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