Quinn (Rework) Concept

Shıma·11/18/2017, 9:48:47 PM·4 votes·1,216 views
http://cdn.escapistmagazine.com/media/global/images/library/deriv/658/658077.jpg

It's not perfect. But I feel like taking Quinn in this direction would be awesome. She's underperforming severely and she's one of my favorite champions lorewise and I love her personality. Quinn mains might hate me and flame me but I feel like she was always meant to be somewhat this way.

Quinn is now a hyper aggressive roaming melee Assassin. She prioritizes on taking out squishy targets with the help of her companion Valor

Passive(P) Harrier: Periodically Valor marks a target as vulnerable. Quinns basic attacks and her Q deal increased damage on vulnerable targets. Cooldown(10@6/8@11/6@16) is decreased by Lethality Every 20 lethality it goes down by 1 second. Bonus Damage(20+level)

Behind Enemy Lines(Q): Passive:While in the jungle or beyond the enemy towers. Quinn gains a great deal of movement speed and increased vision. Active: Quinn lunges in target direction, plunging her blade into any enemies she collides with in a straight line, if she hits an enemy champion or neutral monsters she rips the blade back out and damages them a second time. Cooldown(8/7/6/6/5) Damage(30+0.5%AD)/(40+0.6%AD)/(45+0.8%AD)/(50+0.9%AD)/(60+1.0%AD)

Valors Shadow(W) Active:Quinn sends Valor to a target location for 5/6/7/8/9 seconds, where he stays and surveys the area. Any enemy champions that enter his range are greeted with a "BACAW" that only them and Quinn can hear. Upon using any skills that involve Valor, he no longer surveys the area but instead returns to Quinn to help her battle. Passive:Quinn gains a burst of movement speed whenever striking a target marked by Harrier Movement Speed(5%/10%/15%/20%/30%)

Vault(E): Quinn vaults to target enemy,you can recast during the cast allowing you to hover your mouse in a direction and Quinn will go towards the mouse cursor after displacing the enemy champion, if you choose no direction she will simply vault off of them and mark them with harrier. After using vault Quinns next auto attack is ranged and sends valor out to attack. Cooldown(10/8/6/4/4)(Range 150)(Vault distance is the same as her ranged auto attack)

Tag-Team(R)Quinn and Valor team up to take down their foes. Upon activating her ultimate, Valor will fly down and fight at Quinns side for 5/, giving them increased damage and dramatically lowering the cooldown of her Q, E and her passive. Allowing her and Valor to constantly proc the harrier debuff as well as being slippery to catch from those pesky Noxians. If she activates Tag-Team again or when it's duration ends the last enemy struck will be dealt damage based upon their HP by Valor as he uses Skystrike before returning to the air. Cooldown(90/80/60)

2 Comments

Ayalune11/18/2017, 11:30:58 PM2 votes

I feel that it is possibly preemptive to call her weak. Many changes will be happening in the preseason as runes are adjusted. I have been playing Quinn ADC recently and performing quite well - she benefits most from an aggressive style. Her current ult gives her the ability to be impactful around the map with less risk of losing her tower or losing out on too much farm. I have been using Press the Attack (so I can just use the premade Precision rune page), but I can see Electrocute, Glacial Augment, Lethal Tempo, or even Fleet Footwork or Phase Rush being effective on her.

But I'm no Quinn main. I'm not even an ADC main. Moving on to your proposed abilities...

The increased vision from Q would need to be small. Alternatively, perhaps her vision could slightly see over walls, due to Valor? The movement speed bonus should only be active out of combat. As an alternative, we could take the "over the walls" mechanic and attach it to her passive. Now Valor can mark and reveal people that are not in Quinn's vision. The range on her passive would need to be small, but I feel this actually benefits her whether it goes over walls or not - if people get marked at a range too much greater than her Q/E range, it makes her ineffective at ganking, because then people will know when she's around.

The scaling damage on her Q needs to be toned down, especially as it damages twice. 60 + 100% AD at rank 5 is too strong.

I don't have much of an opinion on W. The active does not seem super strong, but it should not be, as her other abilities are good.

I like the E, and having a ranged autoattack after it, but her jump off shouldn't have too great of a range, as she is already getting a very great deal of mobility on her Q. The displacement should also be small, possibly the same as it is now - just enough to interrupt channels.

Her R also seems too strong, depending on its duration. Greatly lowering the cooldown on her Q especially is something that could cause problems. I would propose it only reducing the cooldown on her passive, perhaps by half, and doubling the bonus damage it deals, because you have greatly toned down the power of her passive procs. Or, alternatively, R could give Harrier procs 30% bonus AD or something along those lines. You'll only get a few Harrier procs in the duration of the R, and it's otherwise not a terribly strong ability in your idea. I would like to see the R as an ability that encourages going all-in and staying there for the frequent melee-range Harrier procs, rather than giving her more of everything including mobility.

Edit: Whoops, forgot I'm on my smurf. Don't disregard me just because of my level.

NHDJ9711/20/2017, 2:27:28 PM2 votes

Why did I sense a feeling of Assassin's Creed: Origins :D Looks like Aya with Senu the eagle lol Am I allowed to talk about other games here btw? As for the abilities... Feel like Talon has some similar kits, although not quite the same. For marking enemies, would it be better if only she can see the marked enemies, but she can notify her teammates that there are enemies? I don't think her teammates understand what Valor is "speaking" lol