Quinn kit rework suggestion

Vumsy·6/30/2014, 4:36:29 PM·2 votes·930 views

Just looking for some inputs and opinions.

After giving some thought to Quinn, regarding her strengths, weaknesses and playstyle, but most importantly, what aspects make her fun? Well, I like the idea of Quinn and Valor being seperate units helping eachother. I like Quinn being extremely mobile while having short range, gives a thrilling sense of living on the edge. I like the idea of Quinn being fast, and Valor being faster.

So what are Quinns issues?

She doesn't scale that well, her abilities are somewhat unreliable, her ult and kit does poorly in teamfights. She can go to any lane, but each lane has better champions for said lane.

Eitherway, this is my attempt at a kit rework. I've removed her Q completely. Q is now her Vault, while her E is a dash. Reworked her kit to further compliment her passive, by distributing passives on her abilities. Devolved from caster adc to auto attack adc. Quinn now scales EXTREMELY well with items. Valor still has a blind, the execute has gotten a slight buff during 1v1's and a huge buff for teamfights. Her role toplane is not less annoying (unfortunatly), but the removal of her blind makes it easier to punish a bad Quinn, Her midlane suffers from worse waveclear, but stronger engage, disengage and roaming. Her botlane is significantly buffed, she counter skill shots basically, can trade quickly and reliably. Her splitpush is weakened due to worse waveclear, her dueling is exceptional as always, her teamfighting is much better. Her short range make her easy to focus if coordinated, but she's hard to pin down given her mobility and damage. Her burst is lowered, though respectable, her sustained dps is monstrous.

Here's all my proposed changes, listed with her current version and her new version for comparison.

Base stats:

Better sustain against poke early levels, movement speed nerfed due to her new kit.

Health regen buffed from 4.5(+0.55) to 6.0(+0.55) Armor buffed from 17.5(+3.5) to 20(+3.3) Movementspeed nerfed from 335 to 330

Quinn changes:

Passive Changed, Harrier now scales with AP, bonus damage from AD and AP can critically strike.

Old Harrier

Valor periodically marks a nearby enemy with Vulnerable for 4.5 seconds. If Quinn attacks a Vulnerable enemy, she deals 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (+ 50% bonus AD) bonus physical damage. This cannot occur again for 10 seconds, or 3 seconds if Quinn triggers the Vulnerable. Harrier is disabled while Tag Team is active.

New Harrier

Valor periodically marks a nearby enemy with Vulnerable for 4.5 seconds. If Quinn attacks a Vulnerable enemy, she deals 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (+ 50% bonus AD) (+ 50% bonus AP) bonus physical damage. Her passive bonus damage can critically strike, but only the bonus damage from runes, masteries, buffs and items. This cannot occur again for 10 seconds.

Q replaced with Vault, attackspeed passive moved from W to Q, cooldown increased, better scaling, less base damage than Vault.

Old Q

Blinding Assault RANGE: 1025 COST: 50 / 55 / 60 / 65 / 70 mana COOLDOWN: 11 / 10 / 9 / 8 / 7 Active: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies within 210 range for 1.5 seconds. Physical Damage: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) (+50% AP)

New Q

Vault RANGE: 700 COST: 50 / 55 / 60 / 65 / 70 mana COOLDOWN: 14 / 13 / 12 / 11 / 10 Passive: Attacking a Vulnerable target will grant Attack Speed: 20 / 25 / 30 / 35 / 40% for 3 seconds. Active: Quinn dashes to an enemy, knocking it back a short distance, dealing physical damage and slowing the target's movement speed by 50%. This slow decays over 2 seconds. Upon reaching the target, she leaps off and lands near her maximum attack range away from the target. Valor will immediately mark this target as Vulnerable. Cannot be interrupted. Physical damage: 50 / 75 / 100 / 125 / 150 (+ 50% bonus AD)

W vision cooldown and movement speed buffed early levels, attackspeed passive moved to Q, vision duration increases with levels, using her W near a vulnerable target gives her true vision.

Heightened Senses RANGE: 2100 COOLDOWN: 40 / 38 / 35 / 33 / 30 Passive: Attacking a Vulnerable target will grant Quinn bonus flat movement speed for 3 seconds. Movement Speed: 20 / 30 / 40 / 50 / 60 Changed to: 30 / 35 / 40 / 50 / 60 Active: All area within range is revealed for 1 / 2 / 3 / 4 / 5 seconds. Enemies marked as Vulnerable has true vision on them when Heightened Senses is activated near then

E new ability, now a targeted dash, available after attacking a target with harrier, passive reduces harrier cooldown, active is a dash and make Quinns next attack deal bonus damage.

Old E

Vault RANGE: 700 COST: 50 mana COOLDOWN: 12 / 11 / 10 / 9 / 8 Active: Quinn dashes to an enemy, knocking it back a short distance, dealing physical damage and slowing the target's movement speed by 50%. This slow decays over 2 seconds. Upon reaching the target, she leaps off and lands near her maximum attack range away from the target. Valor will immediately mark this target as Vulnerable. Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)

New E

Blinding Assault RANGE: 425 COST: 50 mana AVAILABILTY: After attacking a vulnerable target with harrier. Passive: Attacking an enemy champion reduces Harriers cooldown by 0.5 / 1 / 1.5 / 2 / 2.5 seconds Active: Quinn dashes to a target location, loading her crossbow to deal bonus physical damage. Physical damage: 20 / 40 / 60 / 80 / 100 (+ 25% bonus AD) (25% AP)

Changes to Valor, now has a passive, activating Tag Team will send Valor forward before you gain control of him, out of combat movement speed remains the same, movement speed bonus now scales with W, Valor can still blind, not activating skystrike will give you a cooldown refund.

Old R

Tag Team COST: 100 mana COOLDOWN: 140 / 110 / 80

Active: For 20 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker with alternate versions of Quinn's abilities. Valor can move through units and gains greatly increased movement speed that gradually decreases to a lower amount while in combat. Out of Combat Movement Speed: 80 / 90 / 100 % In Combat Movement Speed: 20 / 30 / 40%

New R

Tag Team RANGE: 700 COST: 100 mana COOLDOWN: 140 / 110 / 80

Active: For 20 seconds, Quinn commands Valor to fly in a straight line and replaces Quinn on the battlefield as a mobile melee attacker with alternate versions of Quinn's abilities. Valor can move through units and gains greatly increased movement speed that gradually decreases to a lower amount while in combat. Out of Combat Movement Speed: 80 / 90 / 100 %

New Passive:

Vulnerable

Valor finds every vital spot, marking everyone within 700 range as Vulnerable and cause his first auto attack against a target to deal 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (+ 50% bonus AD) (+ 50% bonus AP) physical damage.

Q during tag team

Passive - Tag Team: Valor gains 40 / 50 / 60 / 70 / 80 % bonus attackspeed. Active - Tag Team: Valor dashes to an enemy and applies the same slow, knockback and physical damage, but does not mark or leap off the target.

W during tag team

Passive - Tag Team: Valor gains 30 / 35 / 40 / 50 / 60 movement speed

E during tag team

Passive - Tag Team: Valors Blinding Assault is available everytime he attacks an enemy champion for the first time. Active - Tag Team: Valor dashes to a target location, dealing physical damage to all enemies he dashes through within 275 range of himself and blinds them for 1 second.

R Skystrike buffed, capped at 25% missing hp, Skystrike consumes Harrier, damage is further multiplied by number of enemy champions hit.

Old R

Skystrike RANGE: 700 Active -Tag Team: Quinn returns to perform Skystrike, dealing physical damage to all enemies within range. The damage increases by 1% for every 1% of an enemy's missing health. Minimum physical damage: 100 / 150 / 200 (+ 50% bonus AD) Maximum Physical damage: 200 / 300 / 400 (+ 100% bonus AD) If Skystrike has not been cast during Tag Team, it will be cast automatically when Tag Team ends.

New R

Skystrike RANGE: 700 Active -Tag Team: Quinn returns to perform Skystrike, dealing physical damage to all enemies within range. The damage increases by 1,33% for every 1% of an enemy's missing health. Capped at 25% missing health. The damage is further amplified by 20 / 30 / 40 / 50 % for every additional champion struck. Skystrike will deal Harrier bonus damage when hitting targets marked Vulnerable. Minimum physical damage: 100 / 150 / 200 (+ 50% bonus AD) Maximum Physical damage: 200 / 300 / 400 (+ 100% bonus AD) If Skystrike has not been cast during Tag Team, it will not be cast and will refund half of Tag Teams cooldown.

And that's it, thank you for reading. Feedback and discussion is greatly appreciated.

EDIT1: Nerfed her numbers a little, less base damage, tweaked scaling, basically hit her burst a little, while still retaining the idea of scary-mobile-bird-lady-with-burst-and-sustained-dps. Removed armor penetration passive, moved attackspeed passive to Q, vision duration on W increased with her ult levels, E passive as Valor is making her E refresh as she attack new enemy champions.

EDIT2: Summarized every change shortly on each ability, moved AP scaling from Q to E, made her auto attack after E roughly half of harriers damage at level 18. Increased cooldown on Q, as it is her strongest gapclose, self-peel ability, and basically give her a free E everytime it's used. W vision duration scales with levels in W now. Using W near targets marked with her passive gives her true vision. Her blind as Valor only last for 1 second, because if used in odd fringe cases it can blind a team for 6 seconds.

12 Comments

Polaritie6/30/2014, 6:17:29 PM3 votes

Quinn is a solid top lane choice, actually. She handily beats a lot of the melee attackers thanks to her ability to recreate gaps and blind in addition to the inherent harass advantages of range.

Her scaling is much better than you seem to give her credit for as well. A Harrier>Vault>Harrier combo does a total of 3.2 AD on top of the respectable base damage of Harrier, and is absolutely brutal all game. Blinding Assault scales well for an AoE (.65 AD) and blinds, which is a huge advantage in fighting other attackers. Finally, her W not only grants her significant vision advantages, the passive proc gives significant movespeed and attack speed, and even more attack speed as Valor - her single-target output is overall pretty nasty.

Lord Graves III6/30/2014, 9:38:11 PM2 votes

I feel your post could use some re-organization. I found it hard to understand the direction of your changes as well as their precise nature.

Also, I feel your complains against Quinn aren't necessarily accurate.

While quinn isn't the greatest teamfighter as far as marksman go, she scales extremely well with AD. Her ratios are better than they look thanks to harrier, and her ult is a massive AS steroid, further boosting her AD scaling.

Also, shes one of the only marksman who can flat out kill vayne in a late game duel.

Vayne is the duelist marksman extraordinaire, and Quinn makes her look like a punk kid in a batman costume.

She is hard to play and doesn't have great early game matchups against most marksman, these aren't reasons to rework her though.

Tiropat7/1/2014, 9:11:04 PM1 votes

Why do you want to give her MORE mobility? Wasn't nidale JUST nerfed because she could escape too easy? You are giving her a pounce off of someone diving you and if you turn to auto them you get a Vayne style bonus dash You are making kasadin look immobile. Let me say that again, Kassadin looks immobile compared to someone with 100% movespeed bonus, a targeted dash, and a freeform dash. Quinn already will usually start vault in solo lanes because a double proc does stupid amounts of damage while also being her out, moving more damage onto it isn't good Having skystrike reset her Q and E gives her stupid damage.

Lets look at how stupid the damage would be. lets say she is split pushing someone comes to stop her and gets marked by harrier. auto Q auto R E auto R Q auto E auto ignoring the damage from her 5 autos (I'm just counting the vulnerable procs) she has a minimum of 390% ad ratio up to 440% based on how much her second R does. with the auto damage factored in its 890-940% ad in an instagib fashion. During this time the target was knocked up and slowed twice so they can't run and has been blinded to prevent fighting back. All this damage while being able to stick better than anyone in game. She may be under preforming but don't try giving a ranged champ a better ad ratio than Khazix Pantheon or LeeSin

If Quinn does need work, and I'm not sure she does, this would not be the way to do it.

Vumsy7/2/2014, 9:52:26 PM1 votes

EDIT2: Summarized every change shortly on each ability, moved AP scaling from Q to E, made her auto attack after E roughly half of harriers damage at level 18. Increased cooldown on Q, as it is her strongest gapclose, self-peel ability, and basically give her a free E everytime it's used. W vision duration scales with levels in W now. Using W near targets marked with her passive gives her true vision. Her blind as Valor only last for 1 second, because if used in odd fringe cases it can blind a team for 6 seconds.