For the Dev Corner Rioters

ModWulf Helhammer·11/9/2015, 10:31:13 PM·2 votes·340 views

I'm going to re-post a comment I made in the Dev Corner post Marksman Update in the 2016 Season, as it was completely ignored, despite the fact that it was one of the earlier comments, and raised some rather important points. RiotRepertoir, RiotEzreal, any Rioter associated with the Quinn rework, if you could respond to this, it would be greatly appreciated.

Can you more in depth explain why you changed Quinn the way she was?

You say it makes her a better split pusher, but to be honest, it doesn't help with that at all. Look at some of the top tier split pushers in the game right now: Tryndamere and Gangplank. Both have good sustain, strong damage and dueling capabilities, but most importantly, a way to rescue themselves when they get collapsed on by too many people to handle: Tryndamere has a strong slow, untargeted mobility, and an ability that literally is "can't kill me". GP has slows (barrels and ult) and an ability that both heals a good amount and saves from CC. Quinn? She has a mild slow and an escape where in order to actually use it, you first need to escape the enemy. She lost the damage mitigation that was put into her kit from the start of her entire design.

You say in the post that she can better counter split pushers herself, but you took away the advantages she had for having low range, while giving only situational benefits in return.

You gave more MS on an ult that was already one of the fastest in the game, but had a price for it, so that when you used it poorly, you felt it (kinda like if you use a Zilean ult at the wrong time, you are smacked with a hefty cooldown.) Now it's just a worse version of a teleport, but has nearly all her power loaded into it so that Quinn becomes a ball of stats champ: she will either be powerful and OP, or will have her stats nerfed so that she can't do anything but fly around.

You say that Quinn's old ult forced her into danger. That's what's called high risk, high reward. You know, the thing that tends to be a good aspect of a kit, giving power when used correctly, but punishing when used poorly (like if you use a Xerath ult when people are right on top of you, it's not going to go well). When tag team was used correctly, then it was incredibly rewarding, often times able to completely turn a game around.

I'm not sure you guys at Riot understand the meaning of a tag team. It's not when the two people get in together, that's called a duo. A tag team is when the person swaps out with their partner, who has as much power as the other, and let's them fight until they swap out again.

None of these points so far have been explained by any Rioter, and it would be greatly appreciated if they would be.

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