Logged in to see my most mastered champ Quinn shown to me. My thoughts on her

KoKoboto·11/24/2019, 10:20:51 PM·4 votes·2,086 views

I haven't played this champion in maybe 2 or 3 years now. It won't even show up on my match history.

Anyway's Quinn's kit is pretty lame Q - skill shot in a line that has CC W- AoE vision E- dash and jump back

So maybe she'd have a cool ultimate? ##Nope.

Comparing her ultimate to other ultimates that are similar (don't do a lot, aren't big explosions).

Udyr : basically it's his whole gameplay about choosing stances and stuff. Pretty cool and allows you to change your damages. It's more of a basic spell but it works for Udyr. Vayne : draws our a huge crossbow which is cool, gives her stealth on Q which is super cool. Rammus : after the small rework it became a "you can't move at all" zone which is cool. Twitch : gives him an insane steroid on his auto attacks which is cool. Heimerdinger : allows you to super enhance one of his abilities which is cool and nice. Karma : same as donger but a bit worse. TwistedFate : semi-global teleport instantly is pretty cool, also reveals all enemy champions. Jax : pretty lame ult tbh but it gives him that cool passive and has unique scaling on it.

Singed :increases to a bunch of stats. Honestly pretty lackluster but core to Singed gameplay. Quinn : bonus movement speed and a little effect when you cancel it.

Quinn's ultimate doesn't feel like an ultimate ability. It feels really dull to use and lame. Now you pretty much only play with 3 abilities because you don't think about using her ultimate you just use it.

AurelionSol Talon Kassadin TwistedFate Taliyah Kled Galio Shen Rengar Khazix Corki Nocturne Pantheon Ryze Warwick TahmKench Nidalee summoner 12

A lot of champions are good at moving around the map so her roaming is not unique. Quinn actually has the most dull version of moving around the map in comparison to other champions. She just gets bonus MS while others have more engaging mechanics for their roaming.

Skystrike does barely nothing now because it's only a 0.4 Tad ratio with no base damage. You also get to keep it up as long as you're out of combat so it's basically mobility boots and you don't have to think about "when" to use it, you just use it. That's power without gameplay.

Power Without Gameplay This is when we give a big benefit in a way that players don't find satisfying or don't notice. The classic example of this is team benefit Auras. In general, other players don't value the aura you give them very much, and you don't value it much either -- even though auras can win games. As a REALLY general example, I would say that players value a +50 armor aura only about twice as much as a +10 armor aura... Even though +50 is 5x better. Another example would be comparing a +10 damage aura to a skill that every 10 seconds gives flaming weapons that make +30 damage to all teammates next attack (with fire and explosions!). I am pretty sure that most players are WAY more excited about the fiery weapons buff, even though the strength is lower overall.

It's not even an ultimate ability it's basically a passive, you have no reason NOT to use it. There's no cooldown to make your choice of using the ultimate feel significant, and all it does it give bonus movement speed.

Which transitions to my next point in that there are much more fun and unique ways to make roaming work and all the champions I've listed have more in depth mechanics to their roaming.

Firstly ima strike out one major point, all of their ultimates have cooldowns, pretty long cooldowns. This means the player has to make a choice when to use their ultimate because it's a tool that they don't have access to all the time. Now that that's out of the way I'll take like 2 "teleport" examples and 2 "gotta go fast" examples.

TwistedFate : Destiny

FIRST CAST - DESTINY: Twisted Fate gains and grants his allies True Sight icon true sight of all enemy champions for a few seconds and, after a 0.5 seconds delay, becomes able to use Gate once for the duration.

SECOND CAST - GATE: Twisted Fate channels for 1.5 seconds, blinking to the target location upon completion. One of the simpler abilities but still feels like an ultimate. Reveals all enemy champions which makes it a great scouting tool and challenges the player's game knowledge. For example for checking objectives or checking for targets, but anyways that's not the main point of the ultimate however destiny is what makes gate useful.

Firstly there is a channel time and the enemy can see where you're teleporting if you teleport in vision. So the player needs to think of a good place to teleport so that they're not a sitting duck after completing the channel. On the other side the player has to be aware of what is near them when channeling so that they don't get screwed. The ability is allowed to be this powerful because of it's longer cooldown, just to tie into the cooldown point. If you've ever watched LCS there are many clutch TF ult plays getting out of situations and making plays, casters and analyst recognize good use of Destiny Gate and see the thought that goes behind it.

Pantheon : Grand Starfall

ACTIVE: Pantheon Channeling iconchannels for 2 seconds to leap high into the air, then marks and reveals his destination before crashing down along the target area 2.7 seconds later. He remains Hallucinate vanished until the landing is complete. The landing deals Magic damage magic damage, decreased by up to 50% at the edges of the area.

Another simple ability In terms of casting and the channel follows the same principles as Twisted Fate ult, gotta be in a position where enemies can't stop you. However there are a few big contrasting points. Because of the really high amount of magic damage you gotta think of more things. Do I ult just to position near the enemy, for example go behind the back line, or do you try to ult right on top of the enemy for the insane damage. The 3.5s total time of the spell to take effect also means that the player really needs to plan ahead.

Here are some non-ultimate map traversing abilities.

Warwick :Bloodhunt

PASSIVE: Warwick senses all enemy Champion icon champions below Health icon below 50% of their maximum health, marking them as Blood Hunted as well as highlighting their position to his team. Warwick additionally sees a "blood trail" highlighting the shortest path to the Blood Hunted target, and gains Movement speed icon bonus movement speed while following it. ACTIVE: Warwick briefly senses all enemies and then Blood Hunts the nearest enemy champion within a large radius for 8 seconds, regardless of their Health icon current health.

You are able to match Quinn's level of movement speed but under circumstances that Warwick has to play around. The limitation of having an enemy be below 50% is there which gives the ability depth but, like other abilities, challenges a players game sense with predicting where the enemy is for the active part. The blood hunt effect also is really nice and doesn't make the chase that easy. The ability is strong but not strong enough to be an ultimate. Also has a lot of gameplay.

Kayn :Shadow Step

ACTIVE: Kayn gains Movement speed icon 40% bonus movement speed, is Ghost ghosted and can ignore terrain collision for 1.5 seconds. Stun icon Immobilizing effects will interrupt Shadow Step.

Kayn Heal power heals himself upon moving through terrain for the first time and, if he's not in combat with enemy champions, Shadow Step's duration is increased. While inside terrain, Kayn has Stealth Ward icon unobstructed vision.

There's multiple uses for this ability being the heal and mobility. The player can create interesting ganking paths using this and escape paths. The player is also limited by a extremely long early game CD which means every use needs to be thought out. The ability becomes severely weakened when used in combat so that player needs to consider this as well. The player needs to build a lot of movement speed in order to make the most out of this but bypassing walls makes this a very powerful map roaming tool, which can really be felt later on in the game.

And these are arguably the simpler "get around the map" spells.

Once again you ALWAYS use Quinn's ultimate if you're out of combat and not expecting to be in combat instantly. There is no instance where you don't want to use Quinn's ultimate because it is the most efficient way to move around the map and it doesn't have a significant cooldown. Yeah moving around the map is unique to Quinn but there is little depth to the ability and it feels awful for an "ultimate" ability. Some Quinn players have suggested the ultimate just be made into a passive ability because that's just how lacking the ability feels (most Quinn players want her reverted/reworked again). The only thing you play around with Quinn's ultimate is making sure you don't get hit, just like mobility boots. Yeah Quinn can flank and stuff but so can every single other champion because her ultimate is just movement speed.

Ultimate's don't always have to be big explosions but at the very least they should feel better than a passive ability. For example, I listed all those champions who have pretty lack luster ultimate abilities in terms of "no big explosion" but, those abilities still have a lot more depth in them than Quinn's ultimate.

Right now Kai'Sa's ultimate feels like a watered down version of Quinn's old ultimate unfortunately. Being able to quickly reposition mid fight.

4 Comments

GreenKnight11/24/2019, 10:53:37 PM1 votes

So why not revert her?

WoonStruck11/24/2019, 11:30:05 PM1 votes

I mean, if giving her an ult means gutting her current playstyle, go for it.

Nobody likes Quinn.

Lovelle11/25/2019, 5:10:46 PM1 votes

Your concept of cool is relative at best. Her ult is really strong for actually winning games. Being able to be anywhere on the map in a few seconds is a game-changer, so much so that the rest of her kit is lackluster to make up for that.

It may not be flashy, but her ult is effective.