Rework Concept for Nocturne!

Starfish Fuko·7/20/2016, 4:22:16 AM·4 votes·2,418 views

The following is a rework concept for Nocturne, just as the topic states. Before we begin, let's start off with my personal thoughts of the Eternal Nightmare as he is now.

Nocturne's primary playstyle in the game involves diving into the fray with the intent of disabling one enemy of choice with a delayed fear. This playstyle has some substantial usage during the early game. His vision impairing ultimate temporarily disables map awareness so that the divided team are rendered unable to react to the situation with a sense of dread looming over them. However, during the later phases when players are grouped more often, the entirety of Nocturne's kit is all but deconstructed. His W ability to absorb one spell has less utility than Sivirs due to being a melee champion. The vision impairment serves less of a purpose, and his natural steroids are sometimes contradictory towards his move effective builds. (Does attack speed 'really' help his role compared to other stats?) The following change ideas serve to shift Nocturne into more of a fighter role and literally enabling him to strike more fear in the heart of battle.

For now, all base stats and their growths will remain the same except his Attack Speed Growth is increased from 2.7 to 2.9. Maybe you'll see why further on down. So let's get this started!

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  • (E) Unspeakable Horror
  • PASSIVE: Nocturne gains 335 bonus movement speed when moving toward Fear icon fleeing targets.
  • ACTIVE: Nocturne plants nightmares into his target's mind, dealing magic damage over 2 seconds and forming a tether between him and his target. If the target does not break the tether by moving out of range, they Fear icon flee from Nocturne for a short duration.
  • MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 100% AP)
  • FLEE: 1 / 1.25 / 1.5 / 1.75 / 2

Now as you can see with these changes, you will now be able to.. uh.. wait, this is exactly the same as it was isn't it? Yeah, if I had to choose one move to not change at all, this would be it. High reward, obvious counterplay.. it's arguably the most solid concept this champion has!

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  • NEW (W) Umbra Cleave
  • ACTIVE: Nocturne performs a cross-slash with its razor-sharp limbs, dealing damage to all enemies in a cone. (Fear icon fleeing targets take 50% increased damage.) Nocturne then gains a shield for 2.5 seconds based on all enemy units hit (Max 5), but excluding minions. Basic attacks decrease the cooldown of this skill by 1 second.
  • MANA COST: 50
  • COOLDOWN: 20 / 18 / 16 / 14 / 12
  • PHYSICAL DAMAGE: 30 / 60 / 90 / 120 / 150 (+40 / 45 / 50 / 55 / 60% AD)
  • ENHANCED DAMAGE: 45 / 90 / 135 / 180 / 225 (+60 /67.5 / 75 / 82.5 /90% AD)
  • SHIELD STRENGTH : 20/40/60/80/100 x (# of Enemies of hit) (x Total Attack Speed)
  • TECHNICAL: .25 Delay when using the move. Then Nocturne performs a 180-degree cone-shape swipe for a range of about 320. Think of a Nidalee Swipe!

This is an active skill that is essentially a shout-out to Nocturne's Umbra Blades, an AoE ability that helps him perform well in the jungle. Only this time, the rewards you 'reap' are even more visible on the playing field. This is a different and more traditional approach towards taking abuse when you enter the fray. And attack speed matters! Now as for the reason I came up with this concept in the first place..

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  • NEW PASSIVE: Visions of Darkness
  • Destroying an enemy ward with Nocturne will replace that ward with a Miasma Zone that lasts for 60-120 seconds (Farsight Wards will not trigger this passive.) This zone has the functionality of a normal ward until an enemy champion approaches its center. The Miasma zone will detonate into a dark fog, impairing all afflicted enemies' vision for 3 seconds, while granting vision of them for 3 seconds. Also during the next 6 seconds, all afflicted enemies will take 10-15% additional damage from Nocturne.
  • TECHNICAL: The Trigger Radius of the trap would be 100, which is Almost twice the range of a Teemo Shroom). The blast range is 600, roughly half of the former ward's vision radius.

I'd like to think that this ability isn't as overpowered as it sounds, as it is limited to being able to detect wards and dispose of them properly. This would also open windows for some assassination plays early on.

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  • (Q) Duskbringer
  • 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 attack damage.
  • New 2nd Active: Once, while a Dusk Trail is cast, press the ability key again to dash to the end of a connected trail. If there are multiple trails, Nocturne will take the trail closest to the mouse cursor.
  • PHYSICAL DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 75% bonus AD)
  • BONUS AD: 15 / 25 / 35 / 45 / 55 AD
  • TECHNICAL: The startup and travel speed of the 2nd active dash would be very similar to Rek'Sai's tunnel ability. The 2nd active can only be cast once the 1st active cast has reached the end of its initial range. Like all dashes, enemy skills specifically made to prevent dashes will cancel Nocturne's advance.

Mobility! Nocturne's theme seems to be all about slipping through the shadows, so let him slip through the shadows! There's almost no downfall to this notion besides Nocturne becoming much more noticed as a champion.

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  • (R) Paranoia
  • PASSIVE: Nocturne's blades gains the power of darkness, permanently gaining bonus attack speed (20/30/40%)
  • ACTIVE: Nocturne applies Nearsight icon nearsight to all enemy champions for 4 seconds. While Paranoia is active, Nocturne can activate it again to dash to the target enemy champion, dealing them physical damage. (NEW!) Enemies near Nocturne at the moment of impact (minus the target) Flee from Nocturne for 1 second.
  • PHYSICAL DAMAGE: 150 / 250 / 350 (+ 120% bonus AD)
  • TECHNICAL: The flee radius of the move is 375. (We Urgot now!)

The attack speed passive was moved from his W to his ultimate just because I didn't want to take too much away from what he has. (Although now there's no way to naturally double it this way.) If you didn't notice, I erased the movement speed steroid Nocturne gains from his Q just to have him be more reliant on the slipstream.

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This approach is essentially an attempt at giving Nocturne more late-game utility to stick to fights more effectively. There's a chance that the shield might not be enough in some scenarios, but the changes presented bring forth a whole slew of options as-is! What's your take on this concept?

5 Comments

VoidWaIker7/20/2016, 11:22:03 AM2 votes

With the assassin rework coming up why not do something like this then. Its a pretty solid rework (this coming from a guy who plays nocturne every time hes top.)

PikaaRage7/20/2016, 12:25:55 PM2 votes

without a sustain he won't be able to clear jungle early on ....