Hi guys, this is my first experiment for creating a MOBA hero.
I play League of Legends so the mechanic is heavily inspired by it but I want to treat it as a separate world from Runeterra so the abilities can be very similar to the existing ones ( e.g. "Windfall" is similar to Varus's E ).
I want to focus more on the combination of abilities to explore a gameplay style that is fun and hopefully unique.
Please let me know what you think about the design and how I can improve it for the next hero.
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GAMEPLAY
Quill’s playstyle revolves around chasing the target and setting up for teammates.
Her passive - Windwalk, allows her to increase not just her, but her teammates’ movement speed too.
Her first ability - Tailwind Arrow, is a standard poke tool for ADC but has a bit of twist to help her and her allies to chase down the target.
Her second ability - Gale Force, gives her high DPS during duelling, skirmish or teamfight.
Her third ability - Windfall’s AoE slow effect allows her first ability to land easier. Both of these abilities also help her jungler and support to stick to the target.
Her ultimate ability - Tempest, further utilise her passive ability that can change the tide of a teamfight.
In teamfight, all of Quill’s abilities allow her to dish out good damage while briefly supporting her teammates. While her damage won't be as crazy as some other ADCs, she can however, offer a lot of utilities for her team and allows her to play safely and independently.
Quill’s weakness is the lack of hard crowd control and damage. Her abilities won't have high scaling numbers so the only reliable damaging tool she has is her W. For crowd control, she only has a limited slow on her E. When faced with other stronger duelling ADCs, she would always lose.