Hello PBE Testers,
Quinn and Valor have just been enabled for testing! Her kit in brief:
Note: Valor is Quinn's falcon companion. He is manifested through the kit abilities including the R, Tag Team, where Valor takes Quinn's place on the battlefield for a short time.
Valor periodically marks enemies as Vulnerable. Quinn's first attack against Vulnerable targets will deal bonus physical damage.
Blinding Assault (Q):
Valor flies out in a line, blinding and damaging all targets near the first target hit.
Heightened Senses (W):
Active: Valor reveals a large area nearby.
Passive: Quinn gains increased Attack Speed after attacking a Vulnerable target. Valor gains increased Attack Speed permanently. (Affecting Tag Team)
Quinn dashes to an enemy, dealing physical damage and slowing the target's Movement Speed. Upon reaching the target, she leaps off and lands near her maximum attack range from it. Valor will immediately mark this enemy as Vulnerable.
Tag Team (R):
Valor replaces Quinn on the battlefield as a mobile melee attacker. He gains a large Movement Speed bonus when out of combat and a smaller one when in combat.
When ready, Quinn returns in a hail of arrows, dealing physical damage to all nearby enemies, increased based on their missing health.
I am eagerly awaiting a huge tide of feedback about all aspects of her kit, animations, visual effects, sounds, and VO, based on your playtest experiences. I'm also anticipating bug reports, of course. But please here allow me to focus your attention on a couple of areas where feedback will be particularly valuable, both playing as Quinn and Valor and against them:
1. Harrier target selection and frequency
|Harrier is something I'm very interested to see your responses to. Please be as complete as possible when describing situations where Harrier was either satisfying or dissapointing. When is Harrier creating the best gameplay? When does it fall short of expectations? Please describe how it feels to play against Harrier--I expect that this mechanic does create meaningful play and counterplay for both parties in a lot of (not all) situations..|
|We are carefully watching burst damage dealt by Valor during Tag Team, usually from casting E,attack,Q,Skystrike. We think this is probably close to balanced at present but it's definitely something I'm keeping an eye on.|
|Quinn is good at being offensive and exploiting tactical openings, either created by Harrier or emergent from normal laning play. What I want a check on is whether her sustained autoattack damage in these scenarios feels unfair (playing as or against.) Potential causes are high base MS and the Attack Speed steroid on W. Note that as Valor, I WANT you to feel very powerful chasing fleeing targets.|
|My hat off to you then. Well done.|
- Valor will prefer to mark enemies you attack. He also will mark minions to help you last hit.
- Vault is powerful but must be used with caution, as enemies can attack Quinn when she strikes them. Vault can sometimes be used to cross terrain if your back is to a wall.
- Use Tag Team for traveling very long distances quickly, for fleeing from enemies, or for chasing wounded targets.
I really emphasize that last point--Tag Team isn't a "push to win" button. It's got huge potential when used smartly, and my advice is to make sure that you're getting one of three benefits from each cast, at least:
Long-distance strategic movement
Chasing fleeing targets and finishing them off
Fleeing from pressure and reapproaching a fight from a different angle
So does this work for you? I'd love to hear your success (or failure) stories.