Nocturne rework concept
Since Noctunre is not part of assassin rework I'd like to share some idea for possible changes in the diver/figther rework. These suggestions mainly focus on increasing his teamfigth potential and add some aspects to his paranoia shadow theme as well.
In my opinion one of nocturnes biggest problems is the lack of effectiveness in what his kit allows him to do. As a diver he lacks the aoe and cc potential of other champions in the same category. Assassin-builds are simply unhealthy because of his ultimate and splittpushing is not possible due to two things:
- Jungler splittpush is a bad idea because they are usually needed for dragon and baron control.
- Even when played as toplaner he lacks the lategame item scaling and dueling power.
That beeing said I'd like to introduce my suggstion for a viable lane-, splittpush- and teamfigth-champion.
Base stats
General: It's needed because of some changes how his basic attacks and spell interactions work. In my opinion mana is something that should be unique to mages becasue it doesn't really fit the melee type idea. On the other hand there are many items that offer mana. So instead of using a ressource like rage which would result in a wast of gold on stats you don't need I invented another solution.
This one is called Essence and works like a hybrid of mana and rage. It prevents player from spamming abilities from afar and rewards agressive melee gameplay at the same time. You can increase the base value and regenration with mana/mana regenration items as usual.
Changes:
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Attack Damage: 50(+4)
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Attackspeed: 0.7 (+3%)
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Essence: 200(+25)
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Regenration: 1 + 1% of damage dealt (pre mitigation)
Umbra Blades
General: The goal I want to achieve is to create an unique melee combat feeling. I think alternating attacks with his left and rigth blades into an finisher spin is not only visually appealing, but provides a mechanic which offers a lot of dps, while leaving counterplay opportunities for your enemy (which is quite rare in terms of autoattacks). The 60% efectiveness ensure onhit builds don't get out of control and ad builds are still a viable option. A welcome side effect, in favour of lane nocturne, is that you can push minion waves effectively but it doesn't happen by accident anymore.
http://67.media.tumblr.com/c90d93ca6b3998c43e268904f9877c21/tumblr_mnexxoJ5cr1qbdwkgo1_500.gif
Changes:
1.)
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Instead of one Nocturne performs two autoattacks in short sequence with 60% effectiveness per hit
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After four autoattacks he performs an aoe attack with both blades (120% ad)
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The counter resets if nocturne isn't able to perform an autoattack within 2 seconds after the last one
2.)
- Abilities apply Duskbringer debuff which increases your life-/ essence steal and your movement towards marked enemies, increasing with level (1/7/13)
lifesteal: 5/7,5/10% Essencesteal: .5/.75/1% movement speed: 10/20/30%
Duskbringer
General: The lower cooldown plus the increased base damage at higher levels make trinity builds actually viable. As his main damage and sustain tool Duskbringer is an important factor in Nocturns kit and offers outplay potential for his enemies if they are able to dodge.
https://i.ytimg.com/vi/kvS6zMThiZU/hqdefault.jpg
Changes:
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No longer increases flat attack damage
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Lifesteal on targets with Duskbringer debuff
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Works on minions and monsters
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Applies duskbringer debuff on hit
Damage: 20/40/60/80/100 (+ 80/90/100/110/120% ad) Cooldown: 11/10/9/8/7 sec Debuff Duration: 3 sec Essence: 50/60/70/80/90
Shroud of Darkness
General: Shroud of Darkness is literally a copy/past version of Sivirs Spellshield and I feel like this ability needs a complet rework. Since Nocturne is a manifestation of nightmares he can switch between the real world and the dreams of his enemies, making it harder for them to get rid of you. Nocturne is great when it comes to dive into a figth but when behind this ability isn't really that usefull. In order to provide some survivability without building fulltank I want to give him the possibillity to trade offensive for defensive strength.
Changes:
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Ghosted while active (ignores unit collision)
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your own damage will be reduced while this ability is active
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recieved damage will be reduced
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Consumes essence for damage while active
Cooldown: toggle Damage debuff: 10% Damage reduction: 10/15/20/25/30% Essence: (10/9/8/7/6/5% of damage taken)
Unspeakable Horror
General: Diving into the enemy team with nothing but a single target cc spell? Diver type champions usually have aoe damage and cc spells. Nocturne shouldn't be an excaption.
Changes:
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First cast: Nocturne starts charging his ability (similar jax counter strike)
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Second cast or at max charge: nocturne fears enemies in an Area of effect
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Range and duration increase with charging time
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Applies duskbringer debuff and fear on hit
Cooldown: 20 sec Aoe Range: 200-600 units Fear duration: .5-2 sec Debuff duration: 1-3 sec Essence: 50-100
Paranoia
General: Point and click has advantages and disadvantages. Traditionally Nocturne isn't one of the most difficult champions to play but in terms of verstility a little bit lackluster. That's sad because his ultimate offers quite a bit of potential. I'm not going to suggest something super complex here but something that offers tactical decisions making. Appearing at a location you would not expect him to be is the definition of paranoia for me.
https://67.media.tumblr.com/6344e60368e9d8068a2e09f24ffef818/tumblr_mngx3sqtcy1qgubq5o3_500.gif
Changes:
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Casting Paranoia on an enemy champion marks him as main target
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Nearsigth debuff reamins for the entire duration of the ability
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When in range you can recast Paranoia in an area around the marked enemy
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Applies dusbringer debuff on marked target
Cooldown: 140/120/100 Nearsigth debuff range: global Mark Range: global Teleport Range: 3000/3500/4000 Duration: 3/4/5 sec Debuff duration: 3 sec
They migth be aware you choose them as you primary target but you can do this from all over the map. This offers some mind tricks like marking bot but ganking top. However keep in mind the teleport to the marked enemies location is only possible within a certain radius.
I'm sure a lot of these ideas are controversial. But maybe it can be an inspiration for the upcomming reworks as well.