: On your "a" point I can honestly say I saw it once so ya it was isoloated, I think I wrote the second one right after in a bit of emotional driven moment. So ya this probably isn't as powerful as I made it sound but still, it felt a little too easy. As for your "B" post.... well You are more than likely right about that, she'll get nerfed again, become unplayable and suck again. I was just happy to see change when I heard Quinn was getting some new stuff, wasn't expecting as much as they did cause I expected her ult to stay the way it was. Felt like a identity thing. Ya my hype glasses are off now and I see what you mean, identity means alot and her ult was a huge part of 'their' identity. Now it feel like Valor is just a jetpack and a missile launcher.
I completely missed that you responded, sorry for not getting back to you, but now I can say after three months of playing "new" Quinn on live, that I really enjoy where she's ended up, them giving her back a version of blind (in some ways one I like better than the original) helped a lot. Her gameplay is fairly fun with options for out play and being out played, that said I'm still very unhappy with the current state of her ult, to be honest it's mostly the visual, but despite the fact that Quinn is now my most played champion I'm still hoping somewhere down the road someone will redo her ult, I miss Valor. Hell I'd be a lot less unhappy if they just brought back the whole flying around as Valor thing, have your first attack be as Valor before Quinn lands as she does now, and have it show up as Valor when they chat or get a kill while the ult is active.
: Hey Cantaloupe Cake - Thanks for the honest feedback. The name Heartseeker/Sweetheart is determined based on the personality of a champion, as opposed to the weapon they wield. *c/p from another reply on this post* - We took in the personalities of both Sona and Orianna. Sona is more passive, and more, well, sweet. Orianna is a robot (does she even have a heart, and if not, is she seeking one?) and would definitely be more aggressive and more of a killer-type than Sona would.
> [{quoted}](name=Riot KateyKhaos,realm=PBE,application-id=cMKtzQHY,discussion-id=91rl4lEb,comment-id=000f0002,timestamp=2016-01-28T20:43:02.927+0000) > > Hey Cantaloupe Cake - > > Thanks for the honest feedback. > > The name Heartseeker/Sweetheart is determined based on the personality of a champion, as opposed to the weapon they wield. > > *c/p from another reply on this post* - We took in the personalities of both Sona and Orianna. Sona is more passive, and more, well, sweet. Orianna is a robot (does she even have a heart, and if not, is she seeking one?) and would definitely be more aggressive and more of a killer-type than Sona would. I'm sorry, but I have to question this line of thinking... Since when have we started taking champions personalities into consideration for skin designs? To me the heartseeker line of skins was always a sort of cupid/shot through the heart reference. Every heartseeker skin has been someone who used a bow-like weapon cupid style, with the impression they might try to lure you in first but either way would get what they sought. Kind of the dark sultry side of things. Where as the sweetheart line was pretty straightforward kill 'em with kindness sort of thing. But I highly doubt anyone with any knowledge of Annie's personality at all would consider her a sweetheart based on personality. On the same token, Ashe is hardly Heartseeker material based on standard personality. Don't get me wrong, I love Orianna, I'm glad she's getting a skin, even if it looks more like a sweetheart skin than a heartseeker skin IMO. But I was really hoping for Heartseeker Quinn or Heartseeker Kindred, or even Heartseeker Twitch (Could be so much better than heartseeker Varus :)
: Quinn and Valor
I'm definitely all for Valor being a larger part of the Quinn and Valor team, I'm not sure how realistic this is, or if it would in fact be good gameplay, but it would at least be interesting.
: I take back what I said a bit, I still love the direction Quinn is going but she has some crazy snowball. Quite literaly with ease my opponent was able to attain 4/5 levels over anyone else in the game. It's a little ridiculous, haven't seen a snowball that big in a LONG time
You don't really understand how this game works do you? ... This is a bad thing for Quinn, a) I haven't really seen this myself, imo it pretty much only happens if someone good gets paired up against someone far less skilled or someone has a really bad game, which happens a lot in PBE since a lot of people are more interested in trying different things than actually trying to win. b) even if it is true and she'll just get nerfed and we'll be back to a crappy Quinn that's even less fun to play than old Quinn
: I'm torn about these changes. On the one hand, depending on numbers, Quinn sounds like she'll have a crazy level 2 and will obviously have crazy roam potential. On the other hand, you're planning to remove two of the most iconic parts of her kit; the blind, and melee Valor. I understand the removal of blind, but if she's not compensated for it, this will hurt her big time. Currently, Quinn is unique in the fact she can 1v1 a late game Yi, Tryn, Rengar and Vayne (and maybe some others, but those are the first to come to mind). Again, only time/numbers will tell, but I have a feeling Q isn't going to be much stronger than before. I think that Skystrike should just be fully removed at this point, and put that power elsewhere in her kit. With the incoming nerf to it, it'll be completely useless. Might as well heal the enemy. Not being to melee with Valor might be more of a nostalgic thing, but it was by far one of the funnest things about playing this Champion. Playing assassin Quinn is extremely satisfying, and actually helped quite a bit in dueling some melee champs; not because of the blind, but the attack speed boost you would gain. Now it's just a "gotta go fast" tool that can't even be used as an escape due to the suggested channel. It also removes a large part of her ganking power; I do a lot of teleports to bot lane and ganking, or flying down mid to vault on the enemy and snagging a kill or assist. The new ult will hamper that, since vault will always place you at range. We'll be locked into the standard adc crit build (Harrier has an 8-second cooldown that goes down with Quinn's Crit Chance), so goodbye to the attack speed armor pen Bork build, goodbye flexible build paths (though I guess there are item changes incoming, so maybe this is wrong). I feel like you're taking a fun and unique champion who's actually pretty strong in SoloQ and have decided to make her more generic, again. Just so she'll be played more. EDIT: I like the idea of her Vault being sped, should help a lot with safety in teamfights, making it more difficult for a Singed to flip you and whatnot. Hopefully you're fixing all her other vault related bugs; stunning yourself/dropping down directly in front of the enemy and in melee range, being placed out of auto range, not marking the target, etc EDIT2: I honestly find the reasoning for keeping Skystrike as a poor damage ability pretty lame, "we were worried people are attached and would miss it". We will also miss blind, but you're removing that (again, I get why). You're also removing almost everything combat related about Valor, and let me tell you, a lot of Quinn mains, myself include, are very attached to the current Valor and will most certainly miss it.
The best thing about her being able to 1v1 those champions is it all came down to landing the blind, which all of them have the ability to juke, except maybe trynd, but his ult lasts WAY longer than Quinn's blind. It seems like all of the other marksman got cool new abilities/utility/damage/etc while Quinn, arguably the least viable of the six got nerfed both in viability and fun.
: The new "Tag Team" is perhaps the most unsatisfying and thematically mis-matched ability in this whole game. From a purely gameplay perspective, I'd rather just pick a champion with strong team fighting / dueling power and take Teleport than use this ult. As an added bonus, Teleport can't be interrupted by anything short of hard cc, while Tag Team is interrupted by as little as an enemy champion glaring in your direction - even while already active. The ability to traverse the map quickly seems like it'd be extremely powerful... on paper. In practice, though, Quinn simply doesn't have the damage or utility to back it up once she gets there, and meanwhile other champions with huge global mobility DO have tools to instantly join the fray once they arrive (TF can stun, deals tons of damage; Rek'Sai can knock up, grants pseudo vision, is meaty enough to survive a few hits). Overall, the new Tag Team doesn't feel satisfying to use, unless you're a chronic feeder or on tilt and you'd like to get back to lane consistently fast after dying. Now, the real problem with the ult: Thematically, it just doesn't work. Everything from the name, to the animation, to the very idea of its function. The name "Tag Team" implies that Quinn and Valor are, well, a tag team. As in, Quinn tags Valor in and jumps out, and vice versa. Right now, it might as well be called "Taxi Mode" and summon a literal taxi for Quinn to ride in. The animation is the worst thing I've ever seen. It looks and FEELS just so, so wrong. It seems like you just took Valor's flight animation, then slapped Quinn's E-Dash animation under it and froze her in that pose. It just looks lame and uninspired. The real kicker is that it doesn't even make sense: Valor is supposed to be a vulnerable but agile and deadly Demacian Eagle. To be able to carry Quinn would take either a feat of magic that doesn't fit the champion's theme or for Valor to be literally colossal (like, Cho'Gath big). tl;dr: The new "Tag Team" is awful in every way, please don't do this to one of my most beloved champions.
Agreed, it's hellabad, it's not fun at all, and it doesn't make sense, and the visuals don't make it better, the visuals suck @$$.
: Played her a little more, haven't tested out the current one that went live to PBE but here's my thoughts so far. Q - Thank you for compromising with us on this. I agree in the sense that Blind does give too much unhealthy power and I think the current vision-limiting suggestion is a good compromise. A little sad that I can try and make it out alive by blinding at the last moment and bareeeeeely dodging my death with autos but I understand why it could be unhealthy (though in that line, maybe remove the blind from Teemo as well? Blind in general is pretty unhealthy, honest) R - I firmly believe that the channel is unnecessary. If anything it's the channel that's causing a lot of problems (loss of escape, loss of chase, loss of hunt feeling, loss of the swift feeling you get when you activate the ult). Instead, increase the mana cost, which I think should reward the players who decides to go on a hunt/roam or not and punish those who uses it excessively. In fact, maybe a limit even, like a charge (eg. 1 charge every few minutes, stores up to three charges? No charges at the end?) Or maybe even make it interact with her W somehow. Like maybe, since the channel exist to show Valor taking the energy to swoop down and pick her up, maybe if you activate the W beforehand, you decrease the channel time to ...0? ( Logically because activating the W means Valor is already around the area?). Doing this compromises with the channel and the chase, players can make a choice whether to a : Activate W then ult, no channel, can escape, can chase but no W for the next few seconds. If no wards means you are taking the risk with no vision. At early levels, W's high cooldown means this is truly risky. b : Activate Ult with channel. Saves W for vision control and ganking but needs time and place to set up safely. (eg, current situation) It will also solve the longstanding problem of W being not very interactive as an active skill (it's passive is remarkable) In terms of animation I noticed that you actually did keep the flap of wings the same as live Valor, so the only problem of animation that makes them looks clunky comes from Quinn herself. A lot of people had noted how they didn't like Valor's size either, so here's my suggestion for this one; maybe instead of making Valor bigger, make Quinn smaller. In the frame where Valor swoops down and picks up Quinn there's enough time to scale her down without it being seeable. It might not solve the proportion distortion issue, but it would stop making the champion looked overly huge when you use the ult, maybe even make them feel sleeker together. Also, maybe get rid of Quinn's animation while flying, keep her in one aerodynamic pose. It should stop the clunky feeling. Just throwing some suggestions here, because it's not like you're going to change back the ult even when we keep barking and I'm tired of barking up to a non-responsive wall.
I'm pretty sure the channel is to provide a window of locking Quinn down, the same way Twitch can't enter stealth immediately. Otherwise split pushing Quinn would be impossible to stop. I don't see how blind for 1.5 seconds gave all that much unhealthy power, but I haven't played much top lane at all. I can only guess that the issue with top lane is that you have melee champions going up against Quinn getting hit out of range, and when they finally get close enough to do something, they get shut down by the blind. I can see how that might be an issue for certain match ups, but that's kind of the point in having draft pick. Some champions counter other champions, and that's ok. Also I think a lot of people respond to getting blinded incorrectly. Blind doesn't stop abilities from working (with a few exceptions), the same way silence doesn't stop people from auto attacking. I don't think there's any harm in having a few champions with blind and a few champions with silence, Quinn's blind is... was... far inferior to Teemo's, Teemo has a targeted blind that, when leveled up lasts a fair amount longer than Quinn's, meanwhile Quinn, with a skill shot blind that can be juked get's slammed with the nerf nuke. I just don't get it. I'm not sure if your suggestions would make the R look/feel any better, personally I don't like Valor carrying Quinn at all, even if we still didn't have the ability to fight as Valor, I'd rather have the old animations where they swap out.
: They definitely could do a better job at transparency, it doesn't seem like any Rioters are even still responding to this thread, which seems to defeat the purpose of having a feedback thread in the first place, I'm sure I've typed enough to fill a medium sized novel into the boards on champion balance alone and the only thread I've posted that ever got a Rioter response was one asking the community if they've ever gotten a Pentakill and to share the story on it, I suppose I can understand them not wanting to respond, but when they do that it alienates people in the league community and makes them look pretty bad, even if we just had the council back on here answering questions and addressing concerns I think it would be helpful. I know Riot has stated that they don't want to hire a player relations team because they prefer to let the people working on the game talk directly to the player base, but a lot of the time that doesn't happen and it leaves a sour taste for a lot of players who feel that the points they bring up are being ignored, or that Riot just doesn't care. I think they really should reconsider the approach, having a group on staff to address the player base full time doesn't prevent the Devs or anyone else at Riot from doing so as well, but it does give somewhere for players to turn when the Devs are silent, as they often are during busy times like this.
He's been updating the original post, but basically has said that they would not revert the change to (R) Valor, period. And it's definitely one of the stupidest things I've seen in League, how does this bird, that flies off Quinn's wrist for ~~Blinding Assault~~ Aerial Assault suddenly become 10x bigger and carry Quinn around, plus we completely lose out on the duo synergy of the champion which is the basis of their lore. I'd be more than willing to explore alternative ideas for changes where you get to use Valor more, but I don't see it happening. I'm not convinced on the idea of adding a vision reduction to the Q sort of like Grave's W does, if it works like the new version of smokescreen, it might be viable for out playing the way the blind was... maybe...
: Riot Repertoire seems like a reasonable person in a lot of the responses I've seen, so I think there is a good chance they repeal the changes, most other Quinn players I've spoken with have been disappointed by the changes.
Yeah, as usual they aren't repealing anything, one less champion for me to buy skins for I guess, wish I could still refund the ones I have. This forum is 6 times more active than any other rework forum and they just don't care what we think. 785 posts, roughly 760 of which are completely or mostly against the changes, honestly I keep feeling like we aren't listened to at all and I'm getting tired of it. I'm not sure why they even ask for feedback, maybe it's some sort of sick joke.
: I hope we aren't ignored, Quinn is one of my favorite champions, and usually the only ADC I'll play as I don't like the others that much, seeing her play style changed to more of the cookie cutter marksman design to make room for some random map rotation ult is making me really sad.
It's worse than that, she has a virtually non-damaging ult that provides WAY less team utility than Sivir, which means her kit has to either be over powered so she can do something when she arrives, or she's going to be trying to compete with other ADCs that have "real" ultimates with nothing but her base abilities. Either way it sucks. If she's OP and boring, she might get played more until the nerfs come in, but there's nothing exciting about her play style. Also keep in mind that she actually only has 2 offensive abilities in her kit now, so you R to get to a fight, show up, hope for a passive proc on a decent target, AA - E - AA - Q - AA and... you're done... if you're ahead you win, if you're behind you lose, GG. Full guide to playing new Quinn complete, thanks for reading.
: It's definitely a mistake, I'm really worried that they will just ignore feedback like they have done in the past, really hoping Riot Repertoir is one of the reds that listens to the player base.
And it seems you were right to worry. This is by far the most active marksman rework board, and we still seem likely to be completely ignored, RIP Valor.
: So I managed to get a little play time in on Quinn and I have to agree with virtually EVERYONE else, it just feels bad. It is very satisfying on live to have outplay opportunities via blind. In particular, a Quinn vs Vayne fight could be extremely fun and skill dependent and could easily go either way. Now you've turned her into a champion that is only viable if she's over powered. **There is zero reason to play this Quinn.** Her ult is stupid as f*** you've got Valor, who's this normal (compared to Quinn) sized bird during "Aerial Assault" but all of a sudden is this massive thing that carries Quinn around and doesn't _DO_ anything. It's just lame. And this?!?! : > > To all the players upset that they cannot turn into Valor and fight anymore, I am sorry that that was so important to you as far as playing the champion goes, but that aspect of these changes is just not going to change. Truly, I'm very sorry if that ruins the champion for you, but I'd prefer to be forthcoming about the fact that it's not going to change than leave you hanging waiting for an answer forever. I hope you can find enjoyment eventually in this new version of the champion, or that there is another champion out there that can give you a similar feeling to the previous version of Quinn, but if not, I understand. I'm sorry, but this just comes across as a giant FUCK YOU. So thanks for that.
I will say that the giant FUCK YOU. Is better than what we usually get which is completely ignored, but somehow, I still don't feel good about it.
: Quinn PBE Feedback Thread
So I managed to get a little play time in on Quinn and I have to agree with virtually EVERYONE else, it just feels bad. It is very satisfying on live to have outplay opportunities via blind. In particular, a Quinn vs Vayne fight could be extremely fun and skill dependent and could easily go either way. Now you've turned her into a champion that is only viable if she's over powered. **There is zero reason to play this Quinn.** Her ult is stupid as f*** you've got Valor, who's this normal (compared to Quinn) sized bird during "Aerial Assault" but all of a sudden is this massive thing that carries Quinn around and doesn't _DO_ anything. It's just lame. And this?!?! : > > To all the players upset that they cannot turn into Valor and fight anymore, I am sorry that that was so important to you as far as playing the champion goes, but that aspect of these changes is just not going to change. Truly, I'm very sorry if that ruins the champion for you, but I'd prefer to be forthcoming about the fact that it's not going to change than leave you hanging waiting for an answer forever. I hope you can find enjoyment eventually in this new version of the champion, or that there is another champion out there that can give you a similar feeling to the previous version of Quinn, but if not, I understand. I'm sorry, but this just comes across as a giant FUCK YOU. So thanks for that.
: This makes me think that with the current itemization in SR. Quinn will have to get a DMP, CDR, and ATS. for her to have the slight potential of her current damage. Even with the changes to the masteries/items thus far, changing the kit this way seems like Riot is trying to hone in on her ability to get in and out, but depending on her cooldowns and base stats with how weak her kit damage is she's going to have to build tanky dps still. If the Double DMG on Q? is a thing, will it proc on-hit/items like DMP/Bork/etc? If it's a champion that utilizes a kit like Graves where you stack AD to burst, and doesn't have effects of on-hit/specialty effects unique to that character the champion will be severely hurt in the current upcoming meta changes. Plus just because Quinn/Valor is fast, doesn't mean allies can keep up, so a frontlining ADC with weak stats/damage just becomes a troll pick. :/
I *THINK* it's kind of intended to be a very gank centric pick, so any time Quinn backs, she can show up in any lane in a matter of seconds, but so far it seems like she's going to end up being like Twitch now, only with high travel speed for that "could be anywhere" effect instead of stealth. However Twitch isn't exactly played that much lately either. (IE you're supposed to use her high speed to get to places where people are fighting, or to escape, such as in a split push situation) I'm still not feeling great about the whole thing, hopefully it'll work out.
: Quinn PBE Feedback Thread
> [{quoted}](name=RiotRepertoir,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PE1LJTOM,comment-id=,timestamp=2015-10-28T18:18:29.343+0000) > > Hi guys, > > With preseason hitting the PBE shortly and Quinn being one of the six main marksmen getting an update, I wanted to put up a post to gather feedback on her changes for her time on the PBE before release. Rather than a long line-by-line changelist on the PBE, you'll instead find the main changes going on in Quinn's update in the body of the thread, not necessarily in P,Q,W,E,R order. > > Changes: > > * ** Tag Team (R) has been heavily repurposed into a strategic map mobility tool:** > * Tag Team's visuals have been changed from Quinn leaving the game space to Valor flying Quinn around beneath her. Also, I hate to nitpick but really if you're going to be the one changing the champ at least have some idea who the champ is, Valor is a HIM, not a her. Quinn is female, Valor is male, and may or may not be her brother reincarnated or his spirit form or something to that effect, but in no way is Valor female, since he represents Quinn's brother in some way.
: I think they're talking about how Riot posted barely any response to the extremely unpopular Mordekaiser/Cassopeia reworks. It wasn't that hard to tell on Boards that people didn't like it...
You left out MF, there was exactly 1 riot response on the MF rework feedback board, and it was just stating that something was a bug and was fixed in the next update.
: Quinn PBE Feedback Thread
Quinn is my third most played marksman... (markswoman/marksperson?), only because she's so far out of meta, but I'm one of those rare people that actually like to play her in the bot lane. I'm hoping these changes don't make her even less viable as a "real" marksman, but I'm fairly certain they will. Hopefully I can get some PBE time in during this cycle. I often feel like our comments are completely ignored on some champions (especially the niche champions who are most in need of attention but have the lowest dedicated player base), for example, almost no one on the MF rework forum liked the rework, nearly all I ever saw were complaints and they were detailed and went into what problems there were while the positive comments were , and not a single response from Riot (ok, technically someone responded very early in to some comment about something not working and said it was a known bug and would be fixed, but that was literally the only Riot response on the MF PBE forum the entire patch cycle). Right now the best three things about Quinn are her high burst damage if you combo her passive, her high mobility, and her 1v1 strength vs other marksman and the reason she has that is the blind, she NEEDS the blind, and she needs her 1v1 strength vs other marksman because she falls off so hard late your best bet is to use your mobility to catch the enemy adc and kill them, it doesn't matter if you die in the process because you've leveled the field for your team, if you take any of those things away from her, she wont be the same.
: This far in the champion development, they're not gonna add that anymore.
Unfortunately that's probably true... although it's not impossible, it IS rather unlikely. They could possibly squeeze it in though, I believe there's still one more week of testing.
Rioter Comments
: Thanks so much for the feedback! I'm so glad you're a fan of the new skin! :3
I agree with Fishbeard, I love the effects, the model is kinda meh, IMO she has a bit of a preupdate Muse Sona feel to her she looks puny compared to Tristana... a yordle, I know she's supposed to be skinny but it seems off, she doesn't feel as well done as a lot of other new skins. I'm not sold on the colors, they are a bit too clashy maybe? I'm not sure, the vibe is just a little off on the skin. Jinx is all about random acts of chaos. She's crazy (she has a doctor's note) but in a fun way, and it just doesn't quite have the right feel at the moment. Jinx players (myself included) have been dying for a Jinx skin, I don't want this one to be disappointing . Also, I fully endorse the jade dragon tattoo idea.
: Tristana Questions/Comments/Concerns
First question, at 4 stacks the E does 100% more damage when it explodes (ie double the damage it would do if you used E on someone and walked away without touching them) As someone already mentioned, E explodes on the 5th auto attack, it also explodes if you rocket jump to someone that already has 4 stacks. Rocket jump does more damage when it hits someone with explosive charge on them, the more stacks they have on the charge the more damage rocket jump does, it does not change the damage of explosive charge, except as mentioned above. You get the full 100% bonus to the w damage if you jump on someone with E stacked to 4. So, ideally (pretty sure there will rarely be times you can do all of this early game, you wont have enough attack speed) you e someone placing the charge, auto attack them 4 times and only 4... 5 is right out... then rocket jump to them, the rocket jump will do 100% bonus (or 200% total) damage, also triggering the explosive charge causing it to explode at 4 stacks doing 100% bonus (200% total) damage as well I agree her tower crushing power is a **LITTLE** bit high right now, but maybe not as out of line as you think. You were talking about a **full build** ap tristana, a LOT of champions can take down a tower pretty quickly at full build. Try building a full AP Katarina in a custom game, each auto attack takes off 1/4th of a towers health. Most games never get to full build, and if they do, it's usually down to whoever aces first wins, because the other team can roll over any towers still standing easily.
: @BarryedAlive 2. Question: It detonates on the 5. hit. 3. Question: I hope it adds bonus damage, additional to the 100% increase at max. Otherwise it wouldn't be worth to jump in if you could get the same effect by simply autoattacking. 5. Thought: I agree, I think the grenade should deal only a percentage of the actual damage to towers, but it should deal full damage to units around. Some things I noted: I don't know if it's intentional or not but her E and Ult are really easy to cancel. If you, for example, try to Rocket Jump immediately after using those skills they will get canceled. Furthermore, the skills will go on full cooldown if canceled. And as said already, the E will have a box around it some times. Looks like some particle effects are missing or bugged out. Furthermore, sometimes when the unit the E is attached to dies, the grenade will simply disappear and the sound will be played eventhough the grenade is gone. Ideas: 1. If a unit dies while the grenade (E) is attached to it, the grenade should explode immediately (I think this is already the case but sometimes it doesn't work). 2. If a unit dies after the grenade (E) has been fired but before it hits the target ( or gets untargetable before E hits), the grenade should explode immediately. 3. Add grievious wounds back to her kit. 4. Let the Q deal magic damage based on your AP ratio, so it can be used for more than just stacking the E if you play an AP build (nothing impressive though, just so that you have some incentive to use the Q as AP Trist).
Your ideas: 1,2: agreed, grenades should explode not vanish 3: so many thoughts on grievous wounds both ways, not really sure 4: A simple solution for this issue might be to build Nashor's tooth on ap trist, not sure how the numbers play out though.
: New Firefighter Tristana...legendary??
Also, they did improve the legendary-ness of it, all her abilities have different sound and graphic effects, I do feel they could do a bit more to improve the quality of it compared to her other skins (to make it worth the price difference) but seeing as it's a legacy skin I doubt they will bother. In any case, it feels a lot more "legendary" now than it did before the Tristana update. (which is just to say it was really pretty lame before)

Myrlian

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