[{quoted}](name=Excessive Punch,realm=NA,application-id=3ErqAdtq,discussion-id=wQnbuEZz,comment-id=,timestamp=2015-02-05T17:36:12.960+0000)
Nocturne's Ult needs a buff and here are the reasons:
**1. ** At level one, his cool down is 180 seconds that is the most absurd cool down ever for him
Justified: It's a semi-global dash+nuke with DARKNESSSSSSSS. It's a very, very powerful ultimate that can be used for a number of different things.
2. His range and lack of ult damage doesn't benefit what so ever for an ult that exceeds longer than 120 seconds.
Nocturne's ult actually does do a pretty substantial amount of damage to whoever he dashes to.
3. His ganking potential comes from mostly his ult but the damage it gives towards the enemy feels like he's only poking.
See above, it deals more damage than you might think if you invest in AD and don't go Skirmisher Devourer into tank items.
Nocturne's E needs a buff and here are the reasons:
1. Most champions by now have a kit where they are able to dash or blink away from nocturne's E
Best argument so far. Nocturne is pretty vulnerable to getting trolled by squishies with escapes, but that's because his spell shield, passive, and Q make it extremely difficult to trade with him. If you can't trade with him, you need to be at least able to get away.
2. It takes about 2 seconds for the spell to activate it's effect which it's only the amount of seconds the enemy needs to plot an escape.
That's the intended counterplay of his E: people can escape it. If the fear just went off instantly Nocturne would be best ganker NA.
3. The enemy has to be melee range in order for his E to take full effect, in other words it isn't as long as Leblanc's Ethereal Chains or Morgana's ult.
Not true, the leash range is pretty solid considering that Nocturne's Q is a much better chasing mechanism then Morg has. And you're Nocturne, if you're not in melee range you can't expect to do much with him anyways.
4. At Level 1 on his E it only fears the enemy for a second then at level 2 & 3 is merely half a second but it doesn't benefit nocturne what so ever since he has to be in melee range and lock on the target for 2 seconds. His lock on wait is longer than the enemy being feared.
Nocturne can do a lot of damage in 1 second with an AD build, even if you just pick up Skirmisher Devourer->Hydra.
Nocturne's Q MIGHT need a buff
Have to disagree here. Nocturne's Q is one of the most powerful regular abilities in the game as is. At max level, it's a decent ranged skillshot that nukes for 200+ damage before the AD ratio on top of the big 55 AD/35% movement speed it gives Nocturne while he's on the trail. It's an extremely, extremely powerful ability.
Now that all of that's been said, I'm actually a big Nocturne fan and I'd sure as hell rather see him as king of the jungle over Lee, but he's already got so much in free stats (Q, W) and two absolutely incredible abilities for their slots (Q, R) that there's not really much Riot can do to buff him without risking breaking him.
If we were to buff Nocturne, I'd primarily want to buff his late game, particularly when he's built for DPS rather than bulky initiation. His main niche over Panth in the jungle (who has better early ganks, an arguably better defensive tool, and a global ult of his own) is his late game, but his late game advantage is not big enough to make him worth picking over Pantheon at the moment.
Of course, this argument ignores the issue of Lee Sin/Jarvan/Vi, who are just straight up better than Nocturne in basically every jungle meta. The only reason Pantheon can carve himself a niche is because of his global ult. But late game buffs to Nocturne so that he can deal melee carry-like damage wouldn't go amiss. Then, if people were looking for a damage-heavy jungler, they can choose between Master Yi (ungodly late game DPS, no ganking ability), Pantheon (falls off late game but has good ganks and a global to win early), and Nocturne (deals great but not Yi level DPS, has okay ganks and a global).
Unfortunately, though, if Nocturne is going to gain anything late game he has to lose something at some other stage of the game. Since his mana costs and cooldowns are all fairly high and his kit has great synergy and great thematics which I don't want to mess around with, it's probably best to just play around with his many steroids and buff their late game.
What would you think about something like this?
Passive: Umbra Blades
Now heals for the greater value of 10/18/26 damage per enemy hit (live value) or 15% of the damage dealt.
Q: Duskbringer
AD given while on the trail changed from 15->55 to 15->45 (+0.16 bonus AD).
W: Penumbra
Current passive/active interaction remains the same; additionally, if Nocturne successfully blocks an enemy spellcast, his next autoattack will proc Umbra Blades without putting it on cooldown.
Essentially, these are just minor power shifts that give Nocturne a little late game punch in exchange for a hit to his Q's early power. Umbra Blades becomes much more relevant late game thanks to the new scaling heal option, which only kicks in when it would benefit him, and getting a free Umbra Blades charge off of a successful spell shield is not only reminiscent of Pantheon's W charging his passive, but also opens the exciting possibility of consecutive Umbra Blade procs for massive damage and healing.
The nerf to enable these changes is a hit to Duskbringer's midgame AD steroid that breaks even at 60 bonus AD. Build any big ticket AD item except for BotRK and LW and you'll get a bigger steroid then you did before.
What do you think?