My thoughts on Quinn
Quinn is a champion who, although I only got her around eight days ago, I feel as though i can see a lot of problems with her from both a gameplay perspective and from an Identity perspective.
Looking into her gameplay, Quinn's issue is that she is reliant entirely on her ability to assassinate (which happens to be the only thing she is useful for in combat for the most part) using only two abilities due to her having two non-combat abilities in the forms of her W and her R. Because of the fact that she either Can burst someone with either AA -> Q -> AA or AA -> E -> AA or some variation of either of those combos, there is either very little counterplay because she can just instantly kill you (like here where she was literally able to run through lane to kog'maw and kill him before he could even move to react). The other option for how she works is if she cannot kill someone in one combo (Passive -> AA -> Q -> AA -> E -> AA), and if this is the case then she is largely a completely worthless champion because she cannot jungle (her ganks rely on her burst and movespeed), she cannot top (her lane presence relies on her harassment in lane and her ability to zone enemies out of CS, and even though she can do that without her burst, what she cannot do is do what she does best after laning phase in top lane and become a roaming assassin to create map pressure and force enemies into thinking they have a numbers advantage when they do not. She cannot mid without her burst because she cannot do the galio thing where she has the utility to pull it off without burst, she makes for an awful support because her kit has no real utility aside from a disrupt, a displace, and her Q's Nearsighted, and her ability to ADC is practically nonexistent with her current kit because she gets outranged and out-harassed by any other ADC.
To sum up, from a gameplay perspective her current kit only works when she is broken, because she either can oneshot people before they can react, or she cannot oneshot people before they can react, and she can't effectively do anything else if she can't (or at least not anything that would be done better by champions like
Tryndamere and
Jax), because of this i feel she needs a rework
In my opinion a lot of the issues with Quinn's gameplay comes from Riot not really seeming to understand what Quinn is. What i mean by this is that they seem to have wanted her to be an ADC, but the kit they gave her was half-ADC and half-assassin whilst being balanced around being ADC, making her not reliable enough to be good as a mid-laner, not built well enough to be an ADC, and without the utility to be a reliable jungler, which forced her into the role of "top lane bully who destroys juggernauts in lane and only can work late game if there are juicy squishies to be popped and towers to be dropped", which is not the role she should have (as evidenced by her lore as "assassin/scout who works in conjunction with her birdy to kick some ass" and Riot seeming to want her to be either an ADC or an assassin.) Equipped with that knowledge, one can begin to work out what her issues are, and how they can be solved to make her a better champion who can exist in the meta without certain items (looking at you, lethality) being broken.
Quinn's abilities:
P - Bird marks a target every now and then with a harrier proc, attacking the marked target does a lot of extra damage. Q and E also apply harrier marks to what they hit.
I actually really like her passive and think it should stay with some slight tweaks. If she wants to be an ADC and deal steady, sustained damage, then make the damage lower, make the marks last for less time, and reduce the cooldown on the passive, making it proc much more often if you can hit them fast enough, turning it into much less damage at once, but much more in prolonged fights where you can pop harrier marks much more often. If instead she wants to remain an assassin, keep it the same (maybe reduce damage slightly) because as it is, it is a great passive for assassins.
Q - Throw bird in skillshot line; does AoE damage where it hits and gives the first target hit a Harrier mark.
This ability's concept is alright, but i can't help but feel as though i am basically throwing Valor like a rock and hitting the enemies in the head. If you want her to be an ADC, make the ability a narrower skillshot, lower the damage (120%AD scaling at max rank is a bit much given it's already high base damage) increase travel distance, and make it give vision where it goes (so it can be used to check drag, baron, bushes, etc.). If instead you want her to be an assassin/splitpusher, keep it the same because as it stands, similarly to her passive, it is good at what it does for the purposes of assassinations.
W - Big circle of vision on massive cooldown (also passive attack speed/move speed steroid whenever you pop a passive mark)
This ability's passive is cool and i would like it kept, move it to her actual passive and have it scale with level, but as cool as the active is, it has to go one way or the other. If the desire is to make Quinn into an ADC, have it give her the double the attack and movespeed steroid her passive now gives her for proccing passive and allow this ability to bring her attack speed up to 2.5/2.75/3/3.25/3.5 if the percent buffs would do so in the absence of the attack speed cap of 2.5, but now give it for free for the next 2-4 seconds whilst negating the passive steroids (so you can't get triple the steroid by activating W and then popping a harrier mark), this way her sustained damage and damage to towers goes up (giving her a solidified identity as a splitpushing ADC with incredible sustained damage). If instead the desire is to make her into an assassin, things become a bit tricky, and perhaps keep the concept similar, but instead rather than give vision of a massive circle, give vision of the two enemies on the map with the lowest actual (not percent) hp, tagging them with a debuff that reveals them for the next 1/1.5/2/2.5/3 seconds, that way it tells her where to go if she is looking for a good assassination, but not revealing the dangers surrounding said enemies and thus forcing her to sort of scope out the scene and either infer, predict, or walk up and discover what said enemies are doing and if she can get away with a quick assassination, in addition to this it keeps in with her theme of "working together with flappy bird to kick ass"
E - Be the queen of badass and leap towards an enemy, delivering a swift kick in the face before jumping back a distance from them
Honestly, I love this ability, as long as she is an assassin, and think if Riot wants her to be an assassin, they should keep this the same, and if she is an ADC, perhaps let her decide which way she leaps away from the enemy, (instead of going the direction she came from, she goes a direction of her choice (think in terms of camille dash but instead of any terrain, it is any enemy).
R - Call your bird cab to deliver you to your enemies.
I have a love-hate relationship with this ability, on the one hand i adore the ability to move from base w/homeguard and move at 1500 MS, but on the other i recognize it is more or less useless in teamfights and to be honest i don't really know what to do with the ability, perhaps i she wants to stay as the roaming assassin, Valor could swoop down after a brief (1.5/1/.5 second) channel and then after another channel (2/1.5/1 second, increased by up to 3/2.5/2 seconds based on how far she goes) and carry her somewhere of her choosing within the range of the ability (range would scale with level of ability). But as for fixing it for Quinn as an ADC, I have no idea.
To conclude, those are (in the eyes of a bronze pleb) the changes that should be made to Quinn, if you agree, disagree, or would like to discuss it further please feel free to leave comments