Just another Quinn Main

Master Clapp God·7/1/2015, 11:10:58 PM·1 votes·740 views

I have been seeing a lot of threads about Quinn and I would love to have a creative discussion with the interested public on my favorite champion. All weaknesses aside I play a ton of Quinn simply for her anti-carry/duelist potential (which is def on the strong side but for some reason not as popular as it should be). Ultimately, I feel just ONE of the following buffs should be more than enough to make her truly balanced then left alone:

PICK ONE BUFF I am not suggesting all of them Option 1 Passive- allow the passive frequency to increase with levels of the ultimate. The passive is VERY good but its frequency does not really scale with the game and it is a large amount of her consistent damage. More late game passive procs means more damage, movement speed to kite in and out with , and attack speed

Option 2 W- At max rank, when Quinn is in Combat, activating the W marks an enemy champion with Quinn's passive. This falls in line with the passive frequency issue that limits her damage later in the game and would reward a Quinn that retains good positioning and still deals damage. This would also give the W active (which feels like a weaker blue trinket) more use options

Option 3 E- Allow Quinn to vault off a ward. This change may not seem like much but this single change would make Quinn much more reliably mobile in combat and non combat situations ( not to mention the flashy escapes and dem outplayz making Quinn more popular)

Option 4 R- When Quinn activates bird form, she cleanses all cc's (cannot cast ult while stunned or suppressed). This would seriously justify her ults 140/110/80 CD since it really is best for either assassinating an out of position enemy ADC 1 v 1 or escaping/grouping. Giving it a mini cleanse would seriously give it at least some team fight usage, because there is rarely a time in a team fight when you want to go in melee range to deal damage as an ranged ADC ( every new Quinn thinks for some reason your ult changes you into some super powered lv 100 Mega Rayquaza and dives 5 members of the enemy team just to realize that the only thing the ult gives you damage wise is more attack speed but you lose access to the passive and have to be in MELEE range to deal damage. They proceed to call Quinn a shit champ and move on to a FOTM)

Option 5

Q- Allow the Q to intercept and destroy non-ult projectiles it collides with. It still travels to its target and blinds. This might be the most major of the buff options. I am not sure about others but when I play Quinn it feels like using her skills correctly leads to a lot of damage mitigation either by using the Q to blind auto reliant targets when they focus you or the E mini stun/escape to disrupt dashes ( IE Leblanc distortion or Lee sin 2nd Q cast) and maintain spacing from melee range opponents. With this buff timely use of the Q against a mage would really further her damage mitigation options and dueling potential

*Quinn's Weaknesses IMO: (skip this if you don't care and leave a comment so we can discuss bby)

Ultimately it seems like the general consensus is not that Quinn is weak but that compared to other ADC choices she feels inferior. In the same vein the proposed buffs I have seen would definitely overtune Quinn and is not the small buff that she really needs. From my experience Quinn is a Top-tier Duelist but a weak team fighter compared to other ADCs. This is because in order to deal damage she needs to be in 525 effective range to deal consistent damage (which is high risk in a team fights situation esp later in the game but not as high in a 1v1), her escape is target based and has a high skill floor (not to mention a number of wonky interactions), and her pay off for being skilled enough to able damage within that small range feels inferior to similar ADC's (Vayne, Draven, and Graves in terms of burst) who tend to be able to accomplish a similar result from a further range. In terms of safety she feels inferior in choice to an Ezreal, Corki, Tristana or Caitlyn due to requiring an enemy target to E off of with all of them having longer effective ranges than her. Despite the above weaknesses I love to utilize her blind and E (vault) as defensive options that allow me to keep distance for dangerous targets and mitigate damage from ADC's 1 on 1.

6 Comments

SinfulArtisan7/1/2015, 11:15:45 PM1 votes

Vaulting off a ward could give her a 2nd flash with a lot lower CD. Unless the nerfed the landing range it'd be OP escape. trinkets infront of me, vaults and appears behind the wall that was behind me.

Master Clapp God7/2/2015, 12:04:16 AM1 votes

I would agree with you if she had a way to influence the fight outside of her 525 range. But since she basically is reliant on being within 525 range (which is not an oppressive range by any means) to deal damage, I don't see anything wrong with an escape with a similar range. if anything they could just make it less effective of a hop when off a ward or give a longer CD if the target is a ward