Rioter Comments
: There's an intentional delay on the Q, so that melee opponents have a chance to fight you after they've made it through the gauntlet of stars. The Ult is your trump card there. That said, you should be able to blow it up ASAP pretty reliably at the same spot (standing still, when the center hits your passive orbit range), even with lag.
> [{quoted}](name=Rabid Llama,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=IFMapsAb,comment-id=0002,timestamp=2016-03-10T20:43:16.214+0000) > > There's an intentional delay on the Q, so that melee opponents have a chance to fight you after they've made it through the gauntlet of stars. The Ult is your trump card there. > > That said, you should be able to blow it up ASAP pretty reliably at the same spot (standing still, when the center hits your passive orbit range), even with lag. If this is the case, shouldn't it be more clear that this is intentional? Something in the tooltip like "After a small delay, Aurelion Sol can reactivate Starsurge to..."
: If you two don't mind sharing what OS you're running and your computer's specs? I'd appreciate it. Thanks! RockMan EXE, specifically when you encounter this bug when attempting to purchase skins, does pressing the escape key do anything?
> [{quoted}](name=Worthless Animal,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=2bcsBEFX,comment-id=0001,timestamp=2016-01-14T06:42:52.500+0000) > > If you two don't mind sharing what OS you're running and your computer's specs? I'd appreciate it. Thanks! > > RockMan EXE, specifically when you encounter this bug when attempting to purchase skins, does pressing the escape key do anything? I'm not OP, but I've experienced this bug multiple times in the last hour. I am using Windows 8.1 (64 bit). My computer has Intel(r) Core(TM) i7-3770 CPU @ 3.40 GHz and 10 GB of RAM. I've gotten this problem both by accepting a match when I was editing my runes and by editing my summoner spells in champ select. If there's any other info about my PC you'd like me to post, I'm happy to oblige.
: Why not make Quinn's "blind" the actual behavior of Blind?
I agree, blind has always been one of the dumbest mechanics in the game. It's clunky, frustrating to deal with and worst it's heavily dependent on match-ups in a rock paper scissors fashion. Very few abilities in the entire game go from amazing to utterly worthless depending on who you're facing, and blind abilities are one of them. Sight reduction certainly doesn't affect everyone evenly, but it affects everyone in some way. There's interesting ways to play around it both for the caster and the target, allow players to juke and predict each other. Loss of sight also means having a mechanic that is a lot less buggy with predictable interactions.
: Quinn PBE Feedback Thread
I'm really happy how this rework has been handled, well done Repertoir! That said, I believe there is one outstanding issue which I have lobbied for since the beginning. **Minion/Monster damage should not interrupt Tag Team's Channel. ** Having the channel cancelled due to a random caster minion suddenly deciding to attack you is frustrating and doesn't really add much in terms of gameplay. It's too rare to justify walking away, but happens often enough to be frustrating when you waste time. There's already a decent amount of punishment for Quinn trying to ult while being aggro'd anyway: * Enemy minions will reveal that Quinn has used ult and which direction she went * Monsters (and large waves) can output a decent amount of damage during the channel time * Taking damage from minions and monsters will negate Tag Team's MS boost Rek'Sai has a similar hyper-mobility channel ultimate, but her Void Rush is not interrupted by minion or monster damage. Making it so that minions and monsters don't interrupt the channel barely affects Quinn's power budget while saving players a lot of frustration. If you're still not convinced, try it out during internal testing or on the PBE. Thank you for your continued effort!
: Did RiotRepertoir give up on posting?
> [{quoted}](name=IAmPizza,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PE1LJTOM,comment-id=0145,timestamp=2015-11-01T16:09:44.561+0000) > > Did RiotRepertoir give up on posting? It's the weekend, Repertoir is probably just trying to enjoy their time off. I'd be surprised if they were even looking at this thread over these last couple of days.
: Quinn PBE Feedback Thread
Hey Riot Repetoir, Is it possible that Quinn's ult channel isn't interrupted by minion and monster damage? I get that baron knocking you into the sky should probably stop the channel, but it feels really unsatisfying not being able to ult because some random caster minion decided to aggro you or follow you into the jungle. Having enemy minions around a Quinn who ults is already an advantage as you know that she's ulted and you can see where she goes.
: Quinn PBE Feedback Thread
I just wanted to represent a relatively silent group of players that are generally happy with the changes. Just as with any major overhaul, those who dislike what's changed tend to be much more vocal. I honestly don't know what the ratio of happy to disgruntled Quinn players is, but I feel that there really aren't many people voicing their content with these changes. Before anyone asks, I am a Quinn main and have been for about a year and a half. She is by far my most played champion, mostly as a top laner, somewhat as a mid laner and rarely as an ADC. I actually applaud the removal of the blind, as it was always the thing that I found the most awkward. It's a buggy mechanic and goes from amazingly powerful to utterly useless depending on who you happen to be fighting. Soft counters make the game more interesting, but Quinn's Q turned most matchups in a game or Rock-Paper-Scissors. The ult changes and general identity change to a solo lane marksmen are surprising, but I am cautiously optimistic that she'll still have a unique and satisfying niche unlike any other champion. As I mentioned in another post, I would like to see Skystrike removed if it's going to be given pitiful damage numbers, especially since the neat Vault>Skystrike combo isn't possible anymore. Maybe make W a bit more interesting (it's always been a useful but boring ability) or slightly buff Tag Team in some way (for example, removing the channel if Quinn isn't in combat.) **Tl;dr:** Not everyone hates the changes, some of us are happy with what's being done but aren't being as vocal.
: Yeah after I gave this some more thought I can agree. If I had my way, blind would still be in, but I understand the change. I'd take the removal of skystrike in exchange for a shorter channel on Tag Team though. Not sure if that's really a fair tradeoff, as Tag Team is pretty crazy strong at this point.
> [{quoted}](name=Gronckle,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PE1LJTOM,comment-id=00120000000000000000,timestamp=2015-10-30T00:29:33.073+0000) > > Yeah after I gave this some more thought I can agree. If I had my way, blind would still be in, but I understand the change. I'd take the removal of skystrike in exchange for a shorter channel on Tag Team though. Not sure if that's really a fair tradeoff, as Tag Team is pretty crazy strong at this point. I like that idea, although I'm guessing that the channel is there to keep Quinn from being utterly immune to jungle ganks. Maybe remove the channel if Quinn is out of combat? That way it's still possible to gank Quinn but also gives her decent compensation for losing Skystrike in the form of greater mobility.
: It's a stationary channel that gets interrupted by damage and/or movement impairing effects.
> [{quoted}](name=RiotRepertoir,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PE1LJTOM,comment-id=00230000,timestamp=2015-10-28T20:17:02.400+0000) > > It's a stationary channel that gets interrupted by damage and/or movement impairing effects. Does that include damage not dealt by champions? If so, I feel that it shouldn't. I get that Baron knocking you into the sky should probably interrupt the channel, but a random caster minion that decided to follow you into the jungle shouldn't interrupt the ult. Tag team is interrupted by champion damage anyway, so why not have the same condition on starting it? Also, thanks for participating in this thread so much :D
: Hotfix Quinn Now
Feedback like this isn't awfully helpful for Riot. You should be more specific about WHAT you don't like, WHY you feel it's a bad design choice and HOW Riot should change it. Saying "everything you did is bad, remove it" isn't going to convince anyone.
: Eh...I mean, Skystrike fits in well now, but tbh I'd MUCH rather have that power budget spent elsewhere (can I has blind back?) than what sounds like a low damage ability that will be weird to use optimally. Obv will have to wait and see for sure, just an initial reaction.
> [{quoted}](name=Gronckle,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PE1LJTOM,comment-id=001200000000,timestamp=2015-10-28T19:39:18.750+0000) > > Eh...I mean, Skystrike fits in well now, but tbh I'd MUCH rather have that power budget spent elsewhere (can I has blind back?) than what sounds like a low damage ability that will be weird to use optimally. > > Obv will have to wait and see for sure, just an initial reaction. I'm not really in favor of bringing the blind back in return for having Skystrike removed. Blind is a finicky mechanic and it probably costs more in terms of power budget. Someone mentioned having more ways to attach harrier, or maybe buffing W a bit to make it more interactive, which I think are options that suit Quinn better.
: Quinn PBE Feedback Thread
>Skystrike has been retained, but deals less damage and does not deal increased damage based on targets' missing Health. Well then why not just get rid of Skystrike? It doesn't do that much damage as-is, so the new Skystrike will be at best be a tool to finish off caster minions with 10 hp. Is it possible to just remove it and throw a tiny bit of power onto Quinn's kit elsewhere? Also, question on the side, does W still work while using Tag Team?
: "Valor periodically marks a nearby visible enemy with Vulnerable for 4.5 seconds, and granting standard sight of them over the duration. This cannot occur again for a few seconds, decreasing if Quinn triggers the Vulnerable. If Quinn attacks a Vulnerable enemy, she deals 「 25 - 215 」 (+ 50% bonus AD) bonus physical damage." Not sure where you got it from, but nothing in there lists it as being an on-hit effect. And even if it were, the Vulnerable mark is consumed as soon as the target is hit ONCE. That second attack from Sated Devourer would have nothing to proc at that point.
> [{quoted}](name=Mallic,realm=PBE,application-id=cMKtzQHY,discussion-id=uB6qfVLE,comment-id=0000,timestamp=2015-06-28T23:05:55.803+0000) > > "Valor periodically marks a nearby visible enemy with Vulnerable for 4.5 seconds, and granting standard sight of them over the duration. This cannot occur again for a few seconds, decreasing if Quinn triggers the Vulnerable. > > If Quinn attacks a Vulnerable enemy, she deals 「 25 - 215 」 (+ 50% bonus AD) bonus physical damage." > > Not sure where you got it from, but nothing in there lists it as being an on-hit effect. And even if it were, the Vulnerable mark is consumed as soon as the target is hit ONCE. That second attack from Sated Devourer would have nothing to proc at that point. This is where I got the "on-hit effect" from; http://i.imgur.com/rfOhfxA.jpg Well, if it doesn't proc twice, that's unfortunate. That would've been absolutely hilarious.
Rioter Comments
: Let's talk about The Black Cleaver
The item looks nice, but I don't understand why Black Cleaver is being so radically changed. I understand that the % armor shred and flat armor shred doesn't make much sense, but the new version of Black Cleaver seems to be worse for almost everyone who currently uses it. AD Assassins and ranged AD fighters (Urgot, Jayce and Quinn) all rely on this item more heavily than the AD fighter class, who stands to benefit the most from this change. If AD fighters need an AD/CDR/Health item, why not make that separately, but rework Black Cleaver into an item that's still useful for those who use it right now? Black Cleaver could even be built out of a component that leads to a tankier item (PBE Black Cleaver) or more AD focused item (closer to current Black Cleaver without the double armor pen.) Looking back at the last 10 patches, AD assassins and ranged fighters have only received nerfs to their itemization, mainly through the IE nerf, while most other classes have received itemization buffs and increased diversity. After the jungler role, tanks and tanky fighters have received the most new items, so it seems unnecessary to convert an item used by another class into another item more suited for tanky builds. The big problem for AD Assassin and ranged fighters is trying to break away from ADC itemization. Building like an ADC just doesn't make sense for most of them, and makes it harder to balance the ADC class without having a large fallout (again, the IE nerf.) Black Cleaver should stay mostly as it is to accommodate for this class, or there should be another item on the way some time in the next few patches that AD assassins and ranged fighters can make use of. **Tl;dr:** Change stands to lower itemization diversity of almost everyone who currently uses it, a class that's already been suffering from lack of itemizaton. If tanky fighters need a new item, make a new item for them, or make a new item for all the champions that the Black Cleaver is being taken away from. I still agree about the whole double armor shred deal being stupid, glad to see that taken out.
Rioter Comments
: In Light of the Temporary Quinn Changes
Nice! I really like some of the things you purposed, but I have a few issues. 1. Isn't Valor's passive extremely similar to the executioner mastery, and Zed's passive? It just seems like a mechanic that's been done so much. 2. You have a bit of opposite incentives going on. Valor's passive says "use Valor against low health enemies to kill them!" While R2 says "Transform back into Quinn against low health enemies to kill them!" No matter what you do, you can never get the most out of both. 3. E is really similar to other abilities as well, and a shield doesn't really say "agile." I would purpose something a little different; >Valor swoops towards target enemy, dashing towards it. While dashing, Valor is untargetable. The duration is extremely short, and conditional on you attacking someone. That said, it opens Valor to a really high skill ceiling, and gives him more survivability if he decides to be smart about his abilities rather than mashing buttons and AA's on someone until they die (which is most of what he is right now.) I would keep the R2 while changing the passive. The reason for this is that you can use R2 while using vault, making you transform back into Quinn and leap back while leaving a Harrier mark. Combining this with the new R2 will make for an awesome finishing AA, which is a really awesome way to end a combo, and has counterplay (flash or move after Quinn uses R2 to be out of range of her finishing shot! Quinn can then chase after you with a move block of her own, making a series of decisions for both players to see whether Quinn gets her shot.) Additionally, Valor's passive is too similar to other abilities, so I'd change that to something else.
Rioter Comments
: End of Game Gifting on PBE
Question, wouldn't this allow people to get around the fact you have to wait 2 weeks to gift people? If the answer is yes, and the restriction is intended, this should be changed. If yes, and the restriction is something Riot doesn't want anymore, it should be removed. If no, then I need someone to explain to me why it isn't.
: Ongoing: Mass Texture Rebalancing!
I know Quinn was released early in 2013, but is she part of this rebalancing as well?
: Soraka Rework Feedback Thread
**Copy+Paste from a thread I made.** While playing Soraka over the past few days, I've found myself questioning the clarity of Soraka's Q. Many people in my games had no idea what the new Soraka does, which is understandable. This made for an interesting situation where I could see how people reacted to facing Soraka, and it seemed good in all but one department, her Q. When people saw her heal back her lane opponent quickly, they understood they had to kill her, especially since she was constantly low. **Her W had clarity.** People saw her put down a field, and knew to avoid it. The silence is noticeable, and the root doubly so. **Her E had clarity.** Lastly, people saw her use Wish and understood it was a heal, and having a large animation play over her entire team made it really easy to understand. **Her R had clarity.** This all changed when I watched people react to her Q. Q seems obvious at first, it's a skillshot, so you should probably avoid it. The problems occur once people are actually hit by it. The slow is rarely applied if people actually try to dodge, and the low percentage makes it hard to notice. The damage of the skill is also quite low, even if you hit the center. This all culminates into a skill that seems inherently weak unless you actually know what it does. Before long, my teammates were simply tanking the skill, even when they had easy opportunities to dodge. I tried to get my ADC to dodge it, but they found it more valuable to push the lane then spend half a second moving to the side. When I played Soraka, a similar thing occurred. I had a harder time landing my Q onto bots than I did to human players. It only took one player not knowing Soraka's abilities in the laning phase to effectively lose us the lane. This became even worse in the late-game, where just one player not trying to dodge her Q meant she could keep her health topped off while healing her team. **Starcall does not make it clear that there are consequences for not dodging the skill** Soraka obviously requires landing her Q to stay rel event, but allies cannot understand that, even after being hit by it 10 times. The visual after her Q intended to show the heal is very modest, especially when compared to other animations (such as being healed from a jungle camp.) Additionally, the heal of a single starcall is pretty small, especially in the laning phase. This means its hard to notice that the starcall is what's hitting her, unless you pay very close attention. Additionally, the heal has a delay, meaning that if you want to know that the starcall is healing her, you need to stop focusing on everything else and follow a little line as it makes its way towards Soraka to slightly nudge her health bar. This all leads to allies losing to Soraka, but simply not understanding why she's beating them. The Soraka player is seeing a champion who has to carefully manage health, mana and cooldowns while being squishy and immobile for amazing healing powers. The enemy player who hasn't read her skills simply sees a ball of stats champion that can not only heal her ally to full health in a few seconds, but also magically get herself up to full after being low only half a minute ago! We get back to the old Soraka problem, where there doesn't seem to be a "right option" to beat her other than trying not to fight. What can we do to solve this? I'll be honest, I'm not quite sure. Obviously, Soraka's Q heal could have more flashy visuals, but that could end up taking too much "visual real estate." You could also try to tweak her Q into having some more obvious effects, such as more CC or damage, but that'd mean lowering her heal in return and ultimately changing how you use the ability. I'd feel this section is best left up to the people at Riot, because they probably have a lot more knowledge about things like this than I could ever hope to have.
Rioter Comments
: PBE Bugs & Feedback Thread: Woad Scout Quinn!
The splash is pretty awesome. There are things I don't like about the skin, and of course those are in the splash. In terms of the splash quality itself however, it's quite good. The lighting on the splash has been extremely well done. I'm really happy that even though the skin is pretty far away from being practical, we don't have a case of another female with a splash pose that would send even an gymnast to the chiropractor. Quinn looks a little tomboyish, but I don't have any problem with that, considering that's sorta part of her character. Valor looks pretty great as well,not taking up too much attention but still visible. Finally, the quality of the clothing is considerably improved. This is to be expected between the model and splash, but has been done to a greater extent than I would imagine. Overall a great splash, even though I'm not a big fan of the skin. Big props to the artist.
: This is someone else's writing, but I agree with it more or less so I'll post it here. It's very well thought out. Fantasy: Most skins are about conveying a fantasy to the player. Sometimes the fantasy is obvious, such as with the Dragonslayer line, they kill dragons and wear them as armor (or weapons.) Sometimes the fantasies are a bit more subtle and leave room for creativity, such as with Phoenix Quinn (I've always thought of the skin as Quinn with a fire mage attribute, and Valor as being an immortal Phenoix made of magic.) With Woad Quinn, the fantasy isn't there nearly as much as I would expect. Alright, you got some ice particles; you might say she's from Frejlord. Is there really anywhere to go from there? Woad isn't some sort of known area, the skin line doesn't really have much in common except "somewhere in the Frejlord" and most importantly, Quinn isn't really living a fantasy. If you read Quinn's lore and journals, she's already an outdoor ranger who feels most at home out in the woods. What does the skin do to deliver a new or expanded fantasy? All you've got is going from "some woods in Demacia" to "some woods in Frejlord." The theme is "too obvious" for Quinn as it doesn't deliver anything new besides a relatively minor change that doesn't change her character. Hopefully the splash will help this somewhat, but I highly doubt it can fix everything wrong in this department. Clothing: Alright, I get it. If there's a female in LoL, she needs to have at least one skin that shows some skin. I don't really blame Riot, it's just good business sense, make what sells well. But someone please explain to me, Why would you make her fanservice skin also the one where she is in the coldest place in your entire canon. If you needed a fanservice Quinn skin, you could have made it for literally any other place in the LoL universe, why did it have to be Frejlord? Putting fur on her so that she doesn't get cold in her sleeveless vest and bare midriff felt like Riot making a parody of their own skin design. The fur is also really awkward in the back considering her legs are only shielded with bandages, and the metal touching bare skin seems like a bad idea when it's below freezing. In terms of practically outside of the weather, the skin seems to be lacking here as well. There's too much metal where there doesn't need to be, and having all that fur piled up seems like it'd be a problem considering rangers probably value mobility. Valor's clothing looks quite nice, but just like Quinn's model, it's rather impractical. I feel if Valor had to wear something, it should have been something light and useful like a messenger sack, rather than more heavy materials like metal on bare skin (or feathers in this case.) Crossbow: Looks nice, but also pretty cumbersome. It just feels weird that out of all the Quinn skins, the one with the most cumbersome weapon would also be the one that's trying to portray the "long ranger trying to survive with what they can find or make" type of thing. The animation also looks kind of weird as the default animation is for that of a very high tech repeater crossbow, whereas this skin is trying to portray a lower-tech design. Recall: Pretty average, my main complaint here would be that Quinn doesn't actually do much, and nearly all the focus was put on Valor. The wind coming out of nowhere for him doesn't seem to make much sense either, which is a common quality in comedic skins (such as the Pool Party line) but uncommon in serious skins, which is what Woad Quinn is trying to be. Other than that, the recall was reasonably well done. Particles: Pretty well done, probably my favorite part about the skin. There is a good assortment of different particles used, and the white-blue shade is just enough to differentiate it from the default. My main complaint in terms of cosmetics is that Valor's AA particles are the exact same as the default skin's, which look really out of place. I'm going to give Riot the benefit of the doubt that they'll recolor this, just because it doesn't seem like it would be a big j
: PBE Bugs & Feedback Thread: Woad Scout Quinn!
I forgot to mention in my last post, Valor's AA animation look really wonky because they are the same as the default skin's. Specifically, I am referring to the fact that when Valor uses autoattack, he has a small streak of blue following his wing. Since this is the blue from the default skin, and not the blue-white used in the Woad skin, it throws off his color palette and just looks incomplete. I hope that there are plans to recolor this small particle to match the rest of the skin. I will try to add an image of exactly the particle I mean.
: PBE Bugs & Feedback Thread: Woad Scout Quinn!
The main thing I'm worried about is her new Harrier particle, as it seems that it could have an impact on gameplay. Here's an excerpt from a thread I made about the skin (http://community.na.leagueoflegends.com/en/c/champions-skins/oGMKsuFr-why-woad-scout-quinn-is-disappointing) *The particle looks nice, but the main problem I have with it is how it fades in and out. This may not seem like anything important, until you realize that the Quinn's default and Phoenix skins do not have this. Having a particle give different amounts of information based on the skin means opening the door for a skin to give its owner either a disadvantage or an edge. Quinn's passive particle is notorious for ghost proccing, using the passive just after it seems to have disappeared. Additionally, the animation gives Quinn's opponents a better idea of when the passive will expire. Finally, the animation and color scheme make it much easier to notice than on the default skin. Due to all of this, I believe Quinn players that use this skin may be at a very slight disadvantage compared to those that don't. That is not to say I am not for this change, I actually believe that readability issues should never be used as a balance factor. Because of this, rather than removing the animation for Woad Scout Quinn, I would rather the animation be added to the default and Phoenix Quinn skins. As it stands, most player in solo queue who use this skin will have opponents that can react to their passive more easily and readily than those who do not, which is unfair to those who just want to change champion cosmetics.*
: Weird Ability Rank Disappearing?
Huh, sounds kind of similar to a bug I encountered; http://community.pbe.leagueoflegends.com/en/c/bugs/ZEetcaEL-hud-skill-rankings-bar-incorrectly-sized The main difference seem to be that you describe the skill bars as merged, when I thought that my skill bars were incorrectly sized for the HUD size I used. I'm curious as to whether this was two similar bugs, or if we had both encountered the same bug but interpreted it differently.
Rioter Comments

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