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Sinrel

Complete Wukong Rework/overhaul

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So in the light of the new upcoming Deluxe skin, and DE stating that there could be a possible rework for him. Me and my girlfriend went ahead to create some (hopefully) Awesome ideas As most of you know Wukong is one of the least played Warframes in the game. and with good reason. and with all these newer Warframes focused around synergy we tried to do the same with Wukong, also using inspiration from his Journey to the West ''Lore''. I hope some of you like this and that this will turn some eyes at DE. We are more than open to feedback.
 
EDITED: With Some of the Feedback in mind.
 
 
Passive: 50% Chance of your clone mimicking your IRON SLAM making it 50% more powerful. (the Clone and IRON SLAM will be explained more later in the post)
 
1. (IRON JAB) - (DEFY) This ability will be replaced with a new sort of defy (his current second ability) Upon activating it Wukong will spawn a clone which would distract/aggro enemies into shooting it. The clone will be fighting along side Wukong using the 'old' Iron jab animation and also following him, so that player doesn't have to stay in one place. This will make sure the clone can still do something because of the specter AI that will most likely be used. and the more damage this clone takes the more damage it will do so it scales with the enemies this way. When Wukong ''Dies'' the clone returns to Wukong healing him up to 75% of his health (which will decay every time he dies just like defy does now) and turning Wukong invincible for a couple of second just like the 'old' defy. After a few seconds the clone will spawns again (this Ability will still be a toggle energy drain ability).
 
 
2. (DEFY) - (IRON SLAM) Since the First ability is now a rework of the second I would like to change the second ability into something completely different. He now will be able to throw his staff and when it hits anything he will be instantly teleported to it knocking the enemies around it down. If Wukong has DEFY active, then all the damage that the clone has received will be added to the knock down which will also deal blast damage. Base range of 15M of the explosion. can be extended with range mods, and with his 4th ability. (seen later in this post)   
IRON_SLAM_WUKONG.jpg
 
 
 
3. (CLOUD WALKER) - (MIST WEAVE) This ability is also replaced with something more team oriented. Wukong will Spin his staff with nimbus (Nimbus = the cloud thing) on top of the staff creating mist/clouds around him. making Wukong and allies hard to see by the enemies which will now be able to take stealth damage thanks to this ability, this ability will be duration based and when recast before the duration ends, Wukong will ones again spin his iron staff around removing the mist and healing all the allies in a certain radius. Based on the damage dealed to the enemies in the mist the healing will be increased capped at 100%. The healing will linger on the allies and Wukong himself restoring health for a set duration that can be increased/decreased with duration mods. base range of 25M for the Mist and the Healing aura. can be improved with Range mods and his 4th ability. (seen later in this post) base duration of the of the Healing aura is 7 Seconds. Which will heal you for a base 5% of your Health per second. this can also be increased with Power strength and duration mods.
mist_weave_wukong.jpg
 
4. (IRON STAFF) of course what is Wukong without his iron staff? This ability will stay mostly the same but will have a few utilities added. When the Staff is active it will still has its range increased when hitting enemies but that will increase the range of his 2nd (blast radius) and his 3rd (mist and healing radius) abilities as well. This will make the Staff not only useful for combat but an essential part of his kit. I would like the staff to be a bit more on par with other exalted weapons like Excalibur's Exalted Blade. Also changing the base damage from impact to an element like Fire (?) and increasing the base stats for example will be a nice change.
 
These are just a few ideas and I know that I am asking for whole lot, and I have no idea how this will work from a design standpoint. this makes him pretty much a new warframe but I would love to hear what you think about this idea.

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I like most of it but I have to ask: why fire? It is called the Iron Staff, and the mythos says Wukong obtained it from the bottom of the ocean in the dragon kingdom so I'm having a hard time wondering why make it fire base. 

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3 minutes ago, Sajochi said:

I like most of it but I have to ask: why fire? It is called the Iron Staff, and the mythos says Wukong obtained it from the bottom of the ocean in the dragon kingdom so I'm having a hard time wondering why make it fire base. 

Although I do very much agree with your statement It was kinda more of a suggestion, Specificly fire was more because I was inspired by one of the more recent journey to the west movies and the look of the new Deluxe skin. I just like the Idea of Wukong depending more on the elements then of the raw Iron of the Staff. but like I said I do agree with your statement. Thanks for the feedback 🙂

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Review time:

passive; first ivara already has this. secondly, a potential change could be; Wukong can see enemies through walls a certain distance around him. This gives the same effect but doesn't feel like a straight rip-off.

1st; The issue with clones is that specter AI (what would most likely be used to control the clones) is really bad, especially when they only have melee equipped, which will really make this ability bad. Secondly, i'm guessing you can only have 1 clone active at any one time; it's not a bad thing but remember Wukong from journey to the west can creates heaps of them. Lastly, the aggro range must be HUGE (size of a medium to large scale room) for this to be effective in higher level content, otherwise your just going to be one-shot by enemies who are too far away to be affected by the aggro.

2nd; why throw it; couldn't you just make it a leap like Garuda's first that can cover large distances.

3rd; sounds good but how large is the range; ~20m radius around you? More or less? this is important as it will decide whether it will be useful or not.

4th; i like the new add range to all abilities thing. However, i don't agree with changing it's base damage to fire; Why? because impact is much stronger than fire, this is the reason why ember's damage is bad in higher levels as it is less effective against armor and shields than impact is.

Overall, a decent rework idea, biggest issue will be the clone AI.

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I like the concepts you've put out but I feel like they're on the unbalanced side doing one too many things. 

Taking a look at the character of Wukong, the abilities don't really suit him in terms of mythos.

The first ability is a good idea with the fact that Wukong is infamous for his use of clones but having it heal him after the ability would not really be fair. It'd be more apt that he would get a damage bonus and higher critical dmg/chance. Wukong was never really known for self healing but brutal violence! 

The second ability should definitely not have a teleport, that doesn't suit Wukong as the kind of character he is. I think it'd be better that he would switch places with a clone considering that the clone is the one being aggroed, it'd be fair to assume the majority of enemies would be near him. And instead of a slam, it would be better he spun with the staff in a wide CC type that also had knockdown if the enemies weren't 1 shotted. The more enemies he kills, the faster he regains energy or anything in the line of self sustaining dps build. He should definitely be that solo type Warframe.

I like the suggestion of the 3rd one with the implication of teamwork ability but again Wukong is not that type of guy known for support. It'd be better if the famous flags he commonly wears would maybe be put down or fly out and sets down on the ground to let all players regain energy and buff dmg depending on the no. of enemies. 

As for the fourth ability, I do agree that having the staff on even ground like Excal's blade would be nice however it's kind of a really debatable topic in how he utilises it. Personally I've always wished Wukong would transform into a gorilla and just go rage mode like Geruda with large damage and CC or maybe his staff just expands in a straight line for 20-30m, there's just so many options considering Wukong is such a battle maniac.

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4 hours ago, Sajochi said:

I like most of it but I have to ask: why fire? It is called the Iron Staff, and the mythos says Wukong obtained it from the bottom of the ocean in the dragon kingdom so I'm having a hard time wondering why make it fire base. 

So you can make Pure radiation build xD

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I love the idea of non-offensive clones for wukong. May I suggest an alternative version for it?

 

A toggleable ability that is a one handed action. Meaning he can still do one-handed stuff while performing the action. He extends his palm outwards to show he's doing it.

It charges up a meter that adds 1 to a counter each time the meter is filled. And each time the counter increases the meter slows making it harder to raise the counter through such a diminishing returns mechanic.

Once wukong's health reaches zero then he explodes in fireworks and is replaced by X number of clones based on the number in the counter. The clones can each die and fight, but you mainly want to remerge all the clones back into making wukong whole again.

All 4 of wukong's abilities reform the clones back into a different wukong version, with a twist on making him geared towards different playstyles, so you get 4 options once the clones are triggered.

For example you can have a stealthy wukong, a combo counter wukong, a rallying support wukong, a CC wukong. Whatever the devs think is fun to do.

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15 hours ago, AndouRaiton said:

Review time:

passive; first ivara already has this. secondly, a potential change could be; Wukong can see enemies through walls a certain distance around him. This gives the same effect but doesn't feel like a straight rip-off.

1st; The issue with clones is that specter AI (what would most likely be used to control the clones) is really bad, especially when they only have melee equipped, which will really make this ability bad. Secondly, i'm guessing you can only have 1 clone active at any one time; it's not a bad thing but remember Wukong from journey to the west can creates heaps of them. Lastly, the aggro range must be HUGE (size of a medium to large scale room) for this to be effective in higher level content, otherwise your just going to be one-shot by enemies who are too far away to be affected by the aggro.

2nd; why throw it; couldn't you just make it a leap like Garuda's first that can cover large distances.

3rd; sounds good but how large is the range; ~20m radius around you? More or less? this is important as it will decide whether it will be useful or not.

4th; i like the new add range to all abilities thing. However, i don't agree with changing it's base damage to fire; Why? because impact is much stronger than fire, this is the reason why ember's damage is bad in higher levels as it is less effective against armor and shields than impact is.

Overall, a decent rework idea, biggest issue will be the clone AI.

I wasn't really aware of the Passive to be really honest with you, Thanks for letting me know. 

And I think you 'see through walls' idea is pretty cool but I am afraid that the screen will get to cluttered. Something else would be cool here. no Idea what yet but I do agree that a copy of Ivara is kinda stupid.

1. Yes a very, very good point! I wasn't really thinking about the AI to be very honest. I think to make it effective maybe instead this Clone of wukong. will use the Iron jab animation. he will still do damage and use his Melee (kinda?) but it think it will be better. Great feedback thanks! 

2. I like the idea of him throwing so that he is able to teleport/jump wherever he would like to not just jump to a specific enemy. making him more nimble. 

3. Yes about 20/25M base range is what I had in mind. as you can see in the idea of the build there is not really many numbers going on there. just some idea's 

4. Although I do agree fire is not very good on its own, its more to build the weapon with extra elements to create Radiation for example I think in the a pure status Staff will be much more effective. 

Thanks again for the Feedback. 

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14 hours ago, Aheael said:

I like the concepts you've put out but I feel like they're on the unbalanced side doing one too many things. 

Taking a look at the character of Wukong, the abilities don't really suit him in terms of mythos.

The first ability is a good idea with the fact that Wukong is infamous for his use of clones but having it heal him after the ability would not really be fair. It'd be more apt that he would get a damage bonus and higher critical dmg/chance. Wukong was never really known for self healing but brutal violence! 

The second ability should definitely not have a teleport, that doesn't suit Wukong as the kind of character he is. I think it'd be better that he would switch places with a clone considering that the clone is the one being aggroed, it'd be fair to assume the majority of enemies would be near him. And instead of a slam, it would be better he spun with the staff in a wide CC type that also had knockdown if the enemies weren't 1 shotted. The more enemies he kills, the faster he regains energy or anything in the line of self sustaining dps build. He should definitely be that solo type Warframe.

I like the suggestion of the 3rd one with the implication of teamwork ability but again Wukong is not that type of guy known for support. It'd be better if the famous flags he commonly wears would maybe be put down or fly out and sets down on the ground to let all players regain energy and buff dmg depending on the no. of enemies. 

As for the fourth ability, I do agree that having the staff on even ground like Excal's blade would be nice however it's kind of a really debatable topic in how he utilises it. Personally I've always wished Wukong would transform into a gorilla and just go rage mode like Geruda with large damage and CC or maybe his staff just expands in a straight line for 20-30m, there's just so many options considering Wukong is such a battle maniac.

Although I do agree with some of your points. Honestly we made the idea to make Wukong more team Focused because we think that is the most fun way to play in a Team/Co-op game. Although you are right about him been a bit more 'selfish' I think for the game the idea of him been more team focused is better.

As to a response to the Teleport ability, it will be short cast ability also so it will be like a quick jump think of garuda, but with farther distance. like stated in the Build idea if it doesn't kill the enemies it throws them on the ground in kinda large area I didn't have in mind just the ground slam range we get from out normal melee ground slams.

Cool Idea with the Flags Although the point was to make him not stay in one spot. I did think of exactly this but I would like him to be able to be more on the move as a melee focused Warframe. 

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8 hours ago, Sinrel said:

I think in the a pure status Staff will be much more effective

Funnily enough the iron staff is a crit weapon as it has decent crit (25%) and a low status chance (10%) that has guaranteed procs in it's combos, so even if you build for status and have elements, like radiation, you wouldn't be procing them that much.

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9 hours ago, AndouRaiton said:

Funnily enough the iron staff is a crit weapon as it has decent crit (25%) and a low status chance (10%) that has guaranteed procs in it's combos, so even if you build for status and have elements, like radiation, you wouldn't be procing them that much.

Yeah This is very true, that is why I would like a general stat boost like I stated in the build, otherwise you are right it really wont help Wukong at all. so he definitly needs an overall IRON STAFF stat boost.

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I didn't play Wukong much, but your rework sounds really fun and I would give him another try if they make it happen.

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So sadly after watching sometime it seems to be buried under the forums post ruble. I am just making a Short reply to put it back in the list, because I would really like people to see this rework idea (whether they like it or they don't) we made a few changes here and there with some added numbers. like always let me know what you think!   

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Good ideas, but just a thing about his clone and him, both him and the clone should have the exact same target priority inside the AI of the enemies, otherwise wukong will never get hit for mods like rage or the clone will never get hit meaning it won't get to absorb damage.

Funnily enough when I first hopped onto a K-drive, I thought to myself, how come wukong doesn't ride his nimbus like a K-drive? Like a combat k-drive cloud where he can still use all his abilities and his cloud/nimbus have him some sort of buff or invis. Although I'm not sure if this would be practical, it makes the most sense lorewise since wukongs nimbus was rode on top of in the stories, he doesn't suddenly transform into a cloud like he does ingame.

Something I am pretty sad about is that Wukong should be able to clone himself Into lots of different wukongs, but that isn't an ability he has, so I do like the whole clone idea.

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