QOL changes for Quinn (more)
Quinn is an awesome champion, but has been plagued with bugs since her release. It's great that Riot has finally made her E work as intended! However, I do think that Quinn could benefit from some quality of life changes that could potentially bring her into a competitive spot as a top lane/marksman.
First off, Quinn's Q. The inconsistency of Quinn's Q is extremely frustrating and unreliable. The blind debuff needs to be re-coded! From testing, the bilnd debuff goes on a target about .5 seconds after the damage hits. You can easily test this out just by going into the jungle. Stand next to melee minions, press Q. What you expect to happen is the jungle monsters to miss their auto attacks. What actually happens is they get their first auto attack and miss the second. With a duration of 1.5 seconds (that starts when the dmg hits) it's essentially blind for 1 second. This doesn't only happen with melee minions though. You can do the same thing with Gromp and of course...enemy champions. So, please! Re code blind (for teemo as well...) so that the duration and missles in flight will miss the target so it can be a reactionary ability!
Secondly with Quinn's Q the blind should scale up (similar to teemo Q) from 1.5 to 2.5s.
Quinn's passive. Just a minor adjustment. Auto attacks in flight should proc Quinn's passive if it applies to a target mid flight! It's quite annoying to see the animation for you passive start, you auto attack and the mark doesn't proc. The passive should apply at the start of the animation, not the end so that when you see it and auto quickly it procs the mark.
Quinn's R should give you the ability to ignore unit collision. I can't count how many times I've E'd into an enemy near minions and spun in circles being minion blocked. Thematically it just makes sense to give that ability to the ultimate.
Also, i believe Quinn's execute should simply do more damage. It should be comparable to Riven's windslash and Jinx's rocket. Quinn has to take an extreme risk to get in that close with her ultimate. She should be rewarded for it. I do realize that the ability does scale with the targets missing HP, but it's simply not comparable damage to similar abilities.
Riven's Windslash:
MINIMUM PHYSICAL DAMAGE: 80 / 120 / 160 (+ 60% bonus AD) MAXIMUM PHYSICAL DAMAGE: 240 / 360 / 480 (+ 180% bonus AD) The damage is increased by 2.67% for every 1% of an enemy's missing health, capping at 200% bonus damage (300% total damage) against enemies with 75% or more missing health.
Jinx's Super Mega Death Rocket!:
MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD) (+ 25 / 30 / 35% of enemies' missing health) MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% of enemies' missing health) The base amount of damage increases by 1% per 15 unit the rocket travels over the first second, for a maximum of 100% bonus damage (200% total damage), and the missing health component is individually taken by the targets[3].
Quinn's Skystrike:
MINIMUM PHYSICAL DAMAGE: 100 / 150 / 200 (+ 50% bonus AD) MAXIMUM PHYSICAL DAMAGE: 200 / 300 / 400 (+ 100% bonus AD) The damage is increased by 1% for every 1% of the target's missing health.
Quinn's R should be on par with Riven's execute damage. Increase Maximum Physical damage to 250/350/450(+150% bonus AD), and increase the damage by 2% for every 1% missing capping at 150% bonus damage against enemies with 75% or more missing health. Quinn should be rewarded for the risk she has to take getting into an enemy team. Her only defense in her ult is her blind that currently lasts 1.5 seconds(unreliably) and movement speed. She dies as fast as a marksman flashing into an enemy team. More risk = more reward.
Another idea would be to give Quinn permanent W vision while in Tag Team (very similar to Rengar's ultimate).
Anyways, with these changes Quinn would be in a really good spot and probably be picked up in the bottom lane again. Aside from the execute damage buff these are all utility and reliability changes.