(try saying that title ten times fast... like seriously, it would be hilarious if people sent in voice clips of that)
The most recent Devstream showed of some in-progress displays of Wukong's rework. I have a few problems with it, so here are my issues and suggestions.
I will also be pulling from my last Wukong thread, while incorporating the newly show off ideas.
First, let's go over the wacky stuff shown off in the Devstream.
1ST - Hair of the King
A clone of Wukong is created that engages in the opposite combat mode the player is in. It sounds pretty interesting, but there's one huge problem that we've learned already. This clone is AI and Warframe friendly AI is pretty terrible. Having an entire ability rely on it is basically having no ability at all. Not to mention that specters exist. Cool in concept, but the execution definitely needs to be changed... at least until AI improvements are made.
2ND - Defy
A divisive one indeed, though I am quite a fan of the direction the ability has been taken in. It's much more engaging, skillful, and fun. My problem with it is that it doesn't entirely make up for what was lost with the original Defy. A few addition effects should be thrown in. Additionally, I think that Defy should encourage more skillful play to prevent spamming and bestow a penalty upon those who mistime it or a bonus to those who time is better (more on that later).
3RD - Cloud Walker
Though I was impressed with the proposed mechanical changes to Defy, I was immediately met with disappointment with the Cloud Walker showcase. Next to no changes were made, and the suggestions from players for a complete rework of the ability was completely disregarded. Cloud Walker is still boring, out of place, and unrepresentative of the lore it was based from.
4TH - Primal Fury (Iron Staff)
I'm not a fan of the Baruuk-style meter that has been proposed at all. I understand that DE wanted to make it feel more special, but this is the wrong way to do it. It doesn't really fit with Wukong at all. Instead, it should embody the properties of the pole more. On the other hand, the combo changes and damage increases were pretty sweet, nothing more to say it.
So, this is a pretty 50/50 rework. How do we improve on it? Here are my suggestions:
While we're talking about making some Wukong changes, let's adjust his attributes to fit more in-line with his role.
Attribute Changes -
increase health from 300 to 450
decrease shields from 375 to 175
increase armor from 225 to 300
increase sprint speed from 0.95 to 1.10
And with that, a bit of a passive change...
NEW Passive -
Wukong has an additive 15% range and speed when using polearm and stuff weapons.
1ST - Hair of the King
Wukong throws out hairs to up to 6 enemies in a 20 meter cone, marking them while also rending armor. When enemies are marked, clones will appear at the target's location before performing a Primal Fury combo on them and finally fading into a cloud, temporarily blinding them.
a solution to the AI problem, since clones will have set actions
2ND - Defy
Though we don't have too much information on Defy, I would like to add on to what was revealed on it. Let's say that in addition to Wukong throwing out damage when timed correctly, he will also regenerate some health. Time Defy better to regenerate more health. When Defy is used when Hair of the King is active, the clones will all combine into one, shift back to Wukong's position, and absorb damage with him.
makes up for what was lost in health regeneration
rewards skillful play by granting bonuses to those who taunt with proper timing, as it could potentially leave players wide open to damage
suggestion: reflected damage is multiplied to account for enemy defenses
3RD - Cloud Walker
We all want Goku, we love K-Drives. We like flying. Though this could require a lot of work to make right, here's an idea...
Wukong summons down a cloud from the heavens that he can ride on to assist him in traversal and battle. Only melee weapons and the Iron Staff are available for use in this mode. When the cloud is called down, enemies with a 6 meter radius are briefly stunned with fog. Wukong's speed is increased by 50% and he also has freedom of verticality via holding down the jump button.
fits better into Wukong's kit, allowing for more synergy; more thematically accurate
4TH - Primal Fury
It seems as though lots of people are saying that the proposed "Baruuk-style meter" is something they don't want to see. Though we don't have the specifics, I can agree on this sentiment. Instead, how about something like this? Wukong's Primal Fury has three stages: small, medium, large. Wukong can access these stages via holding down the ability key, shifting Wukong into three different stances to indicate each stage. While charging up, Wukong is invulnerable to damage, and absorbs it to temporarily add a percentage of slash damage to the Iron Staff. The larger the Iron Staff is, the slower, but also stronger. Iron Staff has increased ground slam radius and damage.
more thematically accurate
more viable in high-level play/endgame (more slash-is-king and increased damage)
more CC via ground-slams
So... lemme know what you think!