Quinn, The Field Medic

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TeaCrusader

Senior Member

11-12-2012

Quote:
Quinn, if you can't tell from the title, is a support champ. A very heavy support champ. I chose Quinn since we don't have a champion with a Q name
Good naming convention and I do think we need maybe another defensive support for lanes.

Quote:
Lore: Quinn was always the one to give whatever she could to help out. This is why she wanted to acquire a profession in medicine. Quinn had a unique talent in this field and picked up the material faster and better than anyone they had seen before. Thus, she graduated several years before the other students in her first semester class. She was put to work immediately on a refugee camp for recovering soldiers. On one of her days, she was ambushed by a small noxus troop, however the enemy had not heard of Quinn's presence and were defeated shortly after the battle had begun due to the fact that none of the enemy could not keep anyone even injured.
--------The news of this ambush and Quinn's heroic efforts was noted immediately by Jarvin IV and he requested Quinn be his personal medic. Jarvin was able to beat several men at once now that Quinn was behind him. That was all Jarvin needed to know before ensuring Quinn was added to the League of Legends. Now Quinn excels in battle doing what she loves most, helping others avoid their most profound fear, death.
I like this, it's pretty boss. No complaints.

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Passive: Passive Agression: 50% of all healing done by Quinn is converted into a damaging shield. The next time you take damage from an enemy champion the shield breaks dealing up to a cap of 100/150/200/250/300/350/400/450/500 damage. The shield is fully charged at the start of the game, and every time Quinn re-spawns.
Activation Cool-down: 5 seconds
Animation: Quinn has a very subtle blue glow. The more charged the shield is, the more pronounced the blue glow is. When the shield is hit, all the color from the glow gathers into a ball and fires at the attacking champion.
Ok I get the skill.. I kinda like the skill.. but I have a problem with it. This problem is that you've used my least favourite mechanic, a mechanic that seems to crop up a lot on the forums.
Having the get hit by an enemy to make something happen. I hate this kind of skill, especially when not coupled with a taunt or something to ensure you're the one getting hit.
I just think it takes nearly all the control out of the person playing Quinn's hands and I don't like it. Maybe if you had some way to ensure Quinn could take damage then.. (shared damage ability?)

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Q: Bandage: Passive: Gather 1 bandaid every 15 seconds. You can hold a max of 3 bandaids in your hand (gather bandages faster with cool-down reduction).
------------------Active: Apply a bandaid on an ally healing them for 50/87/134/162/200 + (30% AP) over 4 seconds. Healing stacks if multiple bandages are applied to the same target.
Cost: 1 bandaid, 50 mana
Range: 520
Cool-down: 1 second
Animation: Throws a bandaid at a the target champion. Looks like his basic attack animation but with a bandaid instead of a needle.
This ability feels to me like it has too many restrictions.. between the mana cost the 3 bandage cap and the 15 second gather time it seems very limited.. Im not sure whether to suggest upping the bandage you can hold or lower the gather time.. or both..


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W: Body Cast: Digitally paste a high-tech flexible cast image over an allied champion. (1 second channel). For ten seconds after the cast has been applied the target ally takes a 10/15/20/25/30% reduction from all incoming damage, and reflects that percentage of incoming basic attacks.
Cost: 70/90/110/130/150 mana
Range: 300
Cool-down: 20 seconds
Animation: A bunch of white lines spray in a cone at the target ally. the cone of lines starts at 30 degrees below horizontal, and ends 30 degrees over it. the target ally is then covered in the white cast.
hmm this seems fairly solid though I'm not sure the balance between the duration of the effect and the cooldown is correct, it only has 10 seconds of downtime and with max cdr I believe that becomes 2 seconds of downtime.. might be a bit too short a downtime..? though I guess with such a high mana cost?


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E: Medicate: Prescribe a medication for a target allied champion or enemy area. You have 2 choices, red or blue. The choice will switch every second. You have 6 seconds to choose before Medicate goes on cool-down. Once the choice has been made you get another 3 seconds to select a target. After the third second, or once a target has been chosen the ability goes on cool-down.
Ally: Prescribe an ally 1 of 2 steroids. Steroids last 1/1.25/1.5/1.75/2 minute(s) and an ally can have 3 steroids in their system at one time. If you prescribe an ally with a fourth steroid, they overdose reducing the effect length to 10 seconds.
-------Red: Increase the allies attack damage by 5%
--------------Overdose: Also increases attack speed by 10/15/20/25/30% May exceed the 2.5 AS cap.
-------Blue: Increase the targets ability power by 5%
--------------Overdose: Also reduces all cool-downs by 10/15/20/25/30%. May exceed the 40% CDR cap.
Enemy: Throw a gaseous bomb at a target location that explodes when it lands. All enemies in the target area when the bomb detonates receives a debuff that lasts for 10 seconds
-----------Red: Decrease the attack damage and ability power of the enemies by 6/7/8/9/10%
-----------Blue: Decrease the armor and magic resistance of the enemies by 6/7/8/9/10%
[You can apply three red buffs then overdose on the blue. or any variation of buffs you wish to apply.]
Cost: 80/85/90/95/100 mana
Range: 800
Cool-down: 25 seconds
Animation: Upon first activation, Quinn opens a digital first aid kit in her right hand. Upon selecting a steroid, the screen turns red or blue (whichever was selected). Once Quinn chooses a target, she throws the digital first aid kit at the target. If the target was for the enemy, once the first aid kit hits the ground, it explodes.
Uhm uh.. gahhhhhhhh?
Ok this is.. like 4-6 abilities.. x.x I think it might be a bit much..
Not only do you have a 'choose your effect' ala Tf's cards but you also have a different ability based on ally or enemy casts. Either is fine.. but I thik both in one skill is a bit much..
when we get into the skill, ignoring the complicated nature of it uh.. well I think the numbers might be a bit high? a 15% Ad increase for 2mins is pretty crazy.. and while the cooldown is high I think its still.. hmm..
It's hard to balance cos there's very little like it..
I like the on enemy cast, I think that's great. I think the main thing you want to do here is cut one of the options, make it so it's a 2-way skill not a 4-way one. personally I prefer the difference between ally and enemy casts but it's up to you really.


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R: Hazmat team: Release a team of 3/4/5 Hazmat robots. These bots target a random enemy champion within 600 range of Quinn and for ten seconds, they sap 25/50/75 health then use it to heal the most damaged allied champion. A max of 3 bots can target one enemy champion and each bot has 500 move-speed. Everytime they deliver the health to an ally, they select a new target.
Cost: 120/160/200 mana
Range: 600
Cool-down: 70 seconds
Animation: Small yellow hazmat bots the size of a small wraith fly around. Once they've selected a target, their antenna flashes red. Once they've sapped the health, their antenna flashes green.
Ok this is pretty great. Cool idea and pretty awesome visuals to back it up.
Are the bots untargetable? Can they block people? I'd recommend that they cant cos ARGH.
I was a bit worried about the passive not having much synergy with only one healing spell but I guess this makes up for it?
Also im not sure but I think the damage/healing numbers might be a bit low? 75 damage over 10 seconds.. even with 3 bots on a person.. that's kinda low isn't it?


Quote:
Quotes:
Upon Selection: "Generosity will ALways lead to great rewards"
Yes.




Ok so overall, I think the basic concept of Quinn is pretty great but I think she needs some refinement. The e is.. way too messy and I think you need something to direct damage onto Quinn to make the passive have some use maybe?
Perhaps something where Quinn redirects a percentage of damage an ally takes for x seconds (this activates the passive) and heals the ally for a percentage of the damage Quinn takes? Double synergy with the passive? =D

All in all though nice one, cool idea =D


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Gradunk

Senior Member

11-12-2012

Thanks to tea's review, i'm doing some pretty heafty changes. they'll be done either later to today or late tomorrow.
It may sound like i'm annoyed at tea lol, but i'm not. every criticism i use to try and improve.


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Gradunk

Senior Member

11-12-2012

Done the major edit. posted it on a new thread. i don't know which version to use.


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Gradunk

Senior Member

11-16-2012

BEEP booop.


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Sinspurch

Senior Member

11-16-2012

Quote:
Originally Posted by Gradunk View Post
the elastic waistband gets attention and it blows.. why not mine?
Ok woah back off Gradunk. Just because my champion concept as you claim "gets attention", doesn't give you the right to stab my idea in the back and say "it blows..". Why does it blow? Try leaving me some of your own feedback and ill do the same for yours. there's my 2 cents on that. :]


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Sinspurch

Senior Member

11-16-2012

Quote:
Originally Posted by Gradunk View Post
Quinn, if you can't tell from the title, is a support champ. A very heavy support champ. I chose Quinn since we don't have a champion with a Q name

Lore: Quinn was always the one to give whatever she could to help out. This is why she wanted to acquire a profession in medicine. Quinn had a unique talent in this field and picked up the material faster and better than anyone they had seen before. Thus, she graduated several years before the other students in her first semester class. She was put to work immediately on a refugee camp for recovering soldiers. On one of her days, she was ambushed by a small noxus troop, however the enemy had not heard of Quinn's presence and were defeated shortly after the battle had begun due to the fact that none of the enemy could not keep anyone even injured.
--------The news of this ambush and Quinn's heroic efforts was noted immediately by Jarvin IV and he requested Quinn be his personal medic. Jarvin was able to beat several men at once now that Quinn was behind him. That was all Jarvin needed to know before ensuring Quinn was added to the League of Legends. Now Quinn excels in battle doing what she loves most, helping others avoid their most profound fear, death.

Quote:
Passive: Passive Agression: 50% of all healing done by Quinn is converted into a damaging shield. The next time you take damage from an enemy champion the shield breaks dealing up to a cap of 100/150/200/250/300/350/400/450/500 damage. The shield is fully charged at the start of the game, and every time Quinn re-spawns.
Activation Cool-down: 5 seconds
Animation: Quinn has a very subtle blue glow. The more charged the shield is, the more pronounced the blue glow is. When the shield is hit, all the color from the glow gathers into a ball and fires at the attacking champion.
This a really interesting passive. Putting a shield on a passive, idk it sounds strong on paper but to see it in game would be a different story. So even if the shield isnt completely charged, could the shield pop at say the 250 or 300 damage? or does it HAVE to be fully charged for the passive to activate? does the shield last for 5 seconds?
Quote:
Q: Bandage: Passive: Gather 1 bandaid every 10 seconds. You can hold a max of 5 bandaids in your hand (gather bandages faster with cool-down reduction).
------------------Active: Apply a bandaid on an ally healing them for 50/87/134/162/200 + (30% AP) over 4 seconds. Healing stacks if multiple bandages are applied to the same target.
Cost: 1 bandaid, 50 mana
Range: 520
Cool-down: 1 second
Animation: Throws a bandaid at a the target champion. Looks like his basic attack animation but with a bandaid instead of a needle.
This is sick. A HoT thats a 1 sec cd, and it does lower the CD of the ability with CD items right? So it "could" be lets say a .50 or less sec cooldown? Its healing potion in an ability? :]

Quote:
W: Body Cast: Digitally paste a high-tech flexible cast image over an allied champion. (1 second channel). For ten seconds after the cast has been applied the target ally takes a 10/15/20/25/30% reduction from all incoming damage, and reflects that percentage of incoming basic attacks.
Cost: 70/90/110/130/150 mana
Range: 300
Cool-down: 30 seconds
Animation: A bunch of white lines spray in a cone at the target ally. the cone of lines starts at 30 degrees below horizontal, and ends 30 degrees over it. the target ally is then covered in the white cast.
Strong. Who to chose when you use it would be crucial in a team fight so they don't die.

Quote:
E: Medicate: Prescribe a medication for a target allied champion or enemy area. You have 2 choices, red or blue. The choice will switch every second. You have 6 seconds to choose before Medicate goes on cool-down. Once the choice has been made you get another 3 seconds to select a target. After the third second, or once a target has been chosen the ability goes on cool-down.
Ally: Prescribe an ally 1 of 2 steroids. Steroids last 1/1.25/1.5/1.75/2 minute(s) and an ally can have 3 steroids in their system at one time. If you prescribe an ally with a fourth steroid, they overdose reducing the effect length to 10 seconds.
-------Red: Increase the allies attack damage by 5%
--------------Overdose: Also increases attack speed by 10/15/20/25/30% May exceed the 2.5 AS cap.
-------Blue: Increase the targets ability power by 5%
--------------Overdose: Also reduces all cool-downs by 10/15/20/25/30%. May exceed the 40% CDR cap.
Enemy: Throw a gaseous bomb at a target location that explodes when it lands. All enemies in the target area when the bomb detonates receives a debuff that lasts for 10 seconds
-----------Red: Decrease the attack damage and ability power of the enemies by 6/7/8/9/10%
-----------Blue: Decrease the armor and magic resistance of the enemies by 6/7/8/9/10%
[You can apply three red buffs then overdose on the blue. or any variation of buffs you wish to apply.]
Cost: 80/85/90/95/100 mana
Range: 800
Cool-down: 25 seconds
Animation: Upon first activation, Quinn opens a digital first aid kit in her right hand. Upon selecting a steroid, the screen turns red or blue (whichever was selected). Once Quinn chooses a target, she throws the digital first aid kit at the target. If the target was for the enemy, once the first aid kit hits the ground, it explodes.
Thats a mouth full of **** in one ability. Its one heck of an ability for a team situation. Id like to see THIS become real and test it out.

Quote:
R: Hazmat team: Release a team of 3/4/5 Hazmat robots. These bots target a random enemy champion within 600 range of Quinn and for ten seconds, they sap 25/50/75 health then use it to heal the most damaged allied champion. A max of 3 bots can target one enemy champion and each bot has 500 move-speed. Everytime they deliver the health to an ally, they select a new target.
Cost: 120/160/200 mana
Range: 600
Cool-down: 70 seconds
Animation: Small yellow hazmat bots the size of a small wraith fly around. Once they've selected a target, their antenna flashes red. Once they've sapped the health, their antenna flashes green.
Only 3 Bots can target 1 champion. So what happens with the other 2 at Rank 3? Can you use them again to chase a 2nd enemy champion?

Basic Attack Animation: Quinn pulls a needle off of his ammo belt and throws it at the target. When she pulls the needle off, the belt turns slightly to offer Quinn a new needle to pull.
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Statistics:
Movement speed:-310
Attack range:-------520
Damage:------------50 + (2.5 / per level)
Health:---------------500 + (80 / per level)
Health Regen:-----8 + (0.94 / per level)
Mana:----------------230 + (43 / per level)
Mana Regen:------6 + (0.77 / per level)
Armour:--------------25 + (3.3 / per level)
Spell Block:--------25 + (1.4 / per level)
Looks pretty standard, not like i REALLY know what standard is for Stats. lol

Quotes:
Upon Selection: "Generosity will ALways lead to great rewards"
Overall, I like this champion. You definitely have a better grasp on Lore than i do, its great!


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Gradunk

Senior Member

11-22-2012

sry about saying it blows. i was just mad at the time and i spent about 15 seconds skimming over 2 of the abilities.

It does not have to be fully charged to acitvate. it lasts until you get hit, then the charge is emptied to damage the attacker. and it lasts forever unless you get hit.
that's a really good analogy. a stacking healing potion in an ability. essentially yes that's what it is. didn't think of that when i made it though :P

I know medicate is very hectic, but that's as simple as i could make it.
the 2 extra bots would just sit there waiting for an extra target i guess.

i didn't even know you did the review when you did, but thanks for it.


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Sinspurch

Senior Member

11-24-2012

Quote:
Originally Posted by Gradunk View Post
sry about saying it blows. i was just mad at the time and i spent about 15 seconds skimming over 2 of the abilities.

It does not have to be fully charged to acitvate. it lasts until you get hit, then the charge is emptied to damage the attacker. and it lasts forever unless you get hit.
that's a really good analogy. a stacking healing potion in an ability. essentially yes that's what it is. didn't think of that when i made it though :P

I know medicate is very hectic, but that's as simple as i could make it.
the 2 extra bots would just sit there waiting for an extra target i guess.

i didn't even know you did the review when you did, but thanks for it.
Not a Problem. :]


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Gradunk

Senior Member

12-07-2012

bumpy bumperton


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Aya Shameimaru

Senior Member

12-07-2012

I don't like how she only has 1 damaging spell. With every support character, you need some way of fending for yourself. Honestly as a support, other than having buffs/debuffs and CC, they need some pushing potential for when minions are at tower, and you are alone. Next she has no CC, she has some debuffs, but no slows or otherwise. I'd recommend something like, body cast is now a skill shot, and if an enemy is hit they are snared. Let Hazmat Team prioritize champs, but go after minions to be able to push, and let medicate add a DoT effect as well as a debuff.