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CallMeLunaGamer

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Posts posted by CallMeLunaGamer

  1. Totally agree with you on the passive. No other frame in the game enters a mission thinking "Hmmm I only have 3 of this thing, better be careful how I use them." I mean you can hold 200 energy pads for goodness sakes.

    Nidus is now more immortal than Wukong... think about that!

  2. Before I get into my opinion I would just like to clarify some things. I liked the old Wukong. I tried to give them the benefit of the doubt for this rework. I was excited Pablo reworked it. But I don't like it.
    I tried to tone down my opinion so it's less harsh and provide comparative examples from the game to contrast other warframes. However, I've watched a lot of the Nostalgia Critic and Angry Joe so my opinion is probably still rather loud... Sorry.

     

    My Opinion on the Wukong Rework

    Passive:
    I will admit I tested Wukong against nullifiers and his passive works inside them... eghh
    3 time use per mission?! That's dumb. I can't think of any other Warframe that starts every mission with the feeling "I've only got 3 of something, better use them carefully." You're allowed 200 energy pads for goodness sakes.
    As for the boosts:
    Invisibility (Loki, Octavia, Ash, Ivara, need I say more?) (this is useless for him with his 2 anyway, it's just an annoying "well that was a thing... that happened")
    More loot (60 seconds? are you kidding me?! Goodness knows we can't have them farming, right Nekros/Hydroid/Khora?)
    4x orbs (this would be an interesting ability, if it weren't for the fact you get it only once per mission, at random and it only lasts 60 SECONDS?!)
    3x elemental damage (I refer you to the previous buff)
    Invincibility ("30 seconds wow[sarcasm] you mean like what he used to do?!")
        How I'd fix
    The buffs are bad. If you're going to give us boosts after we die, how about letting them feel like powerful buffs, rather than power farts, and maybe make them refreshable. Have you seen Octavia?
    I'd tie the passive in with a reworked 3, see below.

    1st:
    Better than the old ability, but that's not really saying much. People don't want to depend on an AI to do their damage for them when it feels like it. Honestly, someone who does YOUR damage FOR you, without energy drain/time limit? I'm sorry but this ability seems to encourage active passivity, rather than passive passivity.
        How I'd fix
        Honestly, being able to use melee and primary/secondary at the same time? This feels like the least bad of all his powers now (after his 4th which, being an exalted weapon promotes more player engagement than his 1st.) It's his 2nd and 3rd ability that I'm severely disappointed with.

    2nd:
    ... Well you can move faster... FOR 2 SECONDS?!!!! WHAT THE-?!
        How I'd fix
        At least increase the base duration! Or allow for instantaneous refreshing. (That'll be fun, press 2 every 2 seconds for radical riveting racing gameplay) How about a toggle? You've already got the 'fire to cancel' built in.

    You wouldn't want to go faster? ... Your next Warframe is a RACING FRAME!

    3rd:
    The one thing that he used to be the absolute king of in this game, has been revoked. Wukong is dead, press F to pay respects.
    Wukong used to be an original idea, a tank totally based around dying. Not anymore.
    ANOTHER ****ING 2-SECOND ABILITY?!!! At least Harrow's 4 has a base time of 5 seconds, and it was a crit bonus which lasted even longer than 5 seconds not a 1-time wham bam damage slam. Plus, I don't want to have to deal damage based on how damage is dealt to ME by my enemies. IT'S NOT FUN! "Now depending on whether or not these guys shoot me I could one-shot them or just knock them on their butts... wheeee"
        How I'd fix it
        I want my security blanket 3 back!!! If not, at least increase the time invulnerable, decrease the scaling factor and change the damage to true damage. However, see passive for my opinion on a better use of the 3 button.

    4th:
    It's better. What more can I say?


    As it stand right now DE has managed to do the impossible... they killed the Immortal Wukong.
    They changed him from a 'press 3 to not die', to a press 3 to MAYBE kill something (so why would you press it?), press 2 to ATTEMPT to go fast (I've had longer hiccups), and press 1 to sit back and watch Twitch- I mean sit back and watch someone else kill something...
    Frost: 4 domes, Ivara: 7 arrows, Nova: 18 orbs, Nidus: 99 stacks, Mesa: 1 bazillion bullets
    Wukong: 1 ability of any merit now, 2 SECONDS ARE YOU KIDDING ME?!, and 3 free revives with annoying distractions per mission.
    The 'as long as'es are too much for Wukong
    Excalibur: As long as I can get energy, I'm good
    Saryn: As long as I can continue to spread my spores, I'm good
    Harrow: As long as I can get headshots, I'm good
    Mesa: As long as I keep my 3 and 4 active, I'm good
    Nidus: As long as I keep my stacks up, I'm god
    Wukong: As long as I stay under 3 deaths, and keep getting energy, aand remember to spam 2 every 2 seconds, aaannd get the enemy to damage me so I can damage them back, aaaannnndd get my clone to stop doing whatever the heck he wants and kill the enemy... You know what? I could be better...
    He's complicated, but not in a good or fun way.
    I don't know about other people but I didn't dislike Defy, I disliked how it was his only good ability.
    Right now it feels like DE pulled a "You can't has nice things, I'll take that!" and just nerfed him into the ground. Sure they gave him a better (if somewhat passive 1), made his 2 much more usable THEN MADE IT COMICALLY SHORT, and improved his 4. But I feel DE knows his 3 isn't that good since they gave his 3 such a high scaling damage (7.5x BASE, seriously?). Taking damage CONSISTENTLY is hard, so they were just like **** it just give him a lot of power strength and no one will notice.

     

        How would I fix Wukong?
        Keep his 1st as it is.
        Increase time for cloudwalker, or make it toggleable.
        People like tanks, try making his immortality more aggressive. Change his 3 so you could 'invest' energy into a "life" bar that can be filled to insanity thus giving back the option to play as an immortal Wukong IF YOU WANT TO, but requires player INVESTMENT.
        Even better tie the lives system in with the death-boosts system so if you played with a lower number of revives (1,2,3,etc.) for every life you'd lose, from each stored number of lives, you'd get a different buff (e.g. 3-1=2:resource drop buff, 2-1=1: elemental damage buff, 1-1=0: orb power boost), your buffs could have a set active time, but could be shared and refreshed. Thus making Wukong a support-focused tank who'd need to take damage to help his team, and use immortality as his energy currency for his boosts. For Nidus it was infested stacks, for Wukong literally "lives". Thus the player wouldn't turn off their brain, but would strive to manage how many 'lives' Wukong has, so they could get the most out of him.
        Now he lacks an ability to deal high level damage? ... His 4 was improved and his 2 could boost elemental damage by 3x, for goodness sakes his elemental damage was boosted WITH THE REWORK.
        Shareable refreshable boosts are too powerful? ... WISP
        Giving him back his immortality would make him too powerful? ... NIDUS
        His boosts would also offer synergy options, example: lose first life, gain orb boost allowing for investment into more lives. His buffs could overlap to some degree, so if you want 2x/3x stacks of the resource drop buff, you'd need to work hard at investing/losing lives consistently to keep them refreshed. This would not only encourage face-tanking, but FRENETIC face-tanking (flying into a crowd of enemies "HIT ME! HIT ME!").
        Wukong would still be immortal, but if you stopped paying attention to how many lives you had left, you could still die. Thus, you would no longer have the "wait here, I'll go make a sandwich" situation. The player would stay invested, but have the option of UNLIMITED POWER! if they wanted. You already have the little Wukong armor fill-bar designed, change it so it counts stored lives and leave the armor by the wayside. This change would scale into endgame far better.
        As for his 4th ability, if you really want to keep his 3rd ability, make it so that if you held 4 he would execute his 3rd ability (but it drains energy while active), and you can just press 4 to toggle on/off his exalted weapon. His movement was already sacrificed with this ability, make it a charge ability so you control when it GOES OFF.
        This way he'd be a more team-focused character who's 3rd ability would feel like it's been build upon rather than just nerfed. Players who'd want to play his other abilities would gain something, and players who just want to play his 3rd ability would ALSO gain something. Everyone wins.
        The 3 redesign would even support constant player contact with the enemy even more than the current 3.

    Right now the only use for Wukong I can see is, cheesing spy missions, and AFK farming without a team. Neither of those sounds fun. I used to love Wukong. He was my go to for when I had no idea what I was doing in a mission, and needed to survive long enough to figure it out. All the while listening to "Singing In The Rain" because it fit him and I thought it was funny. Now I can't do that, all his abilities feel either too short or out of my control and I don't want to play him anymore. Please return player agency to this character.
     

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