Hello Darkness My Old Friend - Nocturne Update Concept

Stacona··1 votes·1,457 views

Nocturne has a lot of iconic abilities about him and a lot of utility for the team to fall back on.

Here we are going to have Nocturne better feel more like an assassin and tune his kit to be healthier to go against. This kit does not need to be overloaded with damage since he has utility effects to rely on, making him useful no matter what so he does not need to be a feast or famine champion.

Other parts will be making him a better jungler pre-6 which in turn makes him less ultimate reliant, or a weaker post-6 jungler than what he is now, so mainly granting him quality of life functions that is nice for the player.

Finally, I want to give Nocturne better skill expressive abilities, changing his abilities so that there is more than one way they can be used so that every play can choose how they want to play Nocturne which makes him less one dimensional. This also means Nocturne can be good in competitive play without being overpowered everywhere else since keeping the enemy team guessing of what he will do next does not make him predictable. Not being predictable allows the player to do different thing if one thing is not working against those players / that team.

Strike fear into the hearts of the enemy team! HE IS THE NIGHTMARE AFTER ALL!!!


Umbra Blades (Passive):

Cooldown: 12 seconds, now lowers with cooldown reduction

Nocturne slashes all around him, dealing 120% damage and healing himself for 15 - 40 (+15%AP) health for every enemy struck.

Nocturne's attacks on hit lower this cooldown by 1 second, doubles to 2 seconds against large units.

Duskbringer (Q):

Cooldown: 12/11/10/9/8 seconds; Cost: 60/65/70/75/80 mana; Range: 1100 units

Nocturne sends out a shadow claw in the target direction, damaging enemies it passes through for 80/120/160/200/240(+100%AP) magic damage and stopping at the first enemy champion struck, clinging to it for 2 seconds and grounding it.

For the next 2 seconds, Nocturne can cast Dusk Claw again to pull himself to the target champion. His next basic attack slashes twice, dealing 20/35/50/65/80% damage for the second attack.

Night Blades (W):

Cooldown: 8/7/6/5/4 seconds; Cost: 45 mana; Range: 350 units / 180 degrees

Over 0.5 second, Nocturne stabs his blades in the target direction and then slashes them outward, dealing 90/120/150/180/210(+75%bAD)(+75%AP) physical damage. Enemy projectiles and attacks struck by these blades are destroyed.

Blocking a large monster attack refunds 50% of the cooldown and cost.

Unspeakable Horror (E):

Cooldown: 15/14/13/12/11 seconds; Cost: 50/55/60/65/70 mana; Range: 425 units

Enemy Cast: Nocturne plants nightmares in the target mind, dealing 80/120/160/200/240(+100%AP) magic damage over 2 seconds. If the tether stays for 2 seconds, then the target is terrified for 1.25/1.5/1.75/2/2.25 seconds.

Self Cast: Nocturne terrifies nearby enemies for 1.1/1.2/1.3/1.4/1.5 seconds.

Paranoia (R):

Cooldown: 150/120/90 seconds; Cost: 100 mana; Range: Global

Nocturne surrounds every enemy champion in darkness for the next 5/6/7 seconds, massively reducing their vision radius.


7 Comments

Myren Quiddle1 votes

Why did you get rid of the dash in the ult? Also, I feel like Nocturne should be scarrier, he's like an actual nightmare, and you did that already quite well but still...

Stacona1 votes

The ultimate is strong enough just for a global ultimate, also the global dash had no counter play to it and is too strong. His Q now has a dash component instead of the trail that grants movespeed and AD, helps him gank pre-6 and close the gap more often, saving his ultimate for utility purposes (plus still sets up his new dash), the second attack makes it feel better than bonus AD and grants less invisible power (also less power overall).

A lot of changes I done here is improving how it feels to play as Nocturne and toning back his power. When the champion feels better, he feels stronger, even when he is weaker than where he was before. The problem with Nocturne is not him being weak, he is too strong right now actually, but he is just does not have very feel good abilities for the player so players do not want to play him. Plus some things are just not healthy for the game and offer no counter play, like a global target dash while removing sight, with his spell shield, and then everything guarantees the fear and death with nothing you can do about it - not fun to go against.

Myren Quiddle1 votes

{quoted}

The ultimate is strong enough just for a global ultimate, also the global dash had no counter play to it and is too strong. His Q now has a dash component instead of the trail that grants movespeed and AD, helps him gank pre-6 and close the gap more often, saving his ultimate for utility purposes (plus still sets up his new dash), the second attack makes it feel better than bonus AD and grants less invisible power (also less power overall).

A lot of changes I done here is improving how it feels to play as Nocturne and toning back his power. When the champion feels better, he feels stronger, even when he is weaker than where he was before. The problem with Nocturne is not him being weak, he is too strong right now actually, but he is just does not have very feel good abilities for the player so players do not want to play him. Plus some things are just not healthy for the game and offer no counter play, like a global target dash while removing sight, with his spell shield, and then everything guarantees the fear and death with nothing you can do about it - not fun to go against.

I can get it, but I think that's the reason it was made; Nocturne is a nightmare, and with his ult you didn't see anything, and you're always scared that he might come to you. That's quite perfect thematic-wise. But again, I can get you :)

Stacona1 votes

He still has a dash. And he can still ult and then dash, it is just less bull shit feeling, but still spooky.

Myren Quiddle1 votes

{quoted}

He still has a dash. And he can still ult and then dash, it is just less bull shit feeling, but still spooky.

Yeah I know, but you'll know it's coming 'cause he's already close enough for you to see him, I guess.

Stacona1 votes

Hide in brush, ult, walk up - he won't be seen, but you know you can be dashed to when he lands his Q on you. Combined power is still there, it just feels less cheap overall, with the benefits of having a gap closer as a melee champion up significantly more often and using your ultimate for a lot more reasons - defensively, offensively, and protecting teammates.

Right now his ultimate, being with his global dash, has one use only and you cannot see multi use scenarios with it which removes skill expression from the ability, detaching the dash from the ultimate opens up skill expression.

His passive has skill expression since you can choose for quick damage or walking in a large group for maximum healing potential.

bluegolisano1 votes

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