
Originally Posted by
PapaRodin
Now imagine all that in a teamfight.
I think I should start by explaining the way the kit is designed to work. It basically revolves around her passive and shield. The shield helps her fragile escapeless frame survive a little easier by offering the opponent a choice, let Nox run away or be punished for attacking her. The entire point of Shroud of Darkness is to determine and extend the duration of the blind from her shield. Nox has a basic attack steroid to in order to grant her better control of which ability she casts for free from her passive. Additionally, I tried to give her poor scaling or a complete lack of scaling in some cases, to encourage a more utility build for her involving items such as Breastplate of Valor, Divine Ruin, Gem of Isolation, etc, which I would hope to end up core on her.
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+ Flame of the Night (Passive)
+ The idea was to combine the flavor of Chaac and Fenrir's Passives since clearly her original design being roughly just Chaac's Passive, wasn't performing well enough. The reason why shroud of darkness applies a protection debuff is because Shroud only functions as a way to keep track of and extend the duration of the blind from her shield and without offering something else if the enemy isn't blinded I felt like it needed something more. Since everyone keeps complaining about a lack of penetration for mages, I thought that this would be a nice fit. Also, it's much worse than Anhur's passive, because his lasts for 3s throughout the game, whereas Nox's starts at a mere 0.5s and increases to 3s at max rank on her first ability.
+ I think the reason that they changed her passive was because it encouraged her to have bad positioning, which resulted in her getting poked out a lot during the laning phase. Personally the issue I had with it was that she had no direct control of her passive, which is fixed by my new version of it.
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+ Nightfall Raven
+ Yes there are two forms of CC on it, but they are both conditional and neither is a hard CC. One of them requires you to remove your shield, which is a downside. The other will be active very rarely until late game team fights; It is a disarm because that's better than the counter-synergy she has now and could still be useful against hybrid opponents like Chronos, Posideon, Nu Wa, Serquet, Hun Batz etc... It has high base damage which is only slightly higher (though not nearly as safe as) Ra's Celestial Beam and is far weaker than Janus's Unstable Vortex which is also more safe than hers, but she has horrible scaling on it and as a result will still need her aoe basics to clear the wave even at max rank unless she builds a lot of power, but that would again be a bad idea because of the poor scaling. Trust me, I did the math.
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+ Shadow Barrier
+ Just like Nemesis's Shield and Hercules's Heal, this ability was designed such that enemies do not attack you during it because it actually just makes things worse for them. As a result she effectively gets 400 HP for 2s. Would you attack someone knowing that it will cause you to be blinded for 6s and have numerous debuffs applied to you? The bonus effect was designed and I believe should effectively be the worst bonus of all of them meaning that people should try to put out her candles with her first ability or Ultimate. It lasts for a mere 1s and is only really useful for dodging abilities just as you would use Chang'e's passive.
+ Siphon Darkness
+ Sylvanus's basics go over walls, and I have gotten numerous kills because of that. The damage it provides is slightly less than Xbal's bolas, but yes it has the same mana cost. What it provides Nox is sustained damage, which is something that very few mages can offer and would give her a unique position in the game.
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+ Night Terror Both
+ She has MP5 on her ultimate because based on my calculations, she would be far and away one of the most mana hungry gods in the game if I didn't either give her a huge mana pool or more MP5. I chose MP5 because it's more common and because I want her to not build full damage, and with a huge mana pool Book of Thoth would be insane on her and run counter to what I was going for. I did not give her enough MP5 for her to be all the way to my target mana hunger, instead she still needs a little but that's better than if I had made her completely mana sufficient. I chose to put her MP5 on her ultimate because then you cannot rush an ability to get MP5 early and have ridiculous early mana sustain. You may not have noticed, but I increased many of her mana costs to better reflect her increased damage. It's no secret that she tickles people as she stands now.
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I wanted her ultimate to be on par with nuke ultimates without being one. It is much more valuable to have instantaneous damage with a hard CC as many mages have, than it is to have a slow and cripple with conditional damage.
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Most players simply don't activate abilities during Nox's ultimate which makes it honestly quite weak, especially with the prominence of hunters who laugh at the crutches which we call abilities.
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+ Night Terror 1
+ You made me lol here. There's a few things here, it doesn't hit for true damage, I'm sorry if that wasn't clear. What I was trying to say with as few words as possible is that it is not damage reflection, the damage that an ability caster's ability would deal to one of any number of targets before accounting for that target's protections is dealt to that caster in addition to the target, using the casters protections. The conditional attack speed slow and lifesteal negation, is to make her ultimate not completely useless against basic-attack oriented gods. This version is strictly worse than Chang'e or Kukulkan ultimates just to name a couple.
+ Night Terror 2
+ Only the initial 10% is true damage, the rest has to go through protections and mitigations unless they're executed by it, meaning it will always be for less than 40% on the initial hit with candles lit unless you have some crazy penetration built. This is of course, far weaker than almost every mage ultimate in the game if you're equal level against every enemy except tanks. I forgot to change it so that they aren't slowed or crippled if they're stunned, none the less it would only be a 2s slow and cripple because they would overlap with the stun. Even so, a 2s slow and cripple is roughly equal utility to the semi-global nature of Thantos Ultimate, which this version is designed to mimic. Part of the idea was that I wanted someone to be able to completely execute themself from full health if they were so inclined, they would however have to have actually no protections though, so unless they've already taken damage or are somehow being hit for true damage they would have to blow their whole kit while under the effects of my ultimate in order to do so. Early game, this would easily be one of the weakest ultimates in the game hitting for only 10% at level 5 true damage or not is less than 100 damage against almost any enemy that early in the game.