Quinn and her Vault
I want to start out by saying that I love Quinn's intent and the way her kit is designed, and I think that a lot of the complaints about it are not justified. The three complaints I see about Quinn the most are that her passive is too reliant on RNG, that her ult is not useful enough, and that her Vault offers too much risk for the reward.
Regarding her passive, while it is reliant on RNG, it becomes more and more predictable the more aggressively Quinn is played. And looking at her kit, this is definitely the way she is meant to be played. Her Q allows her to be aggressive with significantly less risk than other marksmen, her W's active lets her see whether being aggressive will lead to immediate retaliation and is therefore unwise, and her E is an excellent gap-closer that also provides an enhanced auto-attack and a slow. (It's also a jump-kick to the target's face. What could be more aggressive than that?)
Her ult is very situational, but in the right situation (usually chasing down squishies after a team-fight or split-pushing) it is amazingly powerful. It's not a "use every time it's up" ult to be sure, and it is very risky, but the ult is fine.
And then there's Vault. There is nothing more frustrating to me when I play Quinn than a Vault that is disrupted, not by a well-executed skillshot, but by a point and click crowd control ability. And everyone who has targeted cc throws it on Quinn as soon as they see that animation start. Since Vault cannot be canceled, all the enemy has to do is wait for her to get in range, and there's not much Quinn can do except regret her decisions.
This is sad. To me, it is Vault that defines Quinn. The style of that ability, its proccing of her passive, everything about it feels core to the character of Quinn. And yet, using it against a team where anyone has point-and-click cc is disastrous. The common call to fix this problem is to make her untargetable during Vault, but this would be far too drastic of a change. It would make her absurdly overpowered, easily one of the strongest, if not the strongest, marksmen on the Rift. Instead, more creative changes are needed to keep her in line without making it feel like she could be outplayed by a monkey.
Proposed changes: *Vault grants (100-current tenacity)0.1/0.2/0.3/0.4/0.5 tenacity for its duration and for the duration of any crowd control taken during Vault. By providing tenacity, a failed Vault is much less of a death sentence. It is still able to be interrupted by enemies, so there is still counterplay, but tenacity makes it possible for Quinn to maybe escape. Tenacity continuing for the duration of crowd control taken during Vault adds to this chance of survival for Quinn and forces enemies to consider when they use their crowd control, since dumping hard cc all at once on Quinn would be even more wasteful than it usually is. The odd scaling is due to Quinn's ability to be played in multiple roles. As an ADC, there really isn't much room for tenacity in your build. As a toplane fighter, however, it is much easier to justify picking up Mercury's Treads. Any sort of flat scaling seemed, at least to me, to make either ADC Quinn too vulnerable to crowd control or make Fighter Quinn too unstoppable. Without any tenacity items, Vault would grant 10%/20%/30%/40%/50% tenacity. With a tenacity item, Vault would grant 6.5%/13%/19.5%/26%/32.5% tenacity and total tenacity would be 41.5%/48%/54.5%/61%/67.5% tenacity. This is a lot, but since it would only be for the time of Vault and any crowd control taken during Vault, it is still manageable and, while I would of course have to have some way to playtest this to verify, I believe that this would not make Vault too overpowered.
This next change I'm much less sure about. While Vaulting, Quinn cannot be hit by targeted spells. This would only include point-and-click spells. Nothing else, not skillshots, ground-targeted spells, or autoattacks would be blocked by this. Put simply, if it's an autoattack or it can miss, it can hit a Vaulting Quinn. As I stated in my introductions, it is point-and-click cc that most frustrates me when playing Quinn. It feels like there's nothing I can do about it except accept my fate. That's not fun. Being hit by a well-executed skillshot? Maybe not fun, but at least there's a feeling of "this person outplayed me" rather than "this person clicked a button." Targeted cc does have its place in League of Legends, don't get me wrong, but in this particular scenario it is much too powerful.
So, what do you guys think? I feel like these changes would help bring Quinn back into the public eye, and would get rid of some weaknesses that contribute to her being frustrating to play without making her overpowered.