Detailed Rework of QUINN & VALOR

Freedom Dividend··1 votes·437 views

QUINN & VALOR Rework

Passive: When Quinn receives damage from an enemy champion, Valor will swoop down and attack. Valor deals 9% of the enemies total health in physical damage, reveals them for 4 seconds, stuns them for 1 second and guides Quinn's next strike against the target. The guided strike ignores the enemy champion's armor entirely but must be performed within 2 seconds of Valor's attack. Cooldown: 20 seconds.

Q - Blade of Valor Surge forward slicing all targets in your path by 30/60/90/120/150 (+50% of AD). Store up to 1/1/2/2/3 charges. Range: 400 units New Blade of Valor charge every 30 seconds. Cost: 20 Mana

W - Valor's Shield Valor swoops down and protects you from harm for a maximum of 3/4/5/6/7 seconds. While Valor's Shield is active you cannot move, are immune to Crowd Control and any damage taken is reduced by 50/55/60/65/75%. Quinn can end Valor's Shield early at anytime. Cooldown: 50/45/40/35/30 seconds. Cost: 75 Mana + 25 Mana per second Valor Shield is active. ** E - Demacia Evasion** Quinn flips backward from faced direction and fires off two auto-attacks in mid-air at the nearest enemy champion. Pressing again within 3 seconds will cause Valor to swoop down and knock away all enemies within 600 units. Backflip Range: 600 units. Cost: 20 Mana Valor Knockback will knockback enemies 300 units. Cost: 80 Mana Cooldown: 30/28/26/24/22 seconds

R - Piercing Bolt Quinn fires a piercing bolt that causes 100/300/500 damage and causes 250/450/650 (+150% of AD) damage over 10 seconds to first enemy champion or large monster in it's path. Piercing Bolt Range: 1000/1250/1500 units Cooldown: 80/70/60 seconds. Cost: 50 Mana

Quinn's Stats Health: 300 + 50 per level for a total of 1150 Health at level 18. Health Regeneration: 2 + 1 per level for a total of 19 Health Regeneration at level 18. Mana: 400 + 30 per level for a total of 900 Mana at level 18 Mana Regeneration: 5 + 1 per level for a total of 22 Mana Regeneration at level 18. Attack: 56 + 5 per level for a total of 141 Attack at level 18. Attack Speed: .668 (+0 to 60%) Range: 310 + 20 per level for a total of 650 at level 18. Armor: 30 + 10 per level for a total of 200 Armor at level 18. Magic Resistance: 1 + 1 per level for a total of 18 Magic Resist at level 18. Movement Speed: 345

4 Comments

Chembaron Yamada1 votes

Sorry, but I think there is way too many stuff wrong here....

Passive: Getting stunned for attacking Quinn is absolutely terrible mechanic and makes escaping for her probably too easy, especially since you give her 2 untargeted dashes, one even has a charge system, on top of it.

Having a shield and damage reduction on her is misplaced completely.

Too much damage on her ultimate.

Freedom Dividend1 votes

{quoted}

Sorry, but I think there is way too many stuff wrong here....

Passive: Getting stunned for attacking Quinn is absolutely terrible mechanic and makes escaping for her probably too easy, especially since you give her 2 untargeted dashes, one even has a charge system, on top of it.

Having a shield and damage reduction on her is misplaced completely.

Too much damage on her ultimate.

Very low attack range most of the game. Shield causes her to standstill and be vulnerable. The stun is on a cooldown and can be outwitted. The damage on the ultimate is mostly over 10 seconds and can be negated off. She does have untargeted dashes but she is extremely vulnerable to magic attacks and attacks in general with her low health and magic resistance.

Valor Bot1 votes

I like the idea of giving Quinn more in-combat mobility and splitting Vault into two parts, but the passive seems a bit too strong at the moment and Valor doesn't really feel like a dynamic or tangible part of her kit. I'd start by thinking about what niche or role you want Quinn to serve with these changes exactly and then build around that while looking for ways to make Valor feel more alive. Think about the kinds of mechanics that make Skaarl feel like a real integral element in Kled's gameplay for example -- he is a lot weaker without his lizard buddy but so much more powerful when he's around; that's exactly the kind of thing I'd expect from a rework aimed at reimagining Quinn and Valor.

Freedom Dividend1 votes

[{quoted}](name=Valor Bot,realm=NA,application-id=A8FQeEA8,discussion-id=MsEaNFLf,comment-id=0001,timestamp=2018-02-17T19:46:41.532+0000)

I like the idea of giving Quinn more in-combat mobility and splitting Vault into two parts, but the passive seems a bit too strong at the moment and Valor doesn't really feel like a dynamic or tangible part of her kit. I'd start by thinking about what niche or role you want Quinn to serve with these changes exactly and then build around that while looking for ways to make Valor feel more alive. Think about the kinds of mechanics that make Skaarl feel like a real integral element in Kled's gameplay for example -- he is a lot weaker without his lizard buddy but so much more powerful when he's around; that's exactly the kind of thing I'd expect from a rework aimed at reimagining Quinn and Valor.

Mobility and unlike other ADC's an ability to hunker down and just soak damage with Valor's defense. Of course during this time Quinn can't attack and in general her Base Health is lower than other ADC's but her mobility, DPS and stun can make up for it. The think about the stun is it's every 20 seconds, she can't choose who it hits or when it's used, the enemies do. Lots of work around play. The thing that balances out her kit is the base stats. Low attack range most of the game, extremely vulnerable to magic abilities, and very low health.

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