Nocturne Rework(A work In progress)
The following is a concept of a rework for Nocturne. Although there are a lot of fans of Nocturne's current state, and I am a fan of him, I feel like he has been steadily falling off for the past couple of seasons due to his current kit. The idea behind this is to give him a revamped kit that will give him his nightmarish persona back and make him a good fit for the fast paced league that we have today, without him losing his personality or who he is. I will not be adding statistical numbers as I have not completely finished the kit, and I rarely have free time to do so, but I wanted to add the base thoughts in. So please keep an open mind when commenting and feel free to add ideas here and there. This is simply to inspire ideas in some areas that others might want to look at. I will be starting with the kit, and give a brief explanation as to my thoughts behind why I feel it'd be good for him. So without further ado, here is my take on a New Nocturne.
**Passive: Umbra Blades: ** Every 10 secs Nocturne extends and attacks with both claws, dealing 75% of his attack damage with each strike to enemies in front of him. (Claws grow in size and perform a sweeping motion inward. The idea behind this is to make his attacks look and seem more menacing and scary to look at. Mostly aesthetic purposes.) _
- I enjoy his current passive in the sense that it is based off of time, rather than how many attacks he lands as it is with most other champs. It gives his passive its own little cooldown and I like this mechanic to him. As stated before, the % of damage is not set in stone, but it's to give an idea of what I mean. I removed the healing factor but gave it a little more power to compensate which will come into play later. _
**Q: Duskbringer: **Nocturne sends a shadow clone in target direction that deals damage to the first enemy hit and marks the target for a short time. When attacking marked targets Nocturne deals increased damage and heals for a % of the damage dealt. (Semi-low lower cooldown and slightly higher mana cost, ex: from 10 secs to 8 secs. And instead of 60 mana starting it's 65.)
_ - This is Nocturne's bread and butter. This helps to deal increased damage to give him more dueling and bruising capabilities while keeping some of his sustain. But it's more skill reliant now to help balance him out and keep him from bullying to easily in lanes. _
W: Shroud of Darkness: Nocturne binds himself to an enemy champion, becoming temporarily shrouded from damage. Shroud of darkness blinds enemy champs for a few seconds while Nocturne is bound to them. You can reactive at any time during the ability to cancel it and leave the host fearing them for a very brief moment in the process.
_ - Shroud of darkness is probably the most difficult yet satisfying of the ideas I had for this new rework. Yes, it sticks with the idea of keeping him from harm momentarily, and yes it adds a little CC to him, but it's not too much and lasts less than 2 secs. (Once again I'm open to ideas for stats). It can have a lot of drawbacks if used improperly, or it could save you at the last moment if timed right. It will also be the second highest cooldown and mana cost to his kit, and most of the time, will require you to commit to a fight if you use it. _ ** E: Unspeakable Horror: **Nocturne creates a nightmarish tear in the fabric of reality. You can then place another tear within a certain distance of the first. Once the second tear is placed it acts as a portal that immediately transports Nocturne to the other end (Range is a little less than the distance from your turret to the enemy's turret.) Any enemies within a certain range of the portal will be very briefly feared and the cooldown on Nocturne's passive is refreshed.
_ - The idea for this one was to give him a bit more maneuverability and skill requirement. It can be used to give him some escape, catch enemies off guard or catch any out of place squishy champs. However, with a mid-high cooldown and mana cost, you won't be able to just spam and harass other champs out of lane, and the skill placement for the portal with give some balance to this skill. _
R: Paranoia: Nocturne still reduces the sight radius of all enemy champions and removes their ally vision. Nocturne also gains bonus movement speed and can move through units. While Paranoia is activated all enemy champs are marked as if hit by Duskbringer, and the cool down on Umbra Blades is removed. _
- This was a difficult decision on how to revamp Nocturne to make him scary again but without making him overpowered, and his current Ult is the only thing he has that really makes him tough to deal with. He no longer has a point and click dash, and the cooldown and mana cost for his Ult are still the highest he has. However, this can also make him a nightmare to deal with. As it reduces the site and marks every champion, you still have no idea where he might be at. So seeing an extremely fast moving nightmare that is chasing you down and throwing terrifying claws at you left and right is a really horrifying thing to deal with. However, without the dash he can still be rooted down with some skillful snares and stuns, so that will help to keep the extra power he gets from Paranoia balanced. _
Now to help balance out this new kit I feel that Nocturne's base stats should be reduced, like his AD. The purpose behind this is to keep him balanced out and not too overpowered at the beginning since he has the new damage buff to his passive. The idea behind this new kit is to make it to where he doesn't fall off mid-late game. Falling behind a little at the beginning won't destroy a game or team comp, and will still allow for some fun and important plays if played properly. The reduction of AD also makes it a bit more important and reliant that you be more tactful with his passive, however the abilities that help to reduce the cooldown of his passive along with the damage buff from his Q allow him to keep up in lane and in the jungle. It also gives him a chance to continue to explore more avenues. You can still be a bruiser in lane, or an assassin that focuses down squishy opponents from jungle ganks or in team fights. The fears from his abilities give him a little bit more CC to be able to control situations, but they do not last long enough to just dominate and with the cooldowns and mana costs of those abilities requires you to play smart and really choose your battles. This kit will give him more maneuverability and more options for you to make important and unique plays with, while requiring you to be more tactful with your placement on the battlefield. All while keeping the abilities and personality you love about Nocturne, and making him once again a terrifying champ to play against.
That is the end of my idea for the rework of Nocturne. Please leave any comments with what you think about it, and keep in mind that this is still a work in progress, so I'm open to feedback, stat work, concept images, and anything of that sort. I am also considering on doing the same for a few other champs like Riven and Lee Sin. And before you say anything, remember that like with Nocturne, I would not rework anyone to the point where it completely ruins their personality or character. Just merely ideas for some updates. So if you enjoy my work and ideas, you can also leave a comment requesting a champ( preferably one that hasn't already been reworked recently), and I will start brainstorming on how to help update them. :)