Nocturne Q suggestion: Making him the "inescapeable nightmare".
Nocturne, at the moment, is in kinda a meh spot. His ult reversion has helped him but he still lacks the escape a lot of other assassins have. One of the most commonly suggested changes is to make Nocturne's Q allow him to pass over walls. Which, IMO, might break him a bit and make him incredibly easy to move around the map as. (Think bard tunnel but made of nightmares). With that in mind, I came up with an interesting idea that might make Nocturne a little more strong when chasing or escaping while playing into his theme of the nightmare incarnate.
Current Q:
1200 Range, 60/65/70/75/80 Mana, 10 second CD. Active: Nocturne sends out a shadow blade in a line that leaves a Dusk Trail on its path, dealing physical damage to enemies it passes through and causing enemy champions hit to also leave a Dusk Trail behind their movements for 5 seconds.While on the Dusk Trail, Nocturne ignores unit collision and gains bonus movement speed and attack damage.
New Q:
Dusk Trail/Unending Nightmare 1000/1100/1200/1300/1400 Range, 60/65/70/75/80 Mana, 15/13.5/11/9.5/7 second CD. Active: Nocturne sends out a shadow blade in a line that leaves a Dusk Trail on its path, dealing physical damage to enemies it passes through and causing enemy champions hit to also leave a Dusk Trail behind their movements for 5 seconds.While on the Dusk Trail, Nocturne ignores unit collision and gains bonus movement speed and attack damage. After using Dusk Trail, Nocturne may use Q again to instantly teleport to anywhere on his dusk trail. He has 1/2/3/4/5 seconds after casting to use this before going on CD.
(Note: This would make his CD somewhere around 16/15.5/14/13.5/12 seconds)
So what would this mean? Well, here's a (poorly made) visual guide.
#1.) Nocturne tags Jinx with his Q, making her leave a trail. http://i.imgur.com/iywnss8.png
#2.) Jinx, in panic, flashes over a wall and continues to leave a trail. http://i.imgur.com/w6Z7Qk6.png
#3.) Nocturne uses Unending Nightmare to teleport to the dusk trail Jinx leaves behind, allowing him to continue the chase. http://i.imgur.com/QCOLSxQ.png
Here's some additional things:
- This ability will be quite telegraphed, as Noc can appear anywhere on the ink trail.
- Cooldown, Damage and buff adjustments will likely be needed.
- Nocturne will NOT have vision beyond seeing the trail. It will be entirely possible to bait him to porting into 5 people on your team.
- Cast time I'm unsure of. Travel time I'd imagine is instant.
At the end of the day, this change would...
- Reinforce Nocturne's identity as a "Nightmare that is always creeping behind you", making you afraid of your own shadow.
- Giving nocturne pre-6 chase and escape potential, albeit highly telegraphed and nowhere near as good as other assassins.
- Let nocturne do some cool things with his jungle path.
- Make teams stick together with the ink trail, which is exactly the thematic response people should have to noc ("Stay close, Noc wants us to go off alone")

Root/Slow
Slow
Jack in the boxes (Which have almost the same amount of set-up)
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