@RiotRepertoir, and Others - About the Quinn & Valor Rework

Valor Bot··11 votes·2,050 views

http://i.imgur.com/1nJk3rb.jpg"


Introduction

Before getting into the heart of this post, I just want to clarify the following:

I understand Quinn is in a better spot now competitively than she ever has been prior to her rework and yes, I understand that the old kit was problematic for several reasons, which I'll go into further detail about below. What I want to discuss in this thread is why I believe the rework fell short thematically and why the goals of the update itself don't seem to have been met.

Also, I know that Quinn's rework is still very, very new and that expecting another one to take its place immediately is out of the question -- this is not what I'm proposing. However, if there's a compromise that we, the players can make with Riot to get her to where she deserves to be at least sometime in the future, then better late than never, right?

I've been holding off on making a thread like this for a while now because I didn't want to come across as snarky or rude to RiotRepertoir, or to any of the other awesome people at Riot who were involved with Quinn and Valor's update. If any of these Rioters do happen upon here to read or participate in the discussion, please know that I'm not trying to shoot down your hard work -- I just want to get a conversation going about this Champion and why I think her current iteration just isn't doing her justice (takes wing).


Quinn, Before and After

Now that that's out of the way, I'll go into detail about Quinn. For those of you who don't know, Quinn got a rework that shifted her play style on both a strategic and mechanical level. Here's a rundown of old Quinn:

Passive: Valor periodically marks a nearby enemy at a time. If Quinn auto-attacks this target, the mark is consumed and bonus damage is dealt. Q: Quinn sends out Valor in a line, dealing damage as well as blinding all enemies in an AoE around him, colliding with the first. W: Passive: Valor gains bonus attack speed per rank. Additionally, Quinn gains a burst of movement speed and attack speed whenever she consumes a Harrier mark. Active: Valor reveals a large area around Quinn for a brief time. E: Quinn dashes towards the target enemy, knocking them back upon colliding with them and then leaping back towards her maximum attack range, 525. Applies passive. R: Quinn leaves the battlefield for 20 seconds to be replaced by Valor, a melee version of Quinn with bonus movement speed and attack speed (scaling with ranks of her W), as well as an alternate set of abilities: Q blinds and deals damage around Valor in an AoE; W's passive and active remain unchanged; E remains a targeted dash with a knock-up, but does not cause Valor to leap back; and R causes Valor to swap back with Quinn before raining down a hail of arrows in a large AoE around them, dealing damage based upon enemies' missing health. Passive disabled during this time.

This iteration of Quinn had an incredibly strong early-game and performed exceedingly well against auto attack-reliant melee Champions (i.e. Riven, Master Yi) due to her blind. At Level 6, she could use her ultimate to turn into a very fast yet squishy melee assassin for 20 seconds, diving in on enemies during ganks and executing them instantly with the reactivation of her ultimate. Essentially, you wanted to stay as Quinn when fighting tanky melee Champs or any other characters you were required to kite back to successfully deal with, while using Valor to quickly assassinate high-priority targets with low defenses, and making these kinds of decisions on the fly were part of Quinn and Valor's learning curve.

Here is a brief overview of the changes made to her kit after the marksmen update:

Passive: The core of this ability was left mostly unchanged, save for number-tunings and the fact that its cooldown now scales with crit. Also, major bug fixes were applied (which were much appreciated!). Q: Applies a nearsight debuff to the first target it collides with rather than blinding enemies in an AoE. Also applies passive to this target. W: Passive: Valor's passive bonus attack speed removed. Active: Unchanged. E: Mostly unchanged, aside from bug fixes and improved functionality. R: This was the most dramatically-changed ability of the rework. Instead of switching with Valor, Quinn channels for 2 seconds to unite with him, gaining an immense amount of movement speed. Any damage will interrupt the channel. Offensive action taken by Quinn will end the effect, raining down a hail of arrows in a large AoE around them that deals regular damage rather than missing health-based damage. Champion or turret damage taken by Quinn will also remove the buff. Minion damage massively slows Quinn and Valor.

This iteration of Quinn, while not as overwhelmingly strong early-game, scales more gracefully into the mid- and late-game than the previous one and is less oppressive against auto-attack reliant melee Champions due to the loss of her blind. She's able to roam and gank far more often than old Quinn was able to once Level 6 hits, but will run out of mana quickly unless she gains access to blue buff and/or Essence Reaver early on. Her burst is also a bit slower than old Valor's because she now relies on chaining passive procs and no longer has an execute she can hold onto for ending ganks quickly. But due to her new ultimate, her split-pushing power is strong and she can show up to contest objectives with great speed.


On the Removal of Valor's Kit

The most relevant point to note about these changes is that you can no longer 'physically' play as Valor with new Quinn; all of his skills have been removed from her kit. She retains her burst damage potential (chaining and consuming two to three of her passive marks in quick succession is key) and between the major bugfixes and near-constant uptime of her new ult (which was turned into a pure, out-of-combat mobility tool), she's doing better now in terms of power and reliability (not to mention she's solely a ranged Champion now).

Yet, in spite of these things, I feel like the changes made to her ultimate were too drastic and unnecessary for a character whose whole gameplay premise revolves around, 'two playable champions in one - an agile falconer and her speedy bird-assassin'. From the very start, Quinn was set out to be uniquely different from the other heroes and heroines in League who boasted of an animal or companion in their kits, simply in virtue of Valor -- I'll quote LoLWiki to put it into perspective:

Valor was the only pet to actually replace the champion on the battlefield instead of fighting alongside them (such as Willump and Bristle) or summoned to assist for a short duration (such as Tibbers and Voidlings) until patch 5.22.

Whereas Willump, Bristle, Tibbers, Beatrice, Pix, Malzahar's Voidlings and Elise's Spiderlings serve only as particles or 3-D models to their respective kits, Valor was actually a playable companion that possessed his own set of abilities -- player's actions were Valor's actions during Tag Team, and vice versa, which created a unique gameplay experience that no other individual Champion could provide.

"But wait, other transformation Champions such as Nidalee, Gnar, and Shyvana provide a gameplay experience very similar to the one Quinn had before."

That's not entirely true. While it's correct that these Champions can gain access to a whole new host of abilities at the click of a button like old Quinn could, she's the only one of these Champions to possess the falconer thematic (neither Nidalee, Gnar, or Shyvana can play as a blinding bird-of-prey with +80% movement speed and bonus attack speed when they switch forms). Not to mention that, at least storywise, she doesn't transform into Valor, she simply swaps places with him; the two are separate entities, and that was a unique, central, and previously-unexplored space that was not worthy of removal by any means. After all, what we want is for Quinn to feel unique, not standard.

Another Quinn player named "and Valor" drives this point home quite nicely, as well:

and Valor: "First of all, it's important to understand that Quinn's ultimate is important not JUST from a gameplay perspective, but also from a lore and thematic perspective. There's been a lot of talk about that already, but I'll summarize my feelings here.

On release, Quinn was named Quinn & Valor in game and in the loading screen (this is obviously where my name comes from). This had huge implications, as it was the first time a champion had ever had two names within the chat and loading border. This had the effect of really depicting the two as a team: Valor was just as important to the champion as Quinn was, and the two were a team that worked together. For what I remember being an issue with name length or spaces, this was eventually shortened in game to just "Quinn," which took a lot away from the champion and was an unfortunate change.

This aspect of a "two-for-one" champion is what made Quinn and Valor unique and fun for many (me included). Their original kit was perfect at portraying this, and it was amazing how much playing as Valor felt like playing as an eagle: you became a swift predator. Carries would do anything they could to get away from Valor, and using E to swoop down on them before Qing and using Skystrike to claim your prey feels simply amazing. Even if you were using the ult for other purposes, such as the out-of-combat movement speed or attack speed increase, you still felt like you were flying. Valor's auto attack animations are some of the most fascinating in the game to me, and I'm sure I'm not alone when I say the thought of never seeing them again is saddening. The entirety of Valor's kit kept this crisp feeling from before too: the sharp dash from E, the sound of Valor's autos, Skystrike itself - everything felt powerful.

The fact that the new kit throws all of this to the wind in favor of . . . more mobility is really sad, as it portrays Valor as more of a tool than a half of the champion."

Here's some food for thought: "In terms of Quinn, I'd probably really re-explore why she has to be an ADC. I'm not sure we fully explored the melee version with enough rigor or time. I'd love to break her back down, find that core fundamental and build upon that." - IronStylus

Of course, I'm not saying Quinn's current ult should be identical to her previous one. It would need a lot of tweaking and rebalancing. Part of what made old Quinn so controversial and problematic to use was that she had to be in melee range to take full advantage of the steroid offered to her by her ultimate, given little to no survivability. One idea is to passively grant Valor additional resistances while he's on the battlefield (similar to Jayce's "Transform: Mercury Hammer") so that players using Valor don't have to worry about getting murdered so easily. Another idea is to perhaps make the benefits from her ultimate function on a conditional basis.

There is a plethora of potential design routes Quinn's old ult can go in, it doesn't necessarily have to involve the removal of Valor's playability and kit.


Conclusion

The truth is, Valor doesn't deserve to be a mere model or particle to Quinn. There's a reason Quinn's name was "Quinn and Valor" during her time on the PBE: It's because they were both slated to participate in combat on the Rift as two individual fighters, unlike Sejuani and her boar or Nunu and his yeti, who -- gameplay-wise -- simply work together in different ways. Playing Valor was the cool and fun hallmark of playing Quinn -- for better or worse. One of the main goals of the rework was to preserve that, but instead it removed something essential to the Champion and caused a lot of pain to committed players.

I know that there must be some way to bring Valor back into the fray while also ensuring that, as a Champion, Quinn remains uniquely powerful with healthy and meaningful gameplay, as well as a more clearly-defined team role which her pre-rework version was lacking.

If you made it this far, thanks for reading and please let me know what your thoughts are.


TL;DR: While objectively better and fun in its own right, Quinn's new ultimate doesn't fulfill the fantasy of being a falconer in control of a swift and powerful eagle. "Behind Enemy Lines" is better suited to another style of Champion, such as a gryphon rider or aerial unit. The goal of the rework was to emphasize what made Quinn cool and fun; instead, it removed the hallmark 'high moment' of her kit which was diving in on vulnerable prey as Valor. From the start, Quinn has been 'two Champions in one' (hence her original name on the PBE, Quinn and Valor) but with the update, Valor has become mere VFX in Quinn's kit, instead of the individual fighter he was always meant to be... leaving Quinn as practically half the Champion she was before. Maybe we can work to bring Valor back into the picture and do justice to the duo known as Demacia's Wings.

18 Comments

Valor Bot1 votes

Updated the post with a TL;DR for those who just want to get down to the bare bones of the thread.

OurLestrade1 votes

Quinn fanboy and I agree! I seem to remember them going on about how they didn't want Valor to be seen as a tool when they were making Quinn, and now that's all he is!

Valor Bot1 votes

Yeah, the goal for Quinn (as I understand it) was never to make Valor a simple pet, but rather her fighting equal.

I know that changing the dynamics of a Champion's kit -- as is typical with character updates like this one -- isn't necessarily a bad thing in terms of game design, but when it comes to something so integral to a character, then I think it becomes problematic.

This isn't about the removal of Skystrike, or her AA-nullifying blind, or the slow on her Vault. None of that was integral to Quinn. Valor's full-out participation in combat, however, was.

Árchangel Avacyn1 votes

The way I see it the problem is that her kit doesn't match her ultimate, I don’t think that the new ult is bad as an idea or even that it’s weak, I also don’t think Quinn is weak, she may even be a bit too strong at the moment. I do however feel that it doesn't fit into her kit very well, the ability is independently powerful as in it’s strong despite her kit, you could give most champions this ability and it would be strong and effective because no CD high MS is just plain strong. However it leaves gaps in Quinn’s kit that were once filled by Tag Team, if Vayne’s ult was replaced by this ult she may actually be stronger but her kit was made with Final Hour in mind and removing it without changing the kit would make her feel clunky.

To be perfectly honest this idea could work fine if it had been executed better, but it would have required a larger update. Too much was attempted with not enough time to make it fully functional, Quinn's kit was designed with Tag Team in mind and it hasn't changed enough to make it no longer dependant on the various crutches it used to give her. Quite frankly BotRK was also a significant crutch for chasing and duelling which she no longer has access to thanks to how her damage ratios were changed.

One of the biggest problems I find is how overloaded Q is. Including the free Harrier her Q does up to 1.7 bonus AD + 380ish damage(translated the base AD ratios into base damage), her Q should be primarily about CC it should not have an amazing amount of damage and proc her steroid. It does so much that missing or hitting it is basically the entire fight, you cannot miss out on that much of your kit's damage and still be in a good spot and against a lot of champions the CC is also vital to your survivability. But at the same time how else to you apply Quinn's damage, E is a utility spell and W and R are both non-combat, she currently suffers from not having enough damaging skills to spread her damage around making her feel rather binary and simple in fights or overly reliant on auto attacks which was never what Quinn was about and from what I can gather was not Repertoir's intention when doing this update.


Great post though, thematically this ultimate makes so little sense, I just thought I'd also put it in the context of gameplay mechanics too. It's visually awkward too, there is so little effort in the animation and effects of this update which when you think about how the other champions updated in the same patches came out of it on that front is more than a little annoying. The channel animation is just the skystrike animation in reverse, the flying animation is exactly the same as before but with Quinn levitating(quite obviously) underneath him in her running animation. I just like ignore this ultimate when thinking about the champion in that way because it doesn't fit her theme at all and if Quinn ever uses it in lore I don't know how I'd actually react, it's just such a silly concept.

dragonboytsubasa1 votes

I agree, thematically her ult doesn't make a lot of sense, but game-play wise it has made her more reliable and fit for competitive play. However I would definitely like for Valor to made playable again in a future rework whenever that happens as Quinn still has a fair way to go before being in a position everyone is happy with thematically and game-play wise.

At the moment though I'm not too happy about the overloaded power on Q. Sure being a skillshot it can be dodged, but when it does land, and I land it very often, the disadvantage on enemy targets is too great - a whopping amount of damage, a 2 second nearsight debuff AND a Harrier mark. She needs the Harrier mark and the nearsight debuff imo, but the damage on Q is a bit much.

Árchangel Avacyn1 votes

I don't think she does need the Harrier mark, if it was gone and Harrier was buffed to compensate along with W passive returning to 3 seconds it would be fine, you don't really gain anything from that extra Harrier mark it's just extra Q damage. Along with that a further reduction in damage on the ratio would probably be warranted like 1.0 maybe, the CC is huge, I'd still cast it even if it did no damage so it really doesn't need to be a Lucian Q tier nuke too.

Z461 votes

Meanwhile, Morgana Q is a 2-3 second root that pretty much guarantees that you'll die if you don't have Cleanse, QSS, Crucible or another method to remove CC. Also, it has 300 base damage at max rank, with a .9 AP ratio, and applies the full spellvamp from her passive (which is 10-20%).

Blinding Assault has 20 base damage at the first rank, and it maxes out at 120. Her ratios are the only reason she's a damage threat, and that's a good thing, because it forces her to be squishy if she wants to deal damage at all.

At the absolute most, the AD ratio would be reduced to 1 instead of 1.2, but it needs to stay as high as it is, or they'd have to buff the base damage. If she had high base damage instead of ratios, she would be more viable as a roaming tank, and nobody wants that after Jungle Alistar was a thing—especially not Q&V players.

Árchangel Avacyn3 votes

Quinn had good base damage before and she didn't turn into a tank because she doesn't have the utility to be one. Morgana's Q doesn't do aoe damage and also has a much longer CD, it's pretty unfair to compare the two especially because Morg is a caster her Q is supposed to be impactful because she doesn't have auto attacks to fall back on. At max rank Blind Assault has 380 base damage when you take into account the passive mark it applies and 233 without it(base ad ratios are a fancy kind of base damage) and a 1.7 bonus AD ratio which is insane for a low CD skill with a strong CC and aoe damage, it's just overloaded and damage should be spread out more in her kit.

Best Valor NA1 votes

I miss old Quinn & Valor :(

Kaiquion1 votes

I agree with this and truthfully, the only way to make quinn be Quinn and Valor again is to have another rework but to push her into more of a Jungle or top lane role. Not as a adc. Change her kit that can better suit her theme.

Valor Bot1 votes

I agree, Riot has stated in the past that they don't really view her as a traditional marksman anyway, she's kind of like Jayce and Urgot in that sense.

Kaiquion1 votes

I wouldn't go as far as saying she's kind of like Jayce. The old Quinn was basically a mash up of a Ranged bully/Melee assassin (in more sense, a yi with a execution). But Quinn, to be Quinn and Valor again, they need to rework her, which won't happen for a long time due to them updating her with the Marksmen update. Surprise they didn't try to interact or incorporate a pet system of Quinn and Valor, seems HIGHLY do-able, especially since Riot has came along way and is more than capable of creating a fun/interactive pet system. Not a pet system like Annie and malz per say, their's is more like this is just alil minion I have here. They could do something more like, having something bit similar to Orianna and her ball, making valor a direct asset to her abilities. Truthfully they should had went with their other concepts for Quinn, where she was a melee, it would been so much easier and possible, better to make a kit that not only fits good with the theme of Quinn and Valor being basically two champions in one, but also it potentially could feel better playing as the Champ.

But I guess if they intend to keep her this way, the two champ in one will be implemented into a different champ I guess

Valor Bot1 votes

Old Quinn and Jayce were similar in the sense that they were both unconventional marksmen with melee abilities; I know that their play styles and kit-dynamics were quite different comparatively, though.

I personally wouldn't like it if Valor turned into Quinn's pet, or anything akin to Tibbers or Orianna's ball, mostly because it goes against the essence of Quinn and Valor which is that they're two Champions in one and Valor is a free agent with abilities of his own.

The original concept for melee-assassin Quinn was really cool too, but I think we're a bit too far down the line to even consider a range change of that sort.

L0ve Is Blue1 votes

I didn't play Quinn on a regular basis, but I must admit that I was really sad when I learned about Quinn's new ult when it was revealed. Valor had died, he wasn't playable anymore, he is now a particle used of her Q and her ult, he is not part of the champion anymore. When you saw Quinn before you knew you would have to deal with Valor too, they are equaly representated in the splash art, and Valor even had his own icon on the map. All of this is gone and so is Quinn to me, she doesn't feel the same and now works on how many time she can spam her passive instead on the decision making you could make with your ult. Quinn ult was unlike any other transformation in the game, for a moment you could take a form that improved you stats giving you a short power-spike to make use of.

Shrîke1 votes

As Riot has said, new Quinn is here to stay and won't be getting changed. The only thing they will do is tweak her numbers and maybe change the ultimate slightly.

Valor Bot1 votes

She'll be the same for the foreseeable future, but with some communication and community input I hope that we can help Riot push her into a better direction, eventually.

Kappiste1 votes

How's Quinn fairing at high ELO? In the trench where I play she has already vanished after the few post-rework nerfs. Vayne, Cait, MF, Lucian and Trist are the only ADCs I see anymore, since Corki is now favored by mids.

Valor Bot1 votes

Well, according to champion.gg, she's got a 53% win rate as a jungler in Ranked at a Plat+ level. Her top and ADC win rates are at 52%. So she's in the top ten.

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