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Why nerf slam wukong


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Why nerf something on 1 specific frame when there are other frames doing thee exact same thing, Ie slam wukong nerfed yet voruna is doing the same exact thing just without Iframes and I get you can roll outta the slam animation but atp your just killing the playabilty of said frame when it comes to tht specific playstyle which is just redundant bc there is another frame in the game tht is doing the exact same thing without a draw back of having to wait for heavy slam animation to be done in order to cast the ability tht gives her invisibility. Imo the slam nerf wasn't needed and wukong was targeted bc said build has been getting to much recognition.

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22 minutes ago, GypsyManeCarlos said:

yet voruna is doing the same exact thing just without Iframes

Alright, show me where all of the Vorunas doing the exact same setup are

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37 minutes ago, Pakaku said:
59 minutes ago, GypsyManeCarlos said:

yet voruna is doing the same exact thing just without Iframes

Alright, show me where all of the Vorunas doing the exact same setup are

Same here. I'm hella confused. All is voruna doing is hitting with slash in AoE. She isn't immortal (like wukong), she cannot use melee (well, comfortably, she can, but that will be 99.9% removed as well; and that melee is reduced to stuff like normal attack or normal slams - aka no heavy slams; it's far from perfect, it's "usable" for very few weapons/arcanes, I've made topic about it somewhere).

And I don't understand slamkong idea. Like you get immortality + damage? That's it?

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53 minutes ago, Pakaku said:

Alright, show me where all of the Vorunas doing the exact same setup are

True Vorunas are all too busy feeling the surge of the 5 Lemon Tau shards coursing through their veins to do whatever they're suggesting.

 

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2 hours ago, GypsyManeCarlos said:

voruna is doing the same exact thing just without Iframes and I get you can roll outta the slam animation but atp your just killing the playabilty of said frame when it comes to tht specific playstyle which is just redundant bc there is another frame in the game tht is doing the exact same thing without a draw back of having to wait for heavy slam animation to be done in order to cast the ability tht gives her invisibility

Invisibility is not invincibility, and you can't spam it quite as fast. Keep in mind - you can still use your existing build for this, you just can't spam slams from the animation cancel anymore. Given the build I just saw is reaching the integer damage cap limit, I'd say that's valid to prevent it from doing that much damage every single second. Waiting an extra 2s to use cloud walker (which gives you invuln and movement as well) seems perfectly reasonable to prevent it from being excessively disruptive / spammy, especially in squads.

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I'd love to see a video of voruna turning into a teleporting death monkey that's nearly invulnerable while obliterating every single thing in sight. I highly doubt OP is even gonna reply with video though. 
 

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10 minutes ago, TheGuyver said:

I'd love to see a video of voruna turning into a teleporting death monkey that's nearly invulnerable while obliterating every single thing in sight. I highly doubt OP is even gonna reply with video though. 
 

"teleporting death monkey" is kind of making me want them to not nerf it lol

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Reading the dev workshop it was because it was too disruptive.

I can see this given the speed of cloud walker combined with the AOE of a slam attack which isn't shared with much other stuff. But it is only disruptive if it was on my team thus influencing others, which is another point mentioned about when something warrants a nerf, which I didn't see enough of.

By nerfing it via removing the cloud walker animation cancel aspect is removing a core gameplay feature that is shared with numerous other mechanics. It doesn't sit right to do a targeted change like this, remember the kuva hek x scattered Justice incident? I would've preferred a more global change or a alternative approach that looks at all mechanics fairly.

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9 minutes ago, PrideB4TheFall said:

Because Wukong.

literally lol. they made celestial stomp no longer affect CC immune enemies while Speeva can speed up enemies with OG now lmao and that was in the same post... favouratism much xD

(to clarify - as a nova main I'm all for nova buffs lol)

Edited by LittleLeoniePrime
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hace 1 minuto, LittleLeoniePrime dijo:

literally lol. they made celestial stomp no longer affect CC immune enemies while Speeva can speed up enemies with OG now lmao and that was in the same post... favouratism much xD

It's because speedva is considered a buff for the enemy.

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2 minutes ago, LittleLeoniePrime said:

which I find inconsistent. if they should be Crowd Control Immuine then speeding them up should also be considered a form of Crowd Control

Except crowd control typically means effects that hamper the enemy to make them more manageable. Speeding them up makes them harder to hit, which is the exact opposite.

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Just now, Quest said:

Speeding up enemies isn't crowd control

Excuse Me Wow GIF by Mashable

Just now, Corvid said:

Except crowd control typically means effects that hamper the enemy to make them more manageable. Speeding them up makes them harder to hit, which is the exact opposite.

it still controlls the crowd -> to be faster

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