Quinn and Valor - Potential Direction for Rework?

QuincyMcCoy·10/20/2015, 3:04:36 PM·3 votes·1,906 views
http://i.imgur.com/xNbqXiw.jpg

So I was looking at Quinn and Valor's kit, and there is definitely some amazing potential in the theme. A transforming marksman could be pretty awesome, if you could figure out a way to nail down the combo potential. While Quinn's passive is already a sort of combo, as your kit basically allows Harrier to dictate the pace of the game, I think that Rito could definitely take that identity further and carve out a niche for our Marksman in Flight on the Rift. So the following is a proposed list a changes to Quinn & Valor that would make the beloved duo stand out (without killing toplane).

Quinn Passive: Harrier Quinn: Every 10 seconds, Quinn's arrow marks the last enemy champion or Monster attacked by Quinn in the vicinity as Vulnerable for 4.5 seconds, granting Sight icon sight of them for the duration. Quinn's next basic attack on a Vulnerable enemy is replaced by Valor swooping from above, inflicting Quinn's Total AD + [25 - 215] (+ 50% bonus AD) bonus physical damage. Range on Valor's Dive: 1000 Valor: Every 10 seconds, Valor's strike marks the last enemy champion or Monster attacked by Valor in the vicinity as Vulnerable for 4.5 seconds, granting Sight icon sight of them for the duration. Valor's next basic attack on a Vulnerable enemy is replaced by Quinn shooting an arrow from above, inflicting Valor's Total AD + [25 - 215] (+ 50% bonus AD) bonus physical damage. Range on Quinn's Arrow: 525

Notes: This rework of the passive allows Quinn to create Harrier procs with both forms. This also gives Quinn a bit more power in trades, as the opponent cannot as easily escape range after being marked by one of her abilities. Note, the two marks have independent cooldowns, which is very important for Q&V. Changes: Ranges on the Harrier Attacks, how the extra damage applies, and no longer marks minions.

Q: Blinding Assault Pretty much the same, EXCEPT all enemy Champions and Monsters hit by Blinding Assault are marked by Harrier.

W: Heightened Senses No changes.

E: Vault No changes. Note, THIS CAN STILL BE USED TO PUT THE PROC ON MINIONS. But the normal passive would no longer be able to mark minions.

R: Tag Team As Quinn: 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. In Combat Movement Speed: 20 / 40 / 60%

As Valor: Quinn replaces Valor on the battlefield as a Ranged Marksman with alternate versions of her abilities.

Cooldown: 5 seconds Cost: 0 Mana

_Notes: So yeah, this is the big change. Similar to the 'in-development idea' that was tested a while ago on the PBE, Quinn's R could be re-purposed into allowing her to combo her abilities. If you want to guarantee that you get off a sustained fight, specifically in skirmishes, it is better for Quinn to dive into a fight with her bird form. Get the Harrier marks, follow it up with the boost in attack speed due to her W, then use the movement speed boost to make sure your opponent can't get away. On the other hand, for teamfights, Quinn no longer has to dive into the middle of fights in order to get off massive damage. In fact, if she manages to get procs in the backline, she can send Valor to do the heavy damage for her. In other words, Quinn turns into a Marksman that has short range for skirmishes, but can have extremely large range in teamfights. While this 'transform' marksman would not be as different in each form as many other champions, these changes would keep all of the main highlights of Quinn intact, while shifting the execution power of the Ultimate into the sustained levels of burst damage unlocked with her Harrier passive. _

Side Notes: I can imagine something along these lines being considered for Quinn, not only due to the gameplay possibilities of preserving her current identity, but also due to the practicality of reusing all of the existing animations. Instead of having the golden arrow be the proc, it would be Valor diving being the proc'd auto attack (In Quinn Form), and instead of having absolutely no passive on Valor, the golden arrow could be used again, just from a different origin. Also, I would think that this could result in some of Quinn's bugs being squashed at the same time, since you would be eliminating a ton of the Harrier bugs that are still present today, on top of the skystrike issues of never being able to turn back into Quinn.

So thoughts? Do you think this could be a decent direction to take Quinn? I'm sure we'll see the official direction soon enough, but I wanted to try and pass the time until the Marksman Rework hits PBE! Besides, who doesn't love a bit of Quinn discussion now and then?

Quinn

8 Comments

Beyond Hell10/20/2015, 10:31:12 PM2 votes

I kinda like the idea where every 10(preferable 7) seconds the mark applies via auto attack. Then the next auto attack on q marked target would have a much larger range 600-700 would be better. This would make her passive much more reliable while still making it feel unique. But that was pretty much the only thing I think is good about your ideas. But it should proceed on minions.

Fafhrd10/20/2015, 3:25:31 PM1 votes

Personal opinion.... and dont take it the wrong because your idea is awesome and makes sense, but honestly one way to give her more trading power would be a real simple buff. Make her able to land another auto attack while she is backflipping from her E. With the way she is usually built and extra AA would really boost her power and trade capability. Also i may be mistaken about the blind mechanics for abilities but my understanding is that different champs actually have different blind success percentages and hers is not 100% miss chance like Teemo's q. If this is true making her q have a more reliable blind would be an extremely reliable power booster. Also it would be nice if her valor form e and her Quinn form e didn't share CDs. That would provide for a little more reliable disengage after her ult combo.

Rebonack10/20/2015, 4:47:21 PM1 votes

The biggest problem with Quinn is that she can't get any straight buffs without causing her to totally invalidate melee champions up top. And this remake would be without question a straight buff. Hell, just giving her more consistency on her Innate is a buff. Sure, she would lose the damage from her Ult, but those extra Innate procs are a pretty big deal.

Obviously I have no idea what Riot is going to be doing with Quinn. I understand your worry, though. They're going to be doing some work on Koggy as well. Makes sense, though, given that Kog and Quinn are the ADCs with the lowest play rate in solo. But whenever something like this pops up we worry that our favorite champion is going to change too much.

Elisai10/20/2015, 4:55:32 PM1 votes

I actually like this except I would lower the base damage on her passive just a bit. Like base damage minus 30 base damage at later levels. Mainly cause her Q now procs all targets. But I really like this idea. I really truly do. I do think her ult should have a level up thing though like at 1 you get to swap whenever because you left the W unchanged which means she gets free attack speed. I think the swap cd should be as follows 7/5/3. Capping her early game power. Also, if this becomes a think you might wanna considering increasing her defensive stats mainly because of valor being squishy and slow as heck. Like lets say 345 ms. 90 70 armor at level 18 with a growth stat to match. + mr per level bonus. up to 47 mr from the starting 30. This version of Quinn is more of a fighter (which i love). But of course the professionals would be the actual changes.

Also just a fyi she's getting one in the Marksman update.

ModWulf Helhammer10/20/2015, 9:49:50 PM1 votes

No. Making her a traditional transformation champion like Jayce or Nidalee completely ruins what Quinn is. Making her passive not be able to mark minions naturally is also a huge thing - in the bad direction What is the point of having the Q apply Harrier to all targets hit? This is actually broken and a bad decision on all counts. And Harrier already works well if you know how to use it. Having it only be applied to the last target you hit is something that just won't work.