back in the day, I used to play a lot of Quinn - primarily in Normal games but a lot of games nonetheless. Eventually I just lost faith in Riot's seriousness in re-balancing Quinn's kit, and then after a few dodgy nerfs and reworks to some of my other favorite champions I hoped with all my heart that Riot wouldn't try to change her or she'd end up as a very generic AD Carry. But now that there's some pretty ridiculous AD Carries in the game, I think perhaps Quinn could use a few changes.

#Ideas for Buffs & Changes to Abilities Harrier: Attacking an Enemy marked with Harrier also lowers the Cooldown of Vault by 3/4/5 seconds. Context: Increased kiting and damage potential through effective use of Vault and Harrier procs. A lower Vault Cooldown also makes Trinity Force, an arguably better item on Quinn than Phantom Dancer already, a more rewarding item option.

Blinding Assault: AD Ratio lowered to 35%. AP Ratio Unchanged. Context: Blinding Assault has never and should never have been a reliable source of damage on Quinn so 25% of the AD Ratio has been moved to vault.

Heightened Senses: Unchanged. I've always loved the passive from this ability on Quinn.

Vault: AD Ratio increased to 50% bonus AD. Context: When you think about it, Vault should always have been maxed first as it increases your kiting potential, the rate at which you can use it to apply Harrier, and by extension how often you can utilize the Passive from Heightened Senses - Blinding Assault having higher Ratios and higher Flat Damage on it, however, discourages players from doing so.

Tag Team: Kills reduce cooldown of basic abilities by 3/4/5 seconds. Assists reduce cooldown of basic abilities by 1/2/3 seconds. Context: Increases the capacity of the ability to fulfill its potential. This ability was designed to be able to swiftly pick off squishy stragglers in side-lanes, during the cleanup phase of team fights, and in the jungle - or even to flank unsuspecting squishies in the back line of enemy teams.

#My History With Quinn and Overall Context/Mind Frame behind me writing this. (Long Story) I am an avid Trinity Force user. I will use it on any AD Carry or Physical Damage Bruiser that it's even remotely viable on. When Quinn came out, I took a look at her abilities and realized that she had a kit that very much warranted the use of Trinity Force. Back at this time I also used Spirit Visage on my AD Carries because of the increased Lifesteal and the 20% CDR that it provided - perfect for Trinity Force + BT AD Carries. And so I went into a normal game and Maxed her Burst 1st (E), her Steroid Second (W), and her Utility that doesn't scale with levels (Q) last. I will never forget that game because there was an incredibly fed AP Ezreal on the Enemy Team. I avoided him for 30-or-so minutes because my team was pretty farm behind and I eventually had Greaves, TriForce, BT and LW. The enemy team was baiting baron, and the Ezreal was pushing mid so that one of us would have to fall back to the turret and stop the minions from taking it. So I pressed R, E, Q, Red him and within about 2 seconds he was dead. Next thing I knew Vi's ult indicator was on me followed by 4 Enemy players. Once I could move again I kited Vi and Shyvanna long enough to wittle them down for the double and triple, and then Quadra on the Enemy Sona and then a Pentakill on the Enemy Caitlyn. I never have and never will see Blinding Assault as a Damage Ability outside of being a Spellblade Proc fom Trinity Force.

2 Comments

Hawnda2 votes

I disagree with your suggested changes, mainly because I believe Quinn does not need a buff at all. Your changes would turn Quinn into a reset champion like Katarina, which is hardly fun to play against. Quinn is already very safe as a ranged assassin. Not to mention that once Quinn hits 6, she can easily outduel most ADCs.

With my playstyle, I tend to max Q first. It provides a great deal of damage (great for wave clear) as well as a blind and its cooldown lowers with level, meaning I can blind more frequently and clear waves efficiently. It also gives me a reliable damage source when I ult and vault into an enemy as well as proccing spellblade like you've said.

This is just my playstyle though and I think that's a great thing. I'm happy Quinn can max any of her skills first and be viable. I wouldn't want that to change by making Quinn conform into a single path. They've already done this with Cassiopeia by completely tearing apart her DoT and turning her into a damage on spell champion. I wouldn't want that for Quinn.

ABlueQuaker1 votes

This is a best case scenario if Riot ever decides to change Quinn. These changes support the intended Quinn playstyle of kite, kite, kite, CLEANUP TIME.

More Es, more Harriers. More Harriers, more damage. It makes Quinn's Passive more controllable, too, if you're relying less on the Random marks and more on E marks.

And I wouldn't say these changes turn Quinn into a reset champion - especially not to a degree comparable to Katarina by any means. It's more a case of giving her incentive to unleash Tag Team at a more specific time and then giving her a way out. After she kills someone she can go for someone else, or she can use Skystrike then Vault off the nearest enemy.

EDIT: There's still a 3 second cooldown at max rank Tag Team and max rank Vault - and that's just assuming you got a Kill not an Assist.

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