A Better Valor Rework (meh, close enough)
Riot has repurposed Valor to a more ubiquitously effective role by replacing his assassination kit with... well, they didn't replace it. They just deleted it. He is now a transportation device. But a highly spammable one! This would be okay, except the Quinn/Valor mantra is "tag-team" and Quinn cracking the whip on Valor is not a tag-team.
If you want to make a REAL tag-team, each character must have a unique set of independent actions as before, but Valor can't have an assassination kit with ranged adc stats, turning him into an assassin that's more high-risk than actual high-risk assassins. The synergy between ADC and Assassin is so great that you have to nerf the effectiveness of both to the point of making Quinn one of those RPG jack-of-all-trades classes that kind of sucks at everything. That's what Riot is trying to fix, but that SHOULDN'T MEAN "no more tag-team".
I propose Riot DOESN'T give Valor a melee-assassin glass cannon kit that's basically a copy-cat of Quinn's toolkit, but DOES give Valor a more orthogonal kit that fits his style. What is he now when you're Quinn? A warder/blinder/damage-buffer. He's utility. Utility that can't be eliminated because he's not a target when you're playing Quinn (if only I could shoot that dang bird when he CAWS at me with those STUPID TARGET RETICLES!) Sounds a bit like a hard-to-catch support to me. Besides, as I said in another thread, he's a bird, not a gun/crossbow/cannon-toting serial killer. Why should he be an assassin (besides, isn't that Nidalee's shtick? And isn't Quinn suppose to be unique?)
So what do I suggest Riot gives Valor that fits his style and preserves tag-team? That is spammable to some degree, so Valor fits an equal role with Quinn, as a tag-team should? That makes Valor useful more generally instead of only when that poor enemy Cait is split-pushing alone? That doesn't make the toggle ult match other existing toggle-ult purposes? That fits a melee role without a) requiring Quinn to tank-itemize like she's gnar or something, nerfing her glass cannon nature but b) doesn't over-steroid a melee fighter from glass cannon items?
In summary, my suggestion is: a flat scaling Valor support toolkit with little need for or impact from itemization. If you can think of a another support toolkit, BY ALL MEANS, POST. It's the intention of the following toolkit that I care about the most: VALOR, THE SUPPORT TERROR. Details can be overhauled. And I'd really like to seem some alternative, practical choices if you have any.
-
Passive:
-
50% bonus move speed.
-
Attack speed and ability-damage are reduced to a third.
-
Basic attacks apply Valor marks on-hit. Marks can be consumed by allies while you're Valor.
-
Cooldowns for Q and E are 30% less for Valor than for Quinn.
-
Q: Attack in an aoe. Enemies hit are blinded and their vision-range is reduced to 200 for 1 second.
-
W: Reconnaissance: Valor breaks cc and, after a 1-second in-place channel, soars above the battlefield for 7 seconds. Can be ended early after 2 seconds. Channel cannot be canceled, but is interrupted by hard cc. Holds 2 charges. Gain one charge every 30 seconds (while Quinn or Valor). Upon returning to the battlefield after another 1-second, in-place channel, Valor has 50% bonus move speed for 0.75 seconds and is untargettable for 0.25 seconds. While above the battlefield, Valor
-
is untargettable
-
has 800 sight range
-
can move over and see over walls
-
cannot cast Q or E
-
loses untargettability for 0.5 seconds whenever basic attacking
-
is visible to all enemy champs ("It's a bird!" "It's a plane!" "We're screwed...")
-
E: Valor dashes in a straight line, damaging, interrupting, and slowing all enemies in the path. Q can be cast during the E-dash and does not interrupt the dash.
-
R-Toggle: 20/15/10-second cooldown both ways and a 1-second channel time during which you CAN still move, attack, and cast abilities.
-
Skystrike: Does no damage, but arrows hitting the ground act as traps for 5 seconds, applying Valor marks to enemies that walk through them.
This positions Valor in a battlefield-scoping role when you're roam-spamming, with a teamfight-role of being a hard-to-catch bird, undermining enemy actions as a battle starts, assisting allies with damage output, and then positioning Quinn to bring in some high burst when you switch back.
Some specific points to my thinking:
- Reduced damage/attack speed: Valor is a support bird, not a homicidal psychopath.
- Controlled valor-marking. Marks consumed by alliies: support steroid.
- Additional vision-reduction added to blinding: support steroid.
- W is most of the juke stats, but has various counter-mechanics to keep it subdued (visibility to enemies, channel times to react to upon entering and leaving reconnaissance, etc.). It basically turns you into a fast-moving, player-controlled scrying orb (support steroid). I added the additional 0.25 second untargettability so there would be time to cast E or Q to juke upon landing (No enemies going "Valor's landing here guys, gather around for dinner.")
- E is now a multi-target skillshot that passes THROUGH enemies. Think utility-oriented, skillshot fizz jousting. EQ combo for awesome enemy dive-through Q-bombing skillz. Again, support steroid and juking.
- R toggle cooldown BOTH WAYS: Use and time Valor and Quinn wisely.
Let me know your thoughts and any counter-suggestions.