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It helped me a lot in various ways.
Thank you so much!!!
Also, toughts on the current dark harvest compared to electrocute?
Oh and 10/10 build totally the kind of stuff this game needs
Regarding current runes, there is still a lot of testing going on by the Guide Team and so we currently do not have an answer. The guide will be updated at some point in the near future when we have come to some conclusions.
PS: It is not fun getting hit by a plane when farming sidelane. Pls stop doing that to me, ty.
Firstly, I'd like to say that you've gone to a lot of effort to collate all this data from r/QuinnMains and I'm sure many players are benefiting from your hard work ^^
I noticed when reading that you sort of had a dismissive tone of voice when a choice seemed obvious. Like "don't argue, just take it" or "duh!". A newer player may be confused about language like this, as they genuinely wouldn't know why that choice was integral to the playstyle.
I really like how comprehensive this guide is, but can see how a reader may get lost. Have you ever thought of splitting the chapters by playstyle/lane/role instead of the standard guide layouts? Seeing as you cover a multitude of playstyles, it seems to me that a chapter about playing top lane and the runes/masteries/summoners etc to grab would be useful for a reader looking for a specific style of play.
Great start, +1 :) Thanks for requesting a discussion!
It's true that I didn't really explain the obvious choices in the Spell section and instead try to add some humour there. I understand where you are coming from, but at the same time anyone who has played League for a bit will know that almost every champion takes Flash, Jungler's take Smite and ADCs Heal. There are exceptions to this of course, but it stands true for the vast majority of champions. That's why I chose to kinda 'skip' over these. That being said, it wouldn't hurt to explain them right? ;) I will make some changes to that later.
The problem with splitting the chapters based on lane/role/playstyle is that often a lot of things overlap between the different playstyles. I think that if I split the guide in that way, I will end up having to repeat a lot of the information. I understand that it's a bit easy to get 'lost' in the guide, but I think splitting it based on playstyle will create more problems than it would solve. Perhaps an alternative solution would be to make it easier to move around sections by using anchors (the ones provided with MOBAFire aren't very clear to see, being tucked away in corner of every chapter)? What do you think?
I'm really wracking my brain thinking of a way to get the best of both worlds.
For example, perhaps in each chapter have a part at the end like (made up data for the sake of example) that looks MUCH better than this (but you get the idea):
18/12/0
12/18/0
12/0/18
18/0/12
etc
Thoughts? ^^
Is there any particular chapters that you feel suffer from this confusion/mix of different playstyles/roles? Perhaps it might be better to try to solve it on a smaller scale by looking at each chapter individually?
By the way, your summoner spell section looks much better now, fleshed out and descriptive, well done ^^
In terms of Mastery Pages, I think it'd be nice to provide example set ups for the different lanes (unless there is no difference across the lanes).
For masteries the setup stays mostly the same, the only thing that changes is keystones and even then, there is a lot of overlap (for example Thunderlord's is always going to be a viable keystone too take). I think the way I currently explain which keystone to take is better than if I had split it based on role; right now it's a paragraph for each keystone, but if I had to split it on roles I would have to do a lot more and once again there would be repetition (for example with Thunderlords).