[Gameplay Update: Noctrurne] Nocturne The Nightmare of the Mist

Teykò·2/17/2018, 12:11:05 AM·3 votes·704 views

Hey everyone, I'm Teyko a 22-year-old Game art student from Germany. I've always loved to create designs for characters and after reading through some of the articles here I decided to do a redesign of one of my favorite champions, Nocturne. This is Gameplay update/redesign. Aside from the lore and his appearance Nocturne barely represents the "Nightmare, so I decided to redesign his abilities and numbers in a more fitting way. Hope you will like it and let me know what you think of this concept.

#Nocturne The Nightmare of The Mist

#Lore

"we are nowhere safe... not even in our own dreams... he will come... He will haunt us..."

Not far from the heart of the Blessed Isles, resided a small group of experts that were studying the realm of the dreams. Those experts were known as Walkers, Magicians who could enter the realm of the dream and observe it. The Magicians believed that, within the realm of dreams which is created by the subconsciousness, The rules of space, time and magic itself must work differently, and if it is possible to the spiritual body to enter those places, it must be possible to bring something from within this place to the real realm.

The magicians offered to the people of a small village to help them with their struggle with nightmares and sleeping problems in exchange for some tests within their dreams. At first, the people were skeptical but soon welcomed the offer as they witnessed how their fellows were cured of sickness and tiredness.

As word spread, more and more people seek out the Walkers in hope to be cured of their sufferings. The magician's study was making huge progress. Their assumption of law working differently in the realm of dreams was correct. Through careful interventions, major sickness could be cured, Scars and wounds that no Doctor could treat were healed. Although the most important question remained unanswered the group satisfied with the results they had gotten.

It didn't take long until the word has reached places outside the Blessed Isles. Nocturne, a young man of Noxus had heard about the walkers and decided to travel to the Blessed Isles in order to find a cure to his never-ending nightmares. Nocturne was a young man born during the Dusk-Night, A mysterious event at Runterra in which the night-sky resembles a pitch-black darkness. It is said that those born during that night, suffer from an unknown sickness that causes lack of sleep and an aversion to sunlight.

Nocturne was one who suffered from this sickness, but unlike many other victims, Nocturne's symptoms were far more grievous. Not only did he have an aversion towards the sunlight, it also caused him to feel dizzy and absent of mind, the lack of sleep was even worse because if he fell asleep he was hunted by nightmares.

Nocturne described his nightmares as a place of never-ending darkness, similar to the Dusk-Night, haunted by a malicious voice, blinding his sight with terror he could not describe and drive him mad. His only hope was to seek help from the Walkers.

When Nocturne arrived at the Blessed Isles, his nightmare became far more wicked. It became so bad that he traveled days without sleep to avoid the demonic presence within his dreams. After a long Journey, Nocturne finally arrived at his destination. Unfortunately, the Walkers had finished their Studies and were not taking any more participants. Nocturne begged the Walkers to help him.

After the Walkers had seen the physical state of the young man, they decided to treat him, unknowing of the terror waiting. The Walkers Entered the Dream of the young boy, witnessing the malicious and wicked presence haunting his mind. The Walkers decided this kind of nightmare could not be cured within a short time and decided to treat the boy with an experiment they had yet to test.

The Walkers explained to him that the only way of defeating his nightmare was if he himself faces the darkness haunting him and withstand it. Throughout their study, the walkers realized the danger the real of the dream holds. If sickness and wounds could be treated in the dream real than obviously the opposite could take effect and the creation of new sicknesses or death is also possible. The Walkers explained Nocturne the risks of their experiment. With no other option, Nocturne agreed and traveled with the Magicians to the realm of his dream.

Within the dream, the Magicians were unaware of the events taking part in the real realm. The group and Nocturne traveled through the fog of darkness, haunted by vicious sights and Terror. But this time something seemed different. As they traveled through the darkness, the fog became thicker, denser, it didn't take long until the group was separated, each one facing the darkness alone. And before any of the Magicians could do something, a loud desperate cry echoed through the Darkness, followed by a wicked and sinister laugh. The Darkness slowly settled, and what they saw was a wicked abomination of the Blessed Isles, a terror of a nightmare, but was it, not a nightmare. The Blessed Isles that once was, is no more but a dark place. A land shaped by fear and terror, and covered in the same mist they saw in the boy's nightmare.

The Magicians remembered the boy and quickly turned back to him. What was once a sleeping boy has turned into a pale, skinny corpse, wrinkled and almost dried out. From his eyes and mouth, Mist emerged and formed into something, no one has ever witnessed before. The Mist gathered and formed a being, a demon, from the same Dark and malicious fog the boy had in his dream. Within an instant, the group was murdered leaving behind nothing but corpses and a sole survivor, a witness to the Terror and madness.

The mist-demon turned to the magician who survived. And suddenly spoke to him.

"Now my Nightmare is set free. And with my mist, I will devour all. Ahahahahahaha."

The man turned his back and began to flee. But wherever he runs, he could hear his voice.

"Running is futile."

Wherever he turned his sight at, the Demon looked at him through the mist. Glancing at him and stalking him, while haunting his sight with never-ending Terror of the wicked and the dead until eventually... he would find the light.

#Gameplay

Passive: Realm of Nightmare:

Nocturne shifts between the Real of living and the Real of Nightmare, allowing him to move and interact with champions and terrane differently based on the realm he is currently present at.

Realm of Nightmare: after 120/90/60 seconds without engaging in a combat with an enemy Champion, or 20/10/5 seconds out of combat from monsters or minions Nocturne shifts into the Realm of Nightmare, disappearing from the sight of the enemy team. Within the Realm of Nightmare Nocturne can move freely through Summoners rift allowing him to move through any Terrane covered in the fog of war. Wards do not affect the Realm of Darkness for Nocturne however, they have a 20% increased field of view for the Realm and grant vision of the Area nocturne is moving in. (The Fog of War disappears at his position for the enemy team.) if he is within sight. Nocturne does not know if he is moving through a ward. Nocturnes abilities also change while being in the Realm of Darkness. While in stealth Nocturns first Attack deals 3%/5%/8% Bonus Magical damage of the targets maximum health. While in the Realm of Nightmare Nocturne gains camouflage.

Q: Duskbringer/Trail of Terror

Duskbringer Target Range: 900 Speed: 1200 Cost: 60/65/70/75/80 Mana Cooldown: 12/11/10/9/8 seconds Damage: 50/80/110/140/170 Physical Damage (+25% Bonus AD)

Active: Nocturne sends out a claw of mist in a line, dealing physical damage to enemies it passes through and causing nocturne to heal himself for 2%/3.5%/4%/4.5%/5% of his missing health with each attack for the next 3 seconds. (This effect is only 50% as effective against monsters)

Trail of Terror Target Range: 900 Speed: 1500 Cost: 60/65/70/75/80 mana Cooldown: 12/11/10/9/8 seconds Damage: 75/115/155/195/235 Physical Damage (+ 100% Total AD) Movement Speed: 5%/15%/25%/35%/45%

Active: Nocturne sends out a claw of Terror in a line, that leaves a Mist trail on its path, dealing Physical damage to enemies it passes through and causing Nocturne to heal himself for 5%/6.5%/8%/9.5%/11% of the damage dealt with each champion hit (_The heal is further reduced by 20% for each Champion hit Minimum reduction after first Champion hit 20%). Enemy champions hit also leave a Mist Trail behind their movement for 5 seconds.

While on the Mist Trail Nocturne is ghosted and gains bonus movement speed.

W: Revealed Nightmare Effect Radius: 550 Cost: 60 Mana at all Ranks Cooldown: 18/16.5/15/13.5/12 seconds

Active: Nocturne surrounds himself with a veil of Mist and blocking any ability for 1.25 seconds. If Nocturne blocks 1 ability, Nocturne slows all enemies within the Effective Radius by 40% for 1 second. If Nocturne blocks more than one ability he will fear them instead causing them to flee from Nocturne for 1/1.25/1.5/1.75/2 second.

E: Living Fear Target Range: 1200 Cost: 80/75/70/65/60mana Cooldown: 14/13/12/11/10seconds Damage: 1%/2%/3%/4%/5% Magical Damage of the Targets Missing health. (+ 10% Bonus AD)

Passive: Nocturne gains 5/7/10/12/15 increased movement when moving towards crowed controlled enemies. (The bonus movement speed is not active while Living Fear is on cooldown. The bonus movement speed is doubled while in the realm of Nightmare) Active: If an enemy champion is affected by Fear Nocturne can cast Living Fear to deal % Missing health damage.

R: Waking Nightmare Target Range: 2750/3500/4250 Effect Radius Enemy Vision: Global Effect Radius self: 1250/2500/3750 Effect Radius Enemy: 425 Cost: 100 Mana at all Ranks Cooldown: 180/130/90 seconds Damage:100/150/200 Physical Damage (+ 75% Bonus AD +3% of targets current health)

First Active: Nocturne applies nearsighted to all enemy champions for 2.5 seconds. And absorbing Fog of Far at the casted location for the same duration, revealing the area (Effect Radius Self) for him and his team for 6 seconds, the vision slightly shrinks during those 6 seconds. Second Active: While Waking Nightmare is active, Nocturne can reactivate it to select an enemy within Target range. Diving into the realm of Nightmare, disappearing from his current position to then reappear at his selected Target after 1.75 seconds to deal 100/150/200 Physical Damage (+ 75% Bonus AD +3% of targets current health) Damage. The selected Target will have an AOE indicator (Imagine it like Karthus E or Swain's ult.) during those 1.75 seconds that will explode when Nocturne appears dealing 50% of the Damage dealt to all enemy champions caught within the blast radius and fearing them for 0.5 seconds.

His New ult works mechanically similar to his old ult. Nocturne still is this Demon of a nightmare that suddenly appears to you bringing terror to you. Though by reducing his damage slightly and adding an AOE effect his ultimate will feel more impactful and deliver the feeling of "an actual nightmare brought to live."


#My Thoughts

Nocturne is this Demonic Being Emerged from a Nightmare, yet his playstyle feels everything else than Dark, Scary or Powerful. I know that Nocturne can be a strong champion but at his current standing, this is rarely the case. nocturnes current playstyle feels very linear and not rewarding or risky at all.

#His passive What I had in mind with his passive was this: perhaps Nocturne could be somewhat like Freddy Krueger, moving in a different kind of realm and drawing his strength from there. While it might be "OP" for him to move through terrane with barely any limit I think it adds a neat feature. The part with his area being revealed when insight on an enemy ward gives this "spooky" feeling that something is nearby "_I cant see it. But I know its there!" and by reducing the range of his Q he actually has only a 200 buffer range to strike from outside the enemy view, which gives him a strong ganking potential but can be punished with good teamwork.

Removing his sustain from his Passive and shifting it to his Q will make sure that people can not abuse the free movement they have during the early game. it will require people to choose the decision they feel is right. I either heal up now, or I gank.

#His new Q: Duskbringer / Trail of Terror by Giving his Q two possible states (similar to Evelynns E) his trading potential drops significantly if he makes a mistake allowing the enemy team to punish him for his mistake, while simultaneously rewarding him for a well executed gank. Duskbringer should be used to "Heal while Jungling and Trail of Terror should be used to catch the enemy and punishing him for his mistakes. Also since he lost a lot of Bonus Physical Damage and Attack speed, boosting his total damage output is a fair trade to reward risky plays.

#His new w: Revealed Nightmare

Nocturne keeps his Spellshield, but to add more of his new personality to it, the effect is increased should he block more than one ability. now many people might argue that this will make him "Broken", but I believe that this is only the case during the first few days when people need to get used to the new ability. His channeling fear has been removed which means it is easier to escape the AOE radius of the fear. And since the movement speed bonus has also been removed killing a lot of his mobility, this new ability will give him a better survivability while trying to stick close to his target without getting obliterated instantly.

#Living Fear the new ability as earlier mentioned Nocture has given up a lot of mobility, in order to make sure he can stick "close" to his target nocturne now gets flat movement speed when moving Towards a heavy Crowed Controlled Enemy this will assure that he will not be completely out of control when roaming around. And since his old kit was rewarding for people who managed to block an ability and landing his Q giving him strong stats boosts I decided to go with a similar approach with this skill too. If Nocturne successfully Fears an enemy he can cast Living fear to deal bonus damage to his opponent. This makes Nocturne more viable during team fights allowing him to punish people who do not pay attention to his W or get caught in his Ultimate.

#Waking Nightmare his ultimate ability

This was a pretty exciting thought. I wanted to catch this "nightmare approaches" feeling while keeping it related to the rest of his kit. Since his new kit manly plays around Fear and the Fog of War I wanted something that implements those two elements. let's talk about his first active. Similar to his old ultimate he steals the vision of his Enemies this is something I decided to keep since its really unique to his Kit and fits his "darkness theme. On top of that, I decided to implement the fog of war. By Absorbing the Fog of war, he grants his team vision on the location he decided to cast his ult. Imagine it working like a farsight alteration It gives the team True Vision for 6 seconds while slowly decaying this has two reasons. First: it adds the "Mist and darkness" to his Ult. Second: it shows his team that something happened there, namely the "Nightmare Awakened."

His second cast is also similar to his old one. Nocturne still picks a target within range, however, instead of Dashing there, he will erupt from within the person (similar to Kayns Ultimate) after 1.75 seconds (Here is something I am undecided yet. it either is a channeling spell or has a delay of 1.75 seconds.) Raw damage is cut pretty strong in exchange for a slight AOE burst and Crowed control. His Ultimate would create an AOE indicator ( similar to the one that you get when hit by a zilean bomb) when Nocturne then appears at his selected target, Enemies within the AOE take 50% of the damage dealt (not the raw damage but the actual damage dealt to that target). As well as getting feared for a short moment. I believe this really gives the feeling of a Nightmare that Haunts you and would add a neat feature as it would Isolate the target from his team, Similar as a Nightmare would Isolate you.

With all that being Said, I would really appreciate some feedback and thoughts. The Lore might not be the best one since I recently picked up storytelling but I hope it gives you good understanding of what I had in mind.

8 Comments

Freakzlp2/17/2018, 12:24:34 AM1 votes

Would smash [slayer-pantheon-thumbs]

HalcyonDweller2/17/2018, 12:28:20 AM1 votes

I like the concept but I have reservations about a few of the abilities.

First of all, the passive.

How would you feel about something slightly different, wherein he can target an enemy to gain camouflage against? it would need a kind of indicator, so enemies have counterplay and it would force teamwork because enemies would have to tell each other where he was.

For his Duskbringer Q

Not much to add here, it seems pretty cool. It might be interesting to make it so he can meld with walls that are struck by his Q without doing what kayne's Wall Meld does - revealing to enemies that he is in that wall. By putting it on an ability that he gets combat use out of, he has to choose between using it for positioning or for combat.

For Revealed Nightmare W

Your concept for his W is really cool, I especially like the adjusted spellshield, and it is cool that you have it set up to fear enemies if he blocks multiple spells.

For Living Fear E

I'm not the biggest fan of the E, if it is just point and click % health damage then it won't have as much counterplay or skill expression, and being only able to use it if enemies trigger the spellshield will also make it more frustrating for the Nocturne player, especially at early levels when he is more likely to be fighting 1v1 without his ultimate to help.

I would much rather his E be some form of dash to enable him to have better target access, heck maybe it could even be an in-combat stealth that allows him to sneak around. Or better yet it could be a short range blink that only works on bushes... I dunno though that might be really powerful and it kind of gets in the way of my idea for making his ultimate emulate it if he wants to scare enemies with it.

For his ultimate Waking Nightmare

The ultimate is cool, I keep wanting to suggest it be more like rengar's ultimate, but that's already been done with Rengar so I'm on board with it overall.

That said I do think it might be cool if his ultimate were a little more interactive. First activation gives his enemies nearsightedness, second activation should allow him to choose between "teleporting" into a brush somewhere within X range of an enemy or targeting an enemy to create a shadow version of himself that dashes at them from the edge of their nearsightedness (he could choose the direction it comes from). This shadow version could be used to either flush them towards him if he is ganking or herd them for his teammates if he is across the map.