Hello Darkness My Old Friend - Nocturne Update Concept

Stacona·11/25/2018, 8:29:20 AM·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 Quiddle11/27/2018, 10:05:19 AM1 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...

bluegolisano11/28/2018, 6:37:26 AM1 votes