Quinn's Blinding Assault Change Concept

Stacona·4/8/2018, 6:41:10 AM·1 votes·369 views

Old Quinn was the most awkward thing ever, especially since you played as a melee duelist, assassin thing as Valor. New Quinn a lot more fun and most importantly her kit works really well with itself... minus her Blinding Assault (Q) which is kind of awkward to use and just feels like a random line skill shot to be on her kit just for the sake of being there. And that may be because you have a nuke where your R into E+W/Passive is a fluid thing and then you have nothing that actually helps out your attack speed steroid and her Q takes her out of her ultimate which then makes it awkward to use. Also E+W really helps with kiting as well and it seems like she has this kit that can get her into range with Valor and then have sustain damage and kiting with W+E, but you have nothing to actually go with your attack speed steroid.

Quinn actually has really good scaling at the moment and I would like it if her kit went more towards that scaling and even further away from trying to be a ranged assassin, rather than the marksman she is supposed to be. If her burst goes down and sustain damage is the bigger focus she could probably get a slight attack range buff as well since her power is shifted more towards late game. We could do this simply with changing one ability and make something that feels better to use for the Quinn player.

What I will showcase is just one idea, with some slight adjustments to go with the change to Quinn's Q. Personally, I do not like the near-sight since it is hard to see what it is doing to the enemy and feels terrible on the receiving end, but I also think blind should be updated to include ALL targeted effects will miss from the target rather than just basic attacks to increase blind's use cases slightly that way.


Blind Update (Includes Teemo's Blinding Dart): Blinded targets will miss all of their targeted effects. FROM: Blinded targets will miss their basic attacks.

Attack Range: 575 units from 525

Blinding Assault (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 50/55/60/65/70 mana; Range: 1000 units Quinn commands Valor to fly in the target direction, gouging out at the eyes of the first enemy struck to blind it for 1.5 seconds, apply Vulnerable and deal 50/70/90/110/130(+50%AD) physical damage. Valor's claws end up exposing wounds on the target for the next 4 seconds, causing Quinn's basic attacks against the target to deal 15/20/25/30/35(+30%AP) as bonus true damage on-hit, this damage can critically strike.

Bombing Assault: While Valor is carrying Quinn during Behind Enemy Lines, Quinn shoots a bolt with a bomb in the target direction instead, dealing 60/80/100/120/140(+30%bAD)(+50%AP) magic damage in an area stopping at the first enemy struck, 150% damage against minions. This refunds 50% of the cost and cooldown when shot.

Vault (E): Damage changed to: 40 plus 4/5/6/7/8%(+1.5% per 100AD)(+4% per 100AP) of the struck target's current health as physical damage. FROM: 40/70/100/130/160(+20%bAD) as physical damage


The entire premise behind these changes is make her kit more fluid with itself and showcase her general order of operations which is... You use your ultimate, go in with your E, proc your passive and get attack speed from it with your W's passive, land your Q on the target for the blind and bonus damage debuff for the dueling potential and really take advantage of your attack speed buff with the second proc of from your Q and eventually the 3rd proc from the passive itself.

The changes here is meant to really utilize Quinn's entire kit and showcase the power of rotating your spells and basic attacks together rather than trying to kill your target as fast as possible. Also true damage and % current health damage is meant to help showcase that Quinn is wanting to kill tanks rather than squishies with something like this.

Bombing Assault is taking a page from the very short lived Aerial Assault that was only around for a single patch and I really liked that ability which was heavily focused on wave clear and a bit of harass and had no utility on it at all. It also gives you something fun to do while in your ultimate and does not take you out of it since Quinn has the R into E fluid combo, I think Q deserves something nice out of it as well that is not going to be oppressive.

I think Quinn should be pushed more towards tank killing than anything else, she pretty much has the kit there already, just needs that slight push to really get there. Also based on Behind Enemy Lines' power levels, she would be healthier for the game if she moved away from killing squishies and had more focus on killing tanks instead. Still can make picks on isolated targets, but she is now going to either need her team to back her up or her damage is slowed down enough for the opponent to properly react, and that seems cooler and more fun to me than trying to go for super fast quick kills on a target. For some reason I like the satisfaction of feeling like you are dealing significant damage to a target, but it is more satisfying when the target does not instantly die, so I am wishing for a Quinn that reaches that nice middle ground of good damage and satisfying to play because you can showcase your skills with a proper combo (why I like the tank meta, since my target dies slower, I can see the health bar shrink and feels a lot more satisfying when the target eventually dies and going for that one-shot does not give that satisfying element).


Enough rambling on. Just let me know what you think and let's discuss things below!

2 Comments

LuaDotExe4/8/2018, 2:21:24 PM3 votes

You basically changed anything that was fine and then left everything else untouched.

Her Q, thematically, fits in with the idea of her being the scout-and-ambush marksman. In my opinion, Quinn's problems mainly surround her lacking in meeting this theme. As of right now, she's more of just a bird lady than a scout.

Tank killing doesn't really have a part in her thematic, imo. Her true damage being able to crit, as well as having an AP scaling, don't really make sense, either.

Currently, Quinn's rotations surround getting in range and then popping people with her marks.

The new Blind effect on her Q, rather than the near sight, doesn't really change anything.

The main point of her Q being a skill shot, by the way, is because then all her abilities would be point-and-click. Not having to aim would mean her Q becomes more oppressive than it already is, and could pass through minions and monsters. On top of this, it would mean her power budget would have to be reduced.

The other issue with her new Q blind is, by the way, Quinn Jungle. It loses out on the AoE damage, but the blind and bonus true damage is arguably worth it, since your Q has its main purpose of that effect and marking them.