Quinn, Damacia's Wings [Rework Concept]

Fellowish··3 votes·1,778 views

Quinn

Quinn definitely needs a rework. Not specifically for the reason that she's not strong, it's for the simple fact that her kit is... Boring. Her ultimate is what makes her an absolute blast to play, but outside of this? She has a straight line skill shot, an ability which has a bird caw above you, and a small point and click dash to engage or disengage with. They're not the most stunning of things to witness.

So here's the question: how do you make her kit more engaging in all aspects?

The answer, to me, is simple. You add Valor to the map. I never understood why he pops in and out of existence. I never understood why he becomes larger when he's holding Quinn. And, I never understood why I shouldn't be able to see a bird cawing in the middle of the lane. Like, that sounds like the funnest thing ever. Pet birb. Mmm.

So I tried to integrate Valor as a unique entity within the battlefield; one with a large presence. Read up on it below.

EDIT: Suggestions came in, oh my~


#[Passive] Harrier :

Valor marks enemies he's attached to as Vulnerable every [8/6/4] seconds. All units hit by Blinding Assault, Vault and Skystrike will immediately be marked as Vulnerable. Quinn's basic attack consumes the Vulnerable mark, dealing [10/60/100 (+10/30/50% AD)] bonus physical damage.

Harrier is disabled while Behind Enemy Lines is active.

Notes: Passive gets stronger at levels [1/7/13]. An important aspect of Valor is that he can now attach to enemy champions, and thus apply Vulnerable marks. This insures that the Vulnerable marks are not random, and consequently emphasizes skill and target selection in Quinn's kit.

#[Q] Blinding Assault : (Cooldown: 11/10.5/10/9.5/9)

Valor dashes up to 1025 units in a straight line. Valor deals [20/45/70/95/120 (+80/90/100/110/120% AD)(+50% AP)] physical damage to the first enemy he collides with, and to all enemies in a small area around the enemy he collides with. Valor cannot collide with enemies within 150 units of him at the start of his dash. If the unit he collides with is an enemy champion or monster, he attaches to the unit, applying nearsight for 1.5 seconds. Non-champion targets are disarmed instead for the same duration. Valor cannot dash outside of his maximum distance from Quinn.

The dash's speed increases with movement speed.

Notes: Valor, being an actual presence in the field, can swoop from any angle and attack. Although, it's important to keep in mind that Valor's range from Quinn is determined by Quinn's W, which was essentially completely changed.

#NEW [W] Azurite Eagle : (Cooldown: 4/3/2/1/0)

PASSIVE: Valor exists as an untargetable pet. Valor can attach to Quinn and enemies. Valor has vision, but cannot see camouflaged or invisible units, and cannot see when near a pink ward. If Valor is attached to Quinn, Quinn gains an increased vision radius and [4/6/8/10/12%] bonus movement speed. Valor has a maximum range of [1000/1200/1400/1600/1800] units away from Quinn, and cannot move further. Valor has [140/170/200/230% (based on R level)] of Quinn's movement speed. Valor ignores unit collision, and ignores terrain.

Valor reveals enemy champions he's attached to. If Valor attaches to an enemy, Azurite Eagle and Behind Enemy Lines is put on cooldown.

ACTIVE: Valor moves to the target destination.

ON SELF: Valor attaches to Quinn.

Notes: Now this is the big boy change, right here. Valor actually exists within Summoner's Rift, and provides vision. Not only this, he directly determines where Quinn's abilities are aimed. Having a pet bird in lane? Fun. Large skill ceiling? Also fun. Trust me when I say I really want a raptor hovering menacingly in front of the enemy.

This essentially provides Quinn with vision over areas she's worried about. The counterplay comes from vision control, which messes with Valor and makes him freak out. If the enemy wants to prevent Quinn from seeing into Baron Pit, all they need to do is plop down a pink ward. Easy peasy.

Having an untargetable pet in lane, as well, makes for some really, really fun times. Your lane opponent can constantly be looking over at the large eagle hovering in their lane with beads of sweat dripping down their face. And this, to me, sounds like a great time.

#[E] Vault :

(Cooldown: 12/11/10/9/8)

Quinn dashes to Valor if Valor is within 700 units of Quinn. If Quinn collides with an enemy unit, she knocks them back, dealing [40/70/100/130/160 (+20% AD)] physical damage, and applying a 50% slow which decays over 1.5 seconds, before leaping back and landing 525 units away from them. If the enemy Quinn collides with is a large monster or enemy champion, Valor will immediately attach to them. If Quinn doesn't collide with an enemy champion or monster, Valor immediately attaches to Quinn.

Notes: Instead of having the dash be a point and click, I decided it'd be reeeally fun to have it as a dash to your bird. It provides a lot of fun possibilities, and also it'd probably look cool as all hell.

#[R1] Behind Enemy Lines : (Cooldown: 8/5/2)

Quinn calls Valor to her. Upon attaching to Quinn, Valor picks her up and they unite, gaining the ability to use Skystrike. While Behind Enemy Lines is active, Quinn moves with Valor's current movement speed.

Suffering crowd control effects while Behind Enemy Lines is active cancels it. Taking damage from champions, monsters, or turrets while Behind Enemy Lines is active causes Valor to move at Quinn's movement speed for 3 seconds.

If you have at least one point in Behind Enemy Lines, respawning or returning to the summoning platform will automatically activate Behind Enemy Lines. Launching Blinding Assault while Behind Enemy Lines is active automatically ends Behind Enemy Lines.

Attacking a Vulnerable target grants Quinn [20/50/80%] bonus attack speed and [20/30/40%] bonus movement speed for 2 seconds.

Notes: If you notice, I removed the channel required for Quinn's ulti, instead making the time it takes to attach dependent on Valor's distance from Quinn. In order to nerf the ability, I provided the enemy to have counterplay by cancelling her ulti with any crowd control effect. This provides a happy balance, allowing her to relentlessly pursue low health targets and move around the map quickly, while providing her ulti with some things that could very well mean she can't get into a fight.

#[R2] Skystrike : (Cooldown: 160/130/100)

Quinn flies higher for 0.5 seconds, during which Behind Enemy Lines and it's effects cannot be disabled. After this, Quinn detaches from Valor, ending Behind Enemy Lines' effects, and deals [100/150/200 (+50% AD) (+15/20/25% Bonus Movement Speed)] physical damage to all enemies within 700 units around her.

Notes: This essentially brings a huge impact on teamfights and skirmishes, giving her the choice to completely detonate an enemy champion (if she chooses to run full movement speed) or give large swaths of enemies Vulnerable marks to proc harrier with. Moreover, it gives her a nice way to double down on an assassin build, if she so chooses.


Now this sounds like a fun kit. Like, seriously, it does. Having an eagle in lane who pecks at people? Amazing. Having a vault that brings you and your eagle closer together, as partners in killing? Heartwarming. If I saw this rework happen, I'd probably main the sonovabitch.

I hope you enjoyed! Is this overpowered? Is it underpowered? Is it interesting? Birb?

Those questions aren't for me to answer. Feel free to comment about it below. [slayer-pantheon-thumbs]

14 Comments

Olath Quortek2 votes

Hmm, this was not what I was expecting... I expected to look at this post and be generally unimpressed and/or annoyed at what was suggested, as I often am when it comes to posts like this...

But I think I have to agree:

Now this sounds like a fun kit. Like, seriously, it does.

Not sure at all about the balance, and I love Quinn, even the way she is now, but something like this would be incredible if rito actually managed to pull it off right.

Olath Quortek3 votes

Side note: Makes me think of the way Kindred could be an infinitely cooler character in game if something like this was done to them too...

ChaosReyn1 votes

Wolf really does feel underwhelming.

I'd try my hand, but the few Kindred players who'd look at it would send them after my soul if I did it wrong. :P

Olath Quortek1 votes

Exactly... That's probably rito's problem too...

Or maybe its just that it would be too much work to make them actually interesting...

(insert small indie company joke here)

Èlisé1 votes

I like the old quinn then the current one.

ChaosReyn1 votes

Hmm...I see where you're going with this, but it leaves some thematic issues.

  • How can you proc Harrier on a swath of units after your ult, when there's only ONE Valor?
  • if Valor is to attach to you or to an enemy unit, would your E not be pretty much worthless unless you sent him to someone? (your W is worded somewhat poorly if you can send him somewhere other than a unit, and even if you could, my next point covers this)
  • If your W allows you to freely move Valor anywhere, but there's only ONE of him, and your passive procs to make him mark a target every x seconds, how does that work? Do you W behind you, E to dash away from an enemy and end up dashing in the opposite of your intended direction to your new mark?

I'll save the rest of my analytics until I have more clarity. I do like the concept of Valor being able to attack from odd angles (as birds tend to do that) but there's a lot that needs to be clarified before I start pecking at this concept further.

Èlisé2 votes

I saw what you did there at the end of that paragraph. [sg-kiko]

Fellowish1 votes

Multiple targets can have a Vulnerable mark, as it's a mark to show momentary weakness, it's not a mark to show that Valor's there. Skystrike applies the Vulnerable mark onto all enemies within the damage radius.

Valor can move freely. Moreover, Valor can only periodically apply Vulnerable marks to enemies he's attached to. You do not dash to marks, you dash to Valor. Valor is not a Vulnerable mark. Hope that clears it up!

Also... that pun made my brainhole hurt how dare you [sg-lulu]

ChaosReyn1 votes

Making brainholes hurt is a compliment in this business. [sg-ezreal]

Anyway, if all that is the case, I'll try and sum this up as briefly as I can

  • Passive is currently a little overbearing at its current damage level. Considering these marks are being continuously applied to the enemy with no real counterplay other than running far away from you, they deal way too much damage pretty much constantly. You need to tone down either the damage, or the cooldown between re-marks (not including those from casting) significantly, particularly at levels 6 and 12. I would also change that last jump to 16 instead of 18 (that's just more thematic with LoL as a whole, things usually go up either a bit every level, scale with your ultimate [or levels 1/6/11/16], or scale 1/7/13)

  • I'd go ahead and lower the point where Valor can first collide with someone from 250 units to 150 units. This does two things. It's not as infuriating when the enemies stand right on top of each other so you cant hit either of them with your Q...and it also allows you to technically hit the original bearer of the birb if they try to flash/blink away and catch him mid flight. Since this is something you probably weren't thinking much about, but also something able to break the rules of bird attachment a bit, I figured it was worth mentioning, despite how little this should happen.

One last question: can people intercept your E with this rework? It says "the first unit you hit" so if I flash between me and my adc, do I take the hit? If I play Malzahar or Zyra and spawn my pets in the way right on time, do you jump into a madhouse of minions?

Fellowish1 votes

To answer your last question: Yes, although it'd be difficult as all hell. The dash to Valor is as fast as current E.

Secondly, both suggestions are great! Edited.

ChaosReyn1 votes

What's less difficult is just staying behind your minions so she can't jump to you with her E while they're around. But it does make all the difference: being able to prevent Valor from marking your low hp adc or assassin by taking the shot makes it really fun (though insanely difficult) for the enemy to attempt to counterplay you. Alternatively, you outplaying the enemy by intentionally hitting the low hp enemy in your path while on your way to a different target would be a 300iq play.

Fellowish2 votes

{quoted}

You outplaying the enemy by intentionally hitting the low hp enemy in your path while on your way to a different target would be a 300iq play.

Exactly why I put it there. It sounds fun as all hell and it's not even in the game.

ChaosReyn1 votes

It is, but not to this capacity.

The closest abilities to it are technically skillshots, but there are other abilities that check collision while also being a single target ability. The closest is Cait's ult. The next best comparison is probably Tristana's Buster Shot or Lee-Sin's Dragon Kick - both have to check collision multiple times, as champions who hit other champions are affected.

This is the first dash you can intercept without a hard displacement effect, however.

Daddy ReTaric1 votes

Nice concept but i cant really be for ot against because im more of a visual person. Nice concept regardless!

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