Quinn rework concept - hopefully positive for both Quinn players like me and people who play vs. us

KestrelGirl·9/1/2018, 12:36:10 AM·6 votes·2,282 views

Posted most of this on /r/quinnmains a while back, and added a new idea or two since then, so I figured I should see how the rest of the community takes it.

"Wait, who are you?:" Ex onetrick/main with 180k on Quinn. Also a lore/thematic nut. I came up with a wacky idea for a new W so I had to incorporate it with some other assorted concepts.

Without further ado... here's my take on Quinn and Valor. Emphasis on Valor.

PASSIVE: Valor, the Azurite Eagle

HARRIER: While not active, Valor periodically marks a nearby (525 range) visible unit as Vulnerable, revealing them for 4 seconds. (Cooldown: 8-3 seconds scaling down with critical strike chance)

Quinn’s next basic attack against a Vulnerable target deals X (+X AD) bonus physical damage and grants her X% bonus attack speed and X% bonus movement speed (scaling with level) for 2 seconds. Blinding Assault and Vault also mark their targets as Vulnerable.

This is remaining basically the same except Heightened Senses' passive is now baseline. However, there will be ways to turn off Harrier which acts as a nerf to the ability. Damage/steroid may need to be adjusted accordingly.

Q: Blinding Assault

Cost: 50/55/60/65/70 mana | Cooldown: 11/10.5/10/9.5/9 seconds

Valor flies in a line (1025 range), stopping when he collides with an enemy, dealing X (+X AD +X AP) physical damage to it, striking nearby enemies within 210 range for the same amount, and applying nearsight for 1.5 seconds. Non-champion targets are disarmed instead.

It’s the same in concept, but you now have different ways to use it, so the range and/or damage might need to go down as a result.

W: Scout the Area

Cost: 30 mana | Cooldown: 24/21/18/15/12 seconds

Valor flies to the target location within 1500 range, granting vision in an area (~400 radius?). He can be repositioned twice after being sent out; the third recast will end the ability and cause Valor to fly back to Quinn. While Valor is scouting, Harrier's passive effect is disabled and Vault will not apply Harrier.

Casting Blinding Assault will cause Valor to fly from his current position to strike his target, then fly back to Quinn. Casting Tag Team will cause Valor to fly back to Quinn before they swap out.

After Valor returns, Harrier will be put on cooldown for 15 seconds.

Completely reworked. Valor can move around like Orianna’s ball, adding some unexpected angles to Blinding Assault. This is the main thing that's changed to make Valor participate A LOT more. Also, having Harrier turn off for a pretty long window makes Quinn's burst a little less easily accessible. Number of repositions per cast is WIP.

E: Vault

Cost: 50 mana | Cooldown: 12/11/10/9/8 seconds

Quinn dashes to the target enemy within 675 range, knocking them back, dealing X (+X AD) physical damage, and slowing them by 50% (which decays over 1.5 seconds), before leaping back and landing 525 units away from them.

Exactly the same, but there's still room to rework it and/or make it more interactive with the rest of her kit. One of my ult thoughts requires it to stay as is though.

R: Tag Team

Cost: 100/50/0 mana | Cooldown: 3 seconds

Upon completing a 2-second channel (interruptible by immobilizing CC), Quinn leaves the battlefield to watch and wait for the right opportunity to return. While she is away, Valor takes her place on the battlefield.

Valor gains 70/100/130% total movement speed out of combat. Taking damage from champions, monsters, or turrets while Tag Team is active removes this bonus movement speed for 3 seconds. Valor can also autoattack wards and plants at melee range. Using an ability, launching an autoattack (against anything other than a ward or plant), suffering immobilizing crowd control, or recasting this ability will end Tag Team and return Quinn to the battlefield.

If you have at least one point in Tag Team, respawning or returning to the summoning platform will swap in Valor.

Welcome back, Valor! Well, sort of. This is mostly a visual and quality of life upgrade, as Valor no longer carries Quinn, so he can attack things like wards. Removing Skystrike reduces Quinn’s burst significantly since she can no longer instantly proc Electrocute, which removes a major pain point for anybody who has to play against her.

There is one idea I'm considering for Tag Team to create some combo potential, but it may or may not raise the question of "well then why not bring back Valor completely?" This would be as follows: You can cast Blinding Assault as Valor to end Tag Team, and the ability would function as normal except Valor also dashes in a line before Quinn jumps in. Quinn can then Vault to peel off her target and then autoattack to proc Electrocute, for a burst combo that may be more fun and interactive but also puts her in danger. Is this too much?

11 Comments

Elwynn ƒ9/1/2018, 12:53:03 AM1 votes

what the fuck, dont change the ability names, that's so extra

rootScythe9/1/2018, 1:48:11 AM1 votes

So, Valor becomes more like a Zoe Paddleball effect, being sent out then targeted to another location? I'm okay with this

FlameHalbrdOkido9/3/2018, 1:37:06 AM1 votes

Taking W into account you might want to allow Valor to pass through monster units if Quinn is more than 1000 units away otherwise Valor might hit a jg camp on the way back to Quinn during Q's travel depending on the situation. Unless u want to have Quinn require that amount of skill then its fine.

So basically R becomes a form of Reconnaissance? why not just call it that? It would cool if part of the R animation had Valor swoop down and Quinn jump up a short distance to give each other a highfive b4 Quinn becomes untargetable and runs into the nearest bush. Then when R is toggled off Quinn jumps out of the nearest bush.

I like it because it reminds me of Bayek and Senu from A.C.

u MASSIVELY nerfed her W though in terms of scouting ability. Right now it just reveals a 2100 unit radius area around Quinn which almost doubles he sight radius for a short duration. That's a huge amount of revealed area compared to what ur giving her now, which now tops at a max range of 1900 units, but with only a 400 unit radius area revealed. At least let her cast range remain at 2100? cause she loses a lot of range that can be covered on top of losing a lot of total amount of area revealed. Also is the area still revealed for the same amount of time or longer?

I think u have done a good job with the rework, tho many will be upset with losing Skystrike even though it never made sense, and I think ur right in that she doesn't need that amount of burst because it makes her like an assassin and hard to balance. Going more into the scout and Reconnaissance I think is a good move b/c that's what she is.

for the R just have Quinn spawn/run from the nearest bush to the location where Valor casts Q.

"E _but there's still room to rework it and/or make it more interactive with the rest of her kit. _"

I came up with a simple Quinn and Valor rework a while ago. something like this: have Valor replace her AA on passive procs and AA himself. Then if u cast Q during his AA animation he does the AoE attack right on the target, casting W would have him track the target granting True True sight for the duration, and casting E would have him fly directly towards Quinn pick her up and fly her backwards 4 a short distance.

I want to focus on the E part because I think it works well with ur kit and it like ur kit better. heres the change I suggest:

Quinn dashes to the target enemy within 675 range, knocking them back, dealing X (+X AD) physical damage, and slowing them by 50% (which decays over 1.5 seconds), before leaping back and landing 525 units away from them. If Valor reaches Quinn during either dash he will grab her and fly her 525 units away from her target, and instead Quinn's next AA will slow them by 75%.

This way you can use Q, W, 3rd W, or W->R to stop her from reaching her target but still get a similar effect on E. U could also get some interest out plays in which u use Q or W to change the trajectory of either dash and trick up ur opponent. And it would be a serious outplay too! While only Q and W have to be aimed that ALL have to be timed correctly taking into account Valor's distance and travel time in addition to Quinn's dash speed, and distance from target, and it gets REALLY tricky when u realize on the moves Quinn could pull off: Going forward then veering off the left or right b4 she hits Going forward hitting the target then back then veering left or right Going forward hitting the target then continuing straight over them and that's only the beginning.

Causing a ranged carry like Quinn to force herself to be in melee range has always been a pain point for Riot, this solves this issue and also introduces in a fun new mechanic