I don't know if you've used Wukong much since they nerfed the immunities on his bird form, but I find myself using the ox as an escape almost as much as I do the bird.
If you're in a team fight or something, the ox is almost always the superior choice for escape, because you'll knock away anyone who can stop you, and you have the immunities of your bird form plus knockup immunity.
yeah it has been a while.
hmm basicly my thoughts for wukong are that he was pretty balenced on release with his 1 being slightly too good for poking.
the one real inbalance there was back then was the bird just being way better over the ox.
the best way i think you could balence wukong is reverting him back mostly to how he was on release and focus on his bird and ox.
thats just my 2 cents.
never forget dawngate and never forgive EA. Freia will hunt them for eternity.
I like Sub's idea, but I have a few ideas for different forms for the ultimate;
Tiger: Damage reduced to 100/150/200/250/300 and stun reduced to 1.1/1.2/1.3/1.4/1.5
Bird: Reduced distance by 15%
Ox: A bit more damage, but still less than tiger
Dolphin: A jump equivalent to ambush that deals 70/120/170/220/270 to those hit
Gorilla: A short dash about the length of Driving Strike that deals 80/120/160/200/240 damage to all enemies hit and roots and cripples all enemies hit for 1.2s
I like Sub's idea, but I have a few ideas for different forms for the ultimate;
Tiger: Damage reduced to 100/150/200/250/300 and stun reduced to 1.1/1.2/1.3/1.4/1.5
Bird: Reduced distance by 15%
Ox: A bit more damage, but still less than tiger
Dolphin: A jump equivalent to ambush that deals 70/120/170/220/270 to those hit
Gorilla: A short dash about the length of Driving Strike that deals 80/120/160/200/240 damage to all enemies hit and roots and cripples all enemies hit for 1.2s
I like Subysubs idea of tuning his transformation in to his ultimate, but I personaly dislike that you have to use ground targeting to select forms.
I have an idea.
What if the transformation was selected based on his most recently used ability.
Like The Magic Cudgel in to Tiger (maybe his 1 slow for a short time to add a bit of synergy) for initiation, Master's Will in to Ox for CC combo and Somersault Cloud (or whatever his new 3 is) in to bird for escape. As already stated in gives him a lot of combo potential and also requires you to think ahead.
For his passives either like Sub said protection and power based on missing health or maybe give him a stack of protection and a slight coldown reduction all of his non ultimate skills every time he is basic attacked by an enemy god, as it synergizes with my ultimate idea.
I like Subysubs idea of tuning his transformation in to his ultimate, but I personaly dislike that you have to use ground targeting to select forms.
I have an idea.
What if the transformation was selected based on his most recently used ability.
Like The Magic Cudgel in to Tiger (maybe his 1 slow for a short time to add a bit of synergy) for initiation, Master's Will in to Ox for CC combo and Somersault Cloud (or whatever his new 3 is) in to bird for escape. As already stated in gives him a lot of combo potential and also requires you to think ahead.
For his passives either like Sub said protection and power based on missing health or maybe give him a stack of protection and a slight coldown reduction all of his non ultimate skills every time he is basic attacked by an enemy god, as it synergizes with my ultimate idea.
Well the ability is called 72 Transformations...
Actually, pressing 4 will change your ability icons, and then you can press the 1-4 keys to use the abilities. There.
I'm not sure about your idea; it just feels like an unnecessary restriction that makes it more frustrating for the player and nothing else. Players should be free to use their own combos, and you can already seamlessly select up to four forms, which eliminates the need to create conditions for the sake of including more than 3 forms.
I like Sub's idea, but I have a few ideas for different forms for the ultimate;
Tiger: Damage reduced to 100/150/200/250/300 and stun reduced to 1.1/1.2/1.3/1.4/1.5
Bird: Reduced distance by 15%
Ox: A bit more damage, but still less than tiger
Dolphin: A jump equivalent to ambush that deals 70/120/170/220/270 to those hit
Gorilla: A short dash about the length of Driving Strike that deals 80/120/160/200/240 damage to all enemies hit and roots and cripples all enemies hit for 1.2s
I don't see how it'll be possible to use them all in one ability. Like, with the current targeting system, it'll be a bit difficult to implement five forms without making it extremely difficult to select one specific form.
Its funny that everyone is saying Wukong sucks yet I keep seeing Wukong players dominate with him...
I don't play Wukong but I think his 1 could do more scaling.
Oh and I just in the past week realized how much damn damage the Tiger does....
Also when I was playing with Firraria and Greenevers I noticed a cheap combo....
Wukong stuns enemies with is tiger and if you play Anubis you can ult them and watch them die.
I just think his 1 needs more scaling.
I don't play wukong so I don't know anything other than the fact that everyone playing Wukong seems to do well with him in almost every match I played lately, either that or I am extremely lucky.
OK, once again, holding my spot here while I go grab the needed materials to make my changes.
EDIT:
Spoiler: Click to view
Passive: Undefeatable Body:
Hardened by battle, Sun Wukong's takes every hit in stride, gaining increased Defence and Cool Down reduction for every hit. The stacks are reset upon death and they degrade at 1 stack every 2 seconds after Sun Wukong not having taken damage for 5 Seconds. The Cool Down reduction does not count toward your max CDR.
Misc. Info:
Max stacks: 5
Defenses per stack: 2/3/4/5/6 per stack, scales with ultimate
CDR per stack: 3% per stack
Reasoning: The Monkey's passive doesn't synergize with his role of a tanky Team-fight disruptor, and this does a bit more. The defense and CDR are only that of most items, adding an extra bit of survivability and ability use for a kit that's all about disruption.
1: Magic Cudgel:
Sun Wu Kong's Cudgel Grows, striking the ground, dealing damage and crushing enemies, reducing their movement and attack speed. If the Cudgel strikes a Decoy, then the Decoy explodes, dealing damage and silencing in an AoE around it.
Misc. Info:
Damage: 80/110/140/170/200 (+50% of Physical Power)
Slow: 35%
Attack Speed Slow: 10/10/15/15/20%
Explosion Damage: 20/30/40/40/50 (+15% of physical Power
Explosion Silence Duration: 1s
Range: Slightly thinner than the current effect
Cost: 70/80/90/100/110
Cooldown: 13s seconds
Reasoning: This is pretty much a flat buff to the cudgel, but makes it more aligned with the idea of making Wukong a team-fight disruptor. The Decoy will; be explained with the ulti, but it adds a bit of synergy to his kit and makes him very good at zoning, since no-one wants to be near a decoy when they spawn.
2: Master's Will:
Sun Wukong swings his cudgel, creating a vacuum of air that pulls all affected enemies toward him. If the ability hits a Decoy, Sun Wukong will absorb it, restoring some of his health and mana
Misc. Info:
Damage: 80/110/140/170/200 (+50% of Physical power)
Attack Type: Cone
Range: Same as Ares Burning Flesh
Decoy Heal: 70/80/90/100/110 Health per Decoy
Decoy Mana Restored: 60/70/80/90/100 mana per Decoy
Cost: 100/110/110/120/130
Cooldown: 15s seconds
Reasoning: The new Monkey needs some kind of lane sustain, and this is it. It also makes sure that he can disrupt most teamfights simply by being there, since he can force an enemy to be near him instead of their intended target.
3: 72 Transformations:
Same as before, except for the Decoy. Camn only consume 1 Decoy per use.
Bull: If He hits a decoy while in Bull form, Sun Wukong will gain increased speed any enemy hit will take 1.2 times damage.
Tiger: If He hits a Decoy while in Tiger form, Sun Wukong will gain increased speed and bleed the first target he hits, along with the stun and damage.
Eagle: If He hits a Decoy while in Eagle form, Sun Wukong will travel faster and become CC immune for the duration.
Misc. Info:
Tiger Bleed Damage: 20/30/40/40/50 (+ 10% of phys power) Damage every 1/2 second for 2 Seconds
Reasoning: A simple change to the Transformations to make it fit with the rest of the kit.
Ultimate: Infinite Bodies:
Every few seconds, Sun wukong energizes one of his hairs, which he can expend to, after a short build-up, send out a Decoy of himself in a line that Knocks aside and deals damage to all targets hit before rooting itself to the spot where it stops. When one of Sun Wukong's Abilities hits the Decoy, it's effects are buffed. Only a certain number of Deocys can be on the field at one time.
Misc. Info:
Damage: 110/140/170/200/230 (+100% of physical power)
Max Stacks: 3/3/4/4/5
Stack Cooldown: 15s
Maximum number of Decoys: 1/2/3/3/4
Cooldown: 2s (not affected by CDR) seconds
Reasoning: This is the biggest overall change to The Monkey's kit, and it's because I wanted some way to limit his utility without making him under powered. So, I created a less-powerful Agni ult that creates a Decoy, which powers up his other moves. The damage is very low for an ulti, but the new Monkey is meant to force enemies to move in certain ways, and creating a decoy that they have to move away from to not be effected extra by one of his abilities seems like the best way.
Not sure overall on the dmaage numbers, but there you go!
I don't like your passive since it breaks the CDR cap, but the concept and everything else aside from the cap breaking is fine.
I definitely do not like the one, as I hate adding MORE CC into the game.
I don't like his two, either; it weakens his AoE disruption and gives him sustain he doesn't need. Not every warrior needs to be a sustain bot, which I also dislike.
I'm not so sure about his ultimate. On one hand, it's cool and interesting and unique, but the idea of creating zoning tools seems completely out of left field in relation to his kit. It's also good hard CC on a 2 second cooldown.
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