Riot, Come here and lets discuss about Nocturne for a few mins of your time ya?

19 19 19··3 votes·275 views

I'll make this medium short of your time to read and hopefully respond back.

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. 2. His range and lack of ult damage doesn't benefit what so ever for an ult that exceeds longer than 120 seconds. 3. His ganking potential comes from mostly his ult but the damage it gives towards the enemy feels like he's only poking.

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 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. 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. 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's Q MIGHT need a buff and here's why: 1. Nocturne is pretty slow and it's hard for him to catch up even if he's getting slowed. 2. His Q needs an increase movement speed than the amount he has now 3. His Q has enough potential to have a little extra utility on him where he's able to do something ghostly.

6 Comments

mi ramfan1 votes

[{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?

19 19 191 votes

[{quoted}](name=mi ramfan,realm=NA,application-id=3ErqAdtq,discussion-id=wQnbuEZz,comment-id=0000,timestamp=2015-02-05T20:04:24.496+0000)

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.

Nocturne's ult actually does do a pretty substantial amount of damage to whoever he dashes to.

See above, it deals more damage than you might think if you invest in AD and don't go Skirmisher Devourer into tank items.

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.

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.

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.

Nocturne can do a lot of damage in 1 second with an AD build, even if you just pick up Skirmisher Devourer->Hydra.

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?

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?

but he's a squishy champion so when it comes toganking with ult and using e he dies in 2-3 seconds by any lane, hes like targeted easily and then dies. especially in team fights

mi ramfan1 votes

If you're talking about ganking with Nocturne during the laning phase, you shouldn't be going in alone vs any lane. You're the jungler, you're there to provide a numerical advantage for your laner. Ideally your laner should be helping you on a gank so that the enemy laner will die if he tries to turn on you.

In teamfights, yeah Nocturne blows up if he uses his ult to initiate. But his ult's best use in teamfights is not as an initiation. You serve as part of your team's frontline until you see a high value target (ADC usually) become available. When you see the AD carry make a mistake, or the support steps a little too far away from them, you blow ult and jump in on the ADC, using your spellshield to counter whatever feeble CC they try to stop you with and then go to town with Q trail and autoattacks. Other then that, I agree ult isn't as useful late game.

19 19 191 votes

[{quoted}](name=mi ramfan,realm=NA,application-id=3ErqAdtq,discussion-id=wQnbuEZz,comment-id=000000000000,timestamp=2015-02-06T03:23:59.978+0000)

If you're talking about ganking with Nocturne during the laning phase, you shouldn't be going in alone vs any lane. You're the jungler, you're there to provide a numerical advantage for your laner. Ideally your laner should be helping you on a gank so that the enemy laner will die if he tries to turn on you.

In teamfights, yeah Nocturne blows up if he uses his ult to initiate. But his ult's best use in teamfights is not as an initiation. You serve as part of your team's frontline until you see a high value target (ADC usually) become available. When you see the AD carry make a mistake, or the support steps a little too far away from them, you blow ult and jump in on the ADC, using your spellshield to counter whatever feeble CC they try to stop you with and then go to town with Q trail and autoattacks. Other then that, I agree ult isn't as useful late game.

when it comes to ganking, he's TOO Slow and his ult cool down is FOREVER, compared to sion and pantheon their ult ain't. So since nocturne basically has no ult he has to rely on timing or he has to wait for a lane to be pushed really hard by the enemy which you don't see that often so it's a tough time for nocturne to catch an enemy , especially since his E is not beneficial.

Compared to jarvan or lee sin they have a fast dash to catch an enemy by surprise while nocturne simply floats in very slowly.

hgjkdlsaf jeldvb1 votes

I think Noc has a lot of problems, personally. It's not just his kit, but his stats as well.

He comes with a few notable strengths; his damage is fairly high, and his ult is great for picking off lone targets or ganking lanes. His spell shield, would still be incredible without the bonus attack speed for blocking something, as being able to block any form of cc from a target is always helpful for winning a duel. His Q is easily his best spell however, providing a multi-hit line nuke, big ad steroid and ms steroid all in one. Hitting his Q is one of the most important parts of playing him well, and this ability gets you results in the early and mid game like no other. Nocturne feels like a pretty good duelist. The only person I regularly have trouble with is Yi in this regard.

That said, his weaknesses are, in a word, crippling. He's squishy. His base stats are in line with that of an assassin, but he lacks an assassin's in combat mobility and escape mechanics. When Noc goes in, he has no way out. He's commited to the fight. He has no dash he can use to escape. He has no stealth to drop aggro. This ultimately makes him play more like a bruiser than an assassin. This is fine in small skirmishes and ganks, but once team game roles around, he dies in an instant. When you play most bruisers, you often get a host of good things, including but not limited to in combat mobility, defensive steroids, reliable cc. You also have higher base stats. Noc's base armor and hp at level 18 are the same as talon's, but talon has access to significantly higher burst, and is far better at getting around in a team fight due to having a stealth and a low cd dash. Ultimately, Noc has a lot of trouble when it comes to team fights.

I don't think it'd take a ton to at least get him into a better place, but his winrate has been below 50% for a long time now, with the only peak above it from feral flare's release. I think mainly what he needs is slightly better defensive scaling and a more reliable cc or better chasing capability on his q.

Zahz1 votes

since when did nocturne become squishie? maybe your build is off. i cant tell cuz he isnt in your match history at all

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