Yeah I agree with OP... if you look at Rito original rework post there are a bunch of messed up stuff.
https://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/PE1LJTOM-quinn-pbe-feedback-thread
Firstly they say that:
Tag Team (R) has been heavily repurposed into a strategic map mobility tool
Note the word strategic. How can this low CD ultimate be anywhere at any time ability strategic. Old R was IONS more strategic elements than the old R. FIrst you had to account for the hefty cooldown, 140/110/80s. At that time most ADCs had 0% CDR, maybe at most they got 10%, this changed when Essence Reaver got changed to give CDR with crit. Regardless you had an insane CD on this ability that changed your playstyle completely. You had a time limit on it was well being 20s. Pretty long time for a "steroid" (not entirely a steroid, changes the gameplay) but within that time you could use the mobility you got to roam and all that and had to time the distance you wanted to travel and if you wanted to fight as Valor.
That was only just the tip of the time iceberg. Valor played a lot different from Quinn. Had more damage theoretically because you have more AS but you lost out on Harrier passive. You were kinda like a Master Yi because of the huge A/S steroid (80%). Just looking at the CD of the old ability, we have passed the strategic thought when compared to the new ability. You also had to decide if you wanted to cancel the ultimate early in favor of range. I vividly remember a time where I was giving the beat down as Valor but was started to get kited out really hard Rather than try and stay as Valor I swapped out, confused the enemy (cause they couldn't kite me) and got the kill. Also Skystrike is pretty lame now, it's just an add on and doesn't have the same impact as before, hell it has a 40% ad ratio now, it does no damage.
As with all changes, I'm nervous about them but excited for them. One of the most difficult things about these reveals is gauging what is an emotional response as opposed to constructed feedback. It's not fun to take away things from characters that players may have really enjoyed, but it means we really have to capitalize on the things we're adding/changing for it to be worth it.
Honestly there was nothing to capitalize on with these changes. I'd say if old Quinn was 100% difficult/unique/fun/distinct new Quinn would be 40%. They just removed so much depth from the duo and made the champion insanely unhealthy for the longest time... unavoidable range burst that can come at you anywhere at anytime is arguably worse than playing against Rengar or Kha'Zix or any assassin. I am a bit ticked off at how RitoRepetoir also tried to "gauge what is an emotion response as opposed to constructed feedback". The Ritoer did not comment or reply to any of the hugely upvoted comments that were constructive except one. The reply was this by the way... no actual thoughts on Quinn herself...
There will always be people that don't like changes, so I will likely never get a good read on the portion of people that don't like a change. If it's weak or something's off about it, however, we would address that, yes.
This is also pretty silly. Acknowledging that people will not like the changes but apparently being unable to get a good read on how many people do not like the changes? There was not many Quinn players back than and there still is not much right now, check champion GG and she is only above other champions in play rate when other champions are played in uncommon places, for example rumble jungle is just below Quinn. With that said, anyone could would see that most of the Quinn player base was not too keen on the Quinn changes. From that Rito feedback thread and the huge amount of upvotes for people not too sure about losing Valor anyone would be able to tell that the changes were not liked.
The Rito Quinn feedback also had 883 comments, at least by this date. I can guess that the Rito feedback thread had around 100-200 comments at the very least when the Rito feedback thread was made. The fact that RitoRepetoir only commented 28 times on the thread is kinda depressing. The rest of RitoRepetoirs comments had little content to them other than answering question about the rework like "Will new Quinn move really fast?"
Let's look at some goals of class updates:
- Every game of League should feel meaningfully different based on the champions in it
- Each champion in League should feel distinct from one another
- Give champions a specific meta-agnostic identity
- Make champions healthy
Quinn already filled out most without the rework. Quinn had 1-3 down and you could argue about 4. New Quinn likewise also filled out 1-3 albeit less so now, her ultimate only means she can be anywhere at anytime. The change to her ultimate still makes her distinct but not as much as her old ultimate. A Quinn that is forced to group is pretty much the same as any other marksmen, generic, right clicking, nothing unique or interesting. Personally I find Quinn cool and interesting but when Quinn is only Quinn not that much is going on especially if you don't need to use her vault. I have already made points on why she is less unhealthy now, no CD ultimate, anywhere on the map, range unavoidable burst, etc.
Next up, we're turning Quinn's ult into a toggle, giving Demacia's Wings the ability to MOVE. Most champions rely on Teleport to safely stray from their team, but League's speediest champion can move about freely and split push - or counter a split push - anywhere on the map without needing summoner spells.
Another goal of the rework was to give Quinn the ability to deal with split pushers when she already had that ability. Tag-team didn't last for 3-5 seconds it lasted for 20. Meaning Valor with his super high A/S and M/S could stop split pushes on his own and Quinn could react to those split pushes or start them on her own. The new change only made it so Quinn could ult back to her team afterward if she wanted but why would you do that when you could just stay in that lane and push it. The new ability doesn't really fulfill this new goal any better than the old one. The old Tag--Team gave more kill pressure with it's execute, the new one gives equal too or less.
All in all I agree with OP. I would do away with OPs little ?poetry? thing though... Old Quinn was more fun to play and was already in a good spot. I can compare what has happened with Quinn to what happend with Ivern and Zac rework. People thought Ivern was bad but they didn't know how to play him yet Rito decided to buff him too early, with the introduction to new support items Ivern ends up being OP and continues to be pretty overbearing to this day. Zac as well, completely new playstyle and harder to play, Rito over buffs him and once again wapow, OP. Quinn is the same, she had a much steeper learning curve when compared to other marksmen, although she might not be too mechanically challenging she had a lot of decision making involved with her ultimate. The Quinn rework was really unneeded.
One final note, the new Q is much better. It means that enemies that are within melee range of Quinn are pretty much take no effect so Quinn has to try and use it from range.