Quinn Quick Fix (I think)
With the recent Orianna buffs that make bad Ori players land skills that otherwise they'd fail, I think fixing Quinn will be a lot easier.
With only 2 Dmg tools, Q and AA, (E and R do 0 dmg) Quinn relies on either, saving E to escape from engages **(which makes her beyond useless as an ADC or any other role if she's just gonna sit back like an ADC) ** Or using E to catch someone and be badly positioned with no tools to survive the current 10 Heals and shields they'll use after seeing Quinn is about to attack.
So a quick fix would be making Quinn guarantee 100% that she'll land an AA after casting E, even if the opponent spams
, that would give her at least some presence in exchange for now being extremely vulnerable, either increasing the knock up time, decreasing the AA animation, or decreasing E animation time.
Also it would be great if in the E return animation calculation, you prioritize that; If Quinn E is at max range when casted, she'll land closer to the target when there's terrain at the original landing spot And if Quinn is within 100 units or so from the target when casting E, She'll land** further away** if there's terrain at the original landing spot. I can't count how many times I've ganked mid from top, and the E return puts me back in the river bush while the enemy is now at his tower...
And if possible, make Quinn's Q either pierce through minions, or go through them and then deal dmg at the casted area, so she can have some wave clear since she is forced to build
in order to farm.
She doesn't need buffs, just small changes to make her reliable =)
works Top, Mid and Jungle to a great effect ...
... think of a ranged kill lane.
with a shield, fear and gap closer,
with shield, 2 gap closers and a slow
with range, % dmg, stun, gap closer, and burst and the others who'd love to find an AD ranged champ 1v1
So while she does fine, she's got no argument as to why would you bring her, instead of any other jungler at the moment