Quinn Rework

Theruder9·10/16/2015, 4:45:43 PM·1 votes·823 views

They've announced not long ago that they've had some big plans coming for marksmen, to differentiate them from one another. While I think this is a great idea, the fact that Quinn, of all characters is one of the more prominently talked about is a bit worrying. (Though still very little information is revealed) I find she's a blast to play, and wanted to put my thoughts in before the changes are decided on. I'm a bit worried that the passive turned out to be a bit too heavy on detail, but in my defense it needs the most change. I can normalize some numbers in between to reduce text if it seems like it's too much.

First off, Quinn's Auto Attack range. It'll seem pretty counter-intuitive until its all laid out, but for now I recommend we actually reduce it from 525 - 500.

_Passive: Harrier currently _

Currently Harrier marks seemingly random enemies nearby, granting vision, and planting a mark on them. Her passive then has a cooldown applied. By Auto Attacking the marked target, the mark is consumed, and she deals an additional (50% Bonus AD + DMG per level) and lowers the cooldown of her passive.

On paper this is pretty simple, and in-game, (When it works) it's fun too. The problem is, that this skill is broken. It barely works, Quinn and Valor are supposed to be a team, but the quote "Sometimes I think that bird is just showing off" feels more like it was the intention. He targets minions that are effectively dead before you get a chance to attack, or a full hp minion that'd make you miss out on cs to get, worst of all, is half the time the mark isn't consumed, and it appears on the target, before you are able to trigger it.

Passive: Harrier changes

Valor marks a target every few seconds. (Cooldown scaling with level, at level 1 {5 seconds} At level 5 {4 seconds} At level 10 {3 seconds}) prioritizing Melee minions between 15% - 5% health, and lastly mage minions between 20% - 5% health. Hitting the marked minion will instantly execute it. If no minions fit this description, Valor will wait until one does, your passive will not go on CD, until he has marked someone else. If Quinn does not attack this target, then the cooldown of her passive is increased (2 seconds longer).

Valor can mark large monsters when they are aggroed, (Big Wolf, Big Bird, Scuttler, etc.) all of which can be executed at 10% health. However, he cannot mark Epic monsters, or Red and Blue buffs.

If Quinn has attacked a champion, or Cannon minion within the last 1.5 seconds of her passive being up, Valor will mark them. Valor cannot mark the same Champion twice in a row. Attacking one of these marked targets deals (65% Total AD) in addition to her AA.

Changes to her Mark - No longer grants vision. If a target is marked, Quinn's range to hit that specific target, increases to 650. This does not change her AA range, it only affects the one specific target. If the target leaves her vision, the mark is gone.

**Why these changes? ** The execute is to give her reason to trust Valor. In lane currently, you will occasionally choose between attacking a minion that you're sure you can hit, as opposed to something Valor marked. Again, thematically they need to be a team, you should WANT to follow Valor at all possible instances. These numbers may need to be adjusted. The reduced cooldown is to compensate for poor waveclear, Valor covers up Quinn's weaknesses, without eliminating them. Matching the theme they are supposed to illustrate.

Marking Jungle camps just makes sense for the character thematically, Valor wouldn't leave Quinn alone when in danger afterall. However because of the execute I proposed, it would be a tad too strong if we gave those Jungle Quinn players too much to work with. Also, because Quinn is so mobile, and will likely be roaming often, Valor only marks targets she has attacked. That way he won't be put on cooldown just because you ran past wolves.

Within 1.5 seconds of her Passive being off cooldown, Quinn gets the ability to ask Valor to do something for her. One of the things that make this champion special is her ability to lane almost anywhere. This change keeps that intact, while also rewarding Quinn players for taking her bot lane. (I.E. Mark the ADC, then the Support) She no longer deals damage per-level with her mark, and instead deals 65% Total AD as her bonus. This is a big nerf obviously, without taking runes and masteries into account, at level 1 her passive will do a flat 33 AD bonus damage (39 if she buys a Dorans/long sword). However, because of her new execute, and more reliable passive she'll be farming much better, and will have the gold to build the damage to close the gap.

Her mark no longer grants vision, because again, it's more reliable. An enemy can weave between bushes to play against Quinn's passive, and it just makes it a more engaging experience for Quinn, and her enemies. The 650 Range to hit a target from her passive is to deal with her low AA range. With the changes to Valor, Quinn can stay a low ranged marksmen, but also become a safer pick. She'll be able to rely on Valor and farm from afar, which is something she can't do alone.

Q: Blinding Assault Currently ACTIVE: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage to enemies around him and blinds them for 1.5 seconds. PHYSICAL DAMAGE: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) (+ 50% AP) ACTIVE - TAG TEAM: Valor applies Blinding Assault's physical damage and blind to all enemies around him. COST: 50 / 55 / 60 / 65 / 70 MANA

Q: Blinding Assault Changes ACTIVE: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage to enemies around him and blinds them for 1.5 seconds. PHYSICAL DAMAGE: 75 / 120 / 170 / 210 / 260 (+ 65% bonus AD) ACTIVE - TAG TEAM: Valor applies Blinding Assault's physical damage and blind to all enemies around him. An increase to mana costs, 60 / 65 / 70 / 75 / 80 MANA

Why These Changes? This is a fun skill that doesn't need much change. It's a skillshot that isn't to hard/easy to hit, has good enough range to secure kills, and makes her effective at dueling. The only change was some slightly increased damage past rank 1, and the removal of her AP scaling. This is her only ability that scales with AP, and her builds don't focus on items like Tri-Force where this would help at all.

W: Heightened Senses Currently ACTIVE: Quinn or Valor reveals the area around them for 2 seconds. PASSIVE: Attacking a marked target grants Quinn bonus attack speed and movement speed for 3 seconds. 「 BONUS ATTACK SPEED: 20 / 25 / 30 / 35 / 40% 」 BONUS MOVEMENT SPEED: 20 / 30 / 40 / 50 / 60 PASSIVE - TAG TEAM: Valor permanently has double Heightened Senses's bonus attack speed.

W: Heightened Senses Changes ACTIVE: Quinn or Valor reveals the area around them for 2 seconds. This ability cannot detect stealthed champions, however Valor will squawk to alert Quinn that something is amiss, if an invisible unit is in range. Passive: Attacking a marked Champion grants Quinn bonus movement speed, 30 / 40 / 50 / 60 / 70 when moving towards that unit for 5 seconds. She also gains Bonus Attack speed, 25% / 30% / 35% / 40% / 45% for 5 seconds, (If she attacks a unit other than the marked target she hit during these 5 seconds, she loses the movespeed and attack speed.)

PASSIVE - TAG TEAM: Valor permanently has double Heightened Senses's bonus attack speed. ACTIVE - TAG TEAM: Quinn scouts the area. With reduced range. Does not reveal stealthed units.

Why these changes? The active is perfectly functional, it's just given some additional tweaks to help her roaming. The Passive change is pretty big. She's now better at chasing, but loses the ability to escape with the bonus speed. She now needs to be more careful about who she dives in on. This in itself is technically a nerf, despite the higher numbers.

E: Vault Currently ACTIVE: Quinn dashes to the target enemy, knocking them back a short distance, dealing them physical damage and Slow slowing them by 50%, decaying over 2 seconds. PHYSICAL DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD) Upon reaching her target, Quinn leaps off and lands away from them, and Valor immediately marks them. ACTIVE - TAG TEAM: Valor dashes to the target enemy and applies Vault's slow, knockback and physical damage.

E: Vault Changes Nothing. This skill is pretty perfect. I am thinking that perhaps, an enhanced version of the mark would be applied after E, that deals true damage. But that may just be my way of thinking with the new champion changes, for the most part I don't think Quinn needs it.

R: Tag Team Currently ACTIVE: For 20 seconds, 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. 「 OUT OF COMBAT MOVEMENT SPEED: 80 / 90 / 100% 」 Reactivating Tag Team or reaching the end of its duration activates Skystrike.

ACTIVE - TAG TEAM: Quinn returns to perform Skystrike, dealing physical damage to all enemies within range, increased by 1% for every 1% of target's missing health. 「 MINIMUM PHYSICAL DAMAGE: 100 / 150 / 200 (+ 50% bonus AD) 」

R: Tag Team Changes I see no reason to adjust this whatsoever. Perhaps, it's a bit too powerful in terms of movement, but if we leave it as is, the nerf Quinn's W should have Valor carrying a heftier load.

_Open to criticism. _Quinn

2 Comments

Lost In Time10/16/2015, 4:48:16 PM3 votes

Alternatively, fix her autos, give her a VU and she's fine.

And basically, all you did was nerf W.