2/14 PBE Update: Quinn and Valor are here!

Posted on at 7:38 PM by Moobeat
The PBE has been updated and I'm delighted to say Quinn and Valor are finally here!
Continue reading for a closer look at Quinn and Valor, their abilities, lore, and more, as well as updates to Smart Ping and oodles of balance changes!

( Warning: PBE content is highly tentative and subject to change! Some of this information may have been datamined and could likely be erroneous. )

Quinn and Valor
Quinn and her bird Valor function as a dynamic duo on the battlefield! By way of their passive, Valor swoops into the battlefield to mark enemies or is sent to attack and blind enemies in a straight line using Quinn's Q. Their W interacts with their passive giving Quinn bonus attack speed when attacking marked enemies. Quinn's E is a pretty bad ass flip kick that slows enemies and jumps her back to her auto attack range. When Quinn activates her ultimate, Valor swoops down on to the battlefield and you instead control him. He has massive movement speed and can still use versions of Quinn's normal abilities. Upon reactivating the ult, Quinn returns to the  battlefield in a hail of arrows, damaging those caught in her wake.

Splash art is not yet complete!

Here is a short video showing off her abilities and animations. Be sure to check out the "Squawk Squawk" jokes!

"Phoenix" Quinn and Valor
Not yet available for testing and Valor was messed up in my model viewer.

Harrier ( Passive )
Valor periodically marks enemies as Vulnerable. Quinn's first attack against Vulnerable targets will deal bonus (+ ~.5 AD ) physical damage.

Blinding Assault ( Q )
Valor flies in a line and strikes the first enemy in his path. He then attacks all nearby enemies to deal 70/110/150/190/230 (+ ~.65 AD) physical damage and blind them for 1.5/1.5/1.5/1.5/1.5 seconds. 
As Valor: Performs the same attack at the current location.

Mana Cost: 60/65/70/75/80 | Range: 1025 | Cooldown: 11/10/9/8/7

Heightened Senses ( W )
Passive: Attacking a Vulnerable target will increase Quinn's Attack Speed by 20/25/30/35/40% for 3/3/3/3/3 seconds. 
Passive as Valor: Gains 40/50/60/70/80% Attack Speed. 
Active: Valor reveals a large area nearby for 2/2/2/2/2 seconds.

Mana Cost: 0 | Range: 2100 | Cooldown: 50/45/40/35/30

Vault ( E )
Quinn dashes to an enemy, dealing 40/70/100/130/160 (+ ~.2) physical damage and slowing the target's Movement Speed by 70/70/70/70/70% (this effect diminishes over 2/2/2/2/2 seconds). Upon reaching the target, she leaps off and lands near her maximum attack range from it. Valor will immediately mark this enemy as Vulnerable. 
As Valor: Performs the same attack but does not mark or leap off the target.

Mana Cost: 50/50/50/50/50 | Range: 750  | Cooldown: 12/11/10/9/8

Tag Team ( R )
First Cast: Valor replaces Quinn on the battlefield as a mobile melee attacker for 20/20/20 seconds. Valor gains +80/80/80% Movement Speed, decreased gradually to +20/20/20% when in combat. 
Second Cast: Quinn returns to perform Skystrike, dealing from 130/185/240 (+ ~.5 AD) to 260/370/480 (+ ~1 AD) physical damage to all enemies in a large area, increasing based on how much health they are missing. 
If Skystrike has not been cast before this ability ends, it will be cast automatically.

Mana Cost: 100/100/100| Range: 700 | Cooldown: 140/120/100

Base Stats:
Damage: 48 (+ 3 )
Health: 372 (+ 85 )
Mana: 210 (+ 35 )
Movement Speed: 330
Armor: 11 (+ 3.5 )
Magic Resist: 30 (+ 0 )
Health Per 5 Sec: 4.5 (+ 0.55 )
Mana Per 5 Sec: 6.3 (+ 0.4 )
Range: 525
"Quinn and Valor are an elite ranger team. With crossbow and claw, they undertake their nation's most dangerous missions deep within enemy territory, from swift reconnaissance to lethal strikes. The pair's unbreakable bond is deadly on the battlefield, leaving opponents blind and riddled with arrows long before they realize who they're fighting: not one, but two Demacian legends. 
As a young girl, Quinn shared a hunger for adventure with her twin brother. They dreamed of becoming knights, but lived a quiet, humble life in the rural borderlands of Demacia. Together they imagined triumphant battles in faraway lands, seizing glory for their king and slaying foes in the name of Demacian justice. When daydreams alone could no longer satisfy their warriors souls, they embarked on daring wilderness adventures in search of true danger. One such quest turned to tragedy when a terrible accident claimed her brother's life. Overcome with grief, Quinn abandoned her dreams of knighthood. 
On the anniversary of her loss, Quinn gathered the courage to return to the scene of the tragedy. To her surprise, she found a wounded Demacian eagle at the site of her brother's death - a rare and beautiful bird long believed extinct. Quinn nursed the fledgling back to health, and as they grew up together, a deep bond formed between the two. She saw the same quality in her newfound friend that had lived within her brother, and so she gave him the name ''Valor.'' The pair found strength in each other, and together they pursued the dream she had once abandoned. 
The Demacian army had never seen heroes like Quinn and Valor. Their deadly skills quickly set them apart from their rank-and-file peers, but many still had their doubts. How could a common-born girl, even with such a powerful creature at her side, forego years of military training? Quinn and Valor proved themselves on one critical mission, tracking down a Noxian assassin who had evaded an entire Demacian battalion. When they brought him to justice, they finally earned the admiration and respect of their nation. The two now serve as living, fighting icons of Demacian strength and perseverance. Together, Quinn and Valor will stand against any threat to their beloved home.

Most soldiers only rely on their weapons. Few truly rely on each other.

Volty, one of Riot's Game Designers, also dropped off some tips and areas he is looking to play test specifically.
"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.. 
2. Burst potential during Tag Team
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. 
3. Chasing sustained dps as Quinn (not as Valor)
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. 
4. Did you successfully use Vault to escape over a wall?
My hat off to you then. Well done. 
Lastly, here are the playing as tips:
  • 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.

Smart Ping Sounds and Keybinds
Smart Ping, the new ping radial menu featuring several new, specific pings, now has unique sounds for each of the different types of pings!
You can also now set keybinds for each of the four radial pings. Navigate to the "Key Bindings" menu to do so.

UI Stuff
After you die, the screen now turns more grey than
Shot from Donar23 on reddit.
Here is Samamayhem talking about it:
"A lot of summoners know me as the engineer who made colorblind mode a year ago. I recently undertook a a pet project to try to improve our death screen. It was well received by our art and design teams and has now made it to the PBE environment this week. I just wanted to state the objectives of the rework and start a thread to solicit feedback from you. 
The objective was to make it so that players can still follow what is going on in a team fight while they are dead while still maintaining the clear aesthetic of being dead that was in the all grey screen. Some specific areas in which I'd like feedback are: 
* Can you follow team fights better?
* When you die, is it always clear that you are dead?
* Does it look good aesthetically? Are there any champions or abilities that don't look good?
* For colorblind players, can you see the colors in the team colored rings and effects (for example the ring around Nunu's ultimate?

I will be checking in on this thread so please feel free to post feedback or any questions or other thoughts you might have. Thanks in advance!"
The HP and Mana bars also have pretty new graphics. If you'd like to see them in action, check out the Quinn ability preview video.

Balance Changes
Trying something a bit different this time. I'm seperating the changes into two different categories- New Changes and Changes to Previous Changes. New Changes will be changes new relative between Live and the PBE. Changes to Changes will be further tweaks to changes we've seen in a previous PBE update from this cycle. For example, the nerf to Vi's R damage was nerfed in the last PBE patch but that change was reverted so it goes under Changes to Previous Changes

New Changes ( Relative to live servers ):
  • Curse of the Sad Mummy ( R ) range decreased to 550 from 600.
Master Yi
  • Alpha Strike ( Q ) now has a .5 bonus AD Ratio. 

  • Shatter ( W ) now grants 10% of Taric's Armor to allies instead of flat 10/15/20/25/30
  • Shatter ( W ) now also deals damage equal to .3 of Taric's armor. ( Note: Still has an AP ratio guys, calm down . )

  • Base damage reduced to 55.5 from 58.5.
  • Razor Shuriken ( Q ) damage increased to 75/115/155/195/235 from 75/110/145/180/215.
  • Shadow Slash ( E ) damage reduced to 60/90/120/150/180 from 60/95/130/165/200.
Bilgewater Cutlass
  • Total price reduced to 1800 from 1925
Blade of the Ruined King
  • Total cost now 2850 from 2900.
  • Now builds out of Bilgewater Cutlass + Two Daggers.
  • Attack damage lowered to 40 from 45.
  • Now Grants 30% Attack Speed. 
  • Active now deals 150 + 10% of target's max HP instead of 150 + 50% of your AD. 

Hextech Gunblade
  • Total price reduced to 3275 from 3400
Warmog's Armor
  •  Passive HP regen reduced to 1% from 1.5%
Changes to Previous Changes ( Relative to the changes we saw in the last PBE patch ):
  • Curse of the Sad Mummy ( R ) damage reverted to 150/250/350 from 150/225/300
  • Assault and Battery ( R ) damage reverted to 200/325/450 from 200/300/400.
Xin Zhao
  • Crescent Sweep ( R ) damage reduced to 75/175/275 from 100/200/300.

Miss out on a previous update from this patch cycle? Here is a list for your convience!

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