User blog comment:Willbachbakal/(Champion Rework) Nocturne, the Eternal Nightmare/@comment-25228021-20150509162236/@comment-1330314-20150509192433


 * 1) I did, and I document them exactly on every rework post I make in the ability details section for the passive. In this case, I increased his AD per level to 4, from 3.1, his AS per level to 3.5%, from 2.7%, and decreased his base movement speed from 345 to 335.
 * 2) If you're confused about an ability, I would recommend checking the ability details section, which explains my rationale and thought process behind each change. The longest part of writing these rework posts usually comes from writing the ability details sections.
 * 3) I completely agree, stealth currently works like untergetability and that's not good. I proposed a rework to stealth and vision to try and address the issues with stealth, which is why I think it would be possible to use the mechanic here. I agree that it would perhaps be worth making Nocturne squishier, but I feel removing his spell shield and sustain would already be a big hit to his survivability.
 * 4) Missing health damage is only calculated individually for, which is the only AoE execute spell in the game. Even so, it's calculated individually because it's the only AoE execute ability out there, whereas I intend Dread Slash to be a single-target execute with carry-over AoE damage. The goal here is primarily to allow Nocturne to clear well while focusing on the main target in a jungle camp, as well as get rewarded with additional damage when focusing individual champions.
 * 5) I removed the unit collision removal on Nocturne's Q, with this blog post explaining why (basically, I think the only unit collision with meaningful gameplay is collision between opposing champions and large monsters, and otherwise there should be no unit collision at all). The unit collision on E is necessary because otherwise Nocturne wouldn't be able to pass through enemies to damage them at all. Even if his Q did provide unit collision removal, it would mean he'd have to depend on his Q just to use his E.
 * 6) I think I reduced the cooldown on Noc's ultimate pretty significantly already (it starts at 150 seconds), and despite the lack of damage it's a pretty powerful effect (anything global is hugely powerful by nature). Perhaps I went a bit overboard with the increased vision denial duration, but I feel Noc would have enough space in terms of power to be allowed greater utility.