Nocturne Concept Ideas
I like to rework champions and figured I'd play with Nocturne a little bit. Right from the start though, it's really easy to see how much of Nocturne's power budget goes into his ultimate. I took the dash from the ultimate and worked it into the base kit in a way that I think would be a lot healthier and possibly more immersive. This is really early into the rework, but I really wanted to see what people would make of these key changes. The passive and W could remain as they are on live with minor tweaks I think. Anyways, initial thoughts would be greatly appreciated! Cheers. :)
Q - Inescapable Horror RANGE: 250
ACTIVE: Nocturne dashes to the target enemy, dealing 150% AD physical damage to all enemies he passes through and forcing nearby enemies to flee for 1 second on impact.
As Nocturne chases an enemy champion’s Dusk Trail, Inescapable Horror gains up to 400 / 600 / 800 / 1000 / 1200 bonus casting range.
E - Dreamstalker
PASSIVE: While on a Dusk Trail, Nocturne is ghosted and gains 20 / 25 / 30 / 40 / 45% (based on level) bonus movement speed and 10 / 12.5 / 15 / 17.5 / 20 lethality.
ACTIVE: Nocturne plants nightmares into his target’s mind for 6 seconds, dealing magic damage each second and causing them to leave behind a Dusk Trail for the duration.
Dreamstalker deals 100% bonus damage while to paranoid enemies.
R - Paranoia
ACTIVE: After a brief delay, Nocturne induces paranoia in all enemy champions for 6 seconds. While paranoid, enemy champions are nearsighted, hallucinate the sounds of abilities belonging to allied and enemy champions they cannot see, and leave behind Dusk Trails.
Credit where credit is due, Dyromic posted recently about giving Nocturne's ultimate a deafening effect, which I thought was cool. Instead of that though, I thought maybe playing random sounds from in-game champions would be more fitting and make it really feel like paranoia. That way if a champion actually used an ability, you would still hear it, but there'd be a chance it wasn't actually used.