Quinn Balance Idea - Marksman instead of Assassin

Stacona··1 votes·969 views

I want to see Quinn be played as a marksman instead of a ranged assassin, focused on getting out as many attacks as possible, rather than trying to go for uncounterable bursty builds (as in not fun to play against, at all).

The solution is simple... give her MOAR DAMAGE!! Wait, what!?

To explain what I am getting at is really delaying her damage, which makes her rely on her attack speed and basic attacking, while keeping the spell weaving gameplay and her passive (changed slightly) around. This will innately grant her kit a lot more synergy with her W passive with something that seems as simple as it looks (and even give her Runaan's Hurricane synergy with multiple active passive marks). Delaying her damage means she will have more damage overall (when going for attack speed/attack damage + crit for passive cooldown instead of attack damage and lethality for the burst), but significantly weaker against squishies, allowing her to take out the big meaty tanks and epic monsters while not having her feel oppressive and strong against both tanks and squishies.


General idea and example (exact numbers do not mean anything here):

Attack Range: 525 --> 575 units

Harrier (Passive):

Static Cooldown: 8 - 2.93 seconds based on critical strike chance [same]

Valor will periodically mark a nearby visible enemy and reveal them for 3 seconds. Enemies that are damaged by Quinn's damaging abilities will also mark and reveal them for 3 seconds.

Quinn's basic attacks on hit against marked enemies deal 1 - 25 (+8% - 15%AD)(+30%AP) bonus physical damage.


The biggest difference is that the next basic attack DOES NOT consume the Harrier mark, which means it now scales with Quinn's attack speed directly since more attacks means more damage (while still scaling with attack damage and crit chance for permanent mark without ability rotation at 100% crit chance). So the burst is greatly reduced for more damage overtime, focusing her gameplay as a proper marksman to kill the meaty and be less oppressive against the squishy with a lot less upfront damage (still can duel).

Other changes may be needed, but I just wanted to share this ONE idea since it changes things up drastically, while still keeping her spell weaving and basic attacking gameplay which is super fun and satisfying while playing as Quinn <3 !

For clarity sake, applying another Harrier mark here against the same target just refreshes the duration, there is obviously no stacking of marks since that would remove the purpose for a change like this which is reducing burst damage for more sustain damage over time. Multiple Harrier marks can still be in play at a time like how it works now.

(Attack range increase because her burst is decreased and I am focusing this change as a late-game marksman, so the extra range is needed. Vault - E - works based on Quinn's MAXIMUM range, just to clarify that it is an adaptive range and not a static one (Rapid Fire Cannon's bonus range extends the return range).)


2 Comments

Lovelle II2 votes

Quinn already gets played as a crit markman, just not bot lane generally. I daresay its the best way to build her ever since they doubled the attack speed on her W (while simultaneously nerfing her burst). She currently has zero issues dealing damage late game, if she can get there. Currently, she plays more like a crit marksman than she ever has.

Valor Bot1 votes

Being a ranged assassin is what best fits Quinn's theme though. Generally, rangers in fantasy are known for killing their targets quickly and without fuss. It's also been a part of Quinn's identity since her inception, so it's kind of core to her as a champion at this point (did you know she was a melee assassin originally?). While I can understand wanting to see her played more bot lane, I really don't think turning Quinn into a standard marksman would do the character justice.

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