I really think the only thing wrong with Wukong right now are his his low damage numbers (cudgel and maybe his ult). All those other changes seem unnecessary, his kit is already really cool and unique.
I really think the only thing wrong with Wukong right now are his his low damage numbers (cudgel and maybe his ult). All those other changes seem unnecessary, his kit is already really cool and unique.
I really think the only thing wrong with Wukong right now are his his low damage numbers (cudgel and maybe his ult). All those other changes seem unnecessary, his kit is already really cool and unique.
Yeah, this is true. It's best to buff him a bit all round.
[[undefeated body] is honestly an okay passive, but it could use a change solely out of the fact that it gives crit chance on an ability bruiser, on top of having a weird power spike at 35% health, a clunky mechanic. It's the base of his unkillability, so be careful about any changes to this.
The Magic Cudgel is weak in literally every way. It's range and AoE isn't that great compared to Chaac, its cooldown is way too high for how little damage it deals, its damage is ****, its contributions are ****, its scalings are ****, and its base damage is ****. Literally, Master's Will deals more damage, and its meant to be a utility skill.
Master's Will is okay. A weak damage skill with weak CC in an AoE. Could use a buff, or a reversion to the old 0.75 sec knockup.
72 Transformations is fine, thank goodness. Maybe restore knockup immunity to bird form.
Somersault Cloud is just odd. It's meant to be a utility skill, but it has no CC, the decoy is practically worthless, the damage on it is weak, and even the healing is weak. Really, the only thing it is good for is escaping, which is honestly not much of an ultimate.
Overall, Wukong has basically no strengths other than having ranged damage and being unkillable - and with gods like Chaac or Hercules beating him in both categories. He's simply underwhelming and outclassed.
Suggestions
Necessity: This one does not really need a change, BUT it could use one, to better synergize with his kit and playstyle and itemization.
Option A: Make it give up to 20 + 2 x level power AND protections as his health goes down.
Option B: Make Wukong's cooldowns go down by 1 or 2 seconds when he lands an ability hit.
Option C: Remove the crit chance and give him something else.
Option D: When Wukong drops below 35% health, he starts regenerating 35% of his maximum health over 5 seconds. 45 second cooldown.
Needs increased damage contributions or reduced cooldown, maybe reducing mana costs on the latter to compensate.
New Damage: 80/125/170/215/260 + 70% contributions
or
New Cooldown: 10/9/8/7/6 seconds, cost 50 flat
Revert it to the knockup.
It's fine.
Firstly, make the decoy taunt towers or something, because being treated as a normal minion completely defeats the purpose of a decoy.
Then either make it deal more damage or give it the old 90 second cooldown or make it deal no damage but have him go instantly in the air, making the decoy actually a plausible one.
Wukong transforms into something, basically the same skill, but with slightly different base damage scalings to compensate for the ultimate-based rankings. The skill works by pressing four, then one through four keys, to select a particular form. The entire skill has one cooldown.
Changes:
Tiger form stuns for 1.1-1.5 seconds. Base damage increased.
Ox form base damage increased.
New Form: Monkey Form: Wukong jumps to target location, dealing 50/70/90/110/130 damage (+50% of your physical power). Cooldown is halved. The idea is you gain a **** ton of mobility with this new form. You still cover ground faster with Eagle form, not to mention conserve more mana, but if you want to reposition yourself better in a fight, or go through a wall or something, Monkey form will be there.
Cooldown: 20/18/16/14/12 seconds.
New 3: One Monkey Army:
Wukong spawns two clones of him to fight for him. Clones will charge at enemies like Clay Soldiers and have a fraction of Wukong's stats (health, protections, power, etc, but not movement speed), and will occasionally use The Magic Cudgel. Clones last 5 seconds and have 30/35/40/45/50% of Wukong's stats.
This is the biggest "wtf" I've ever given to Hi-Rez. I think that it should do more damage but be reduced to a large AoE ability, however to prevent running away from being a huge counter, the symbols should be placed on those who will be struck as soon as the button is pressed and just take time for them to land, taht means that even if they blink and use an massive escape to get away they will still be struck if they were in the area of the ability. I think the Ability should have a large radius, enough to cover the fountain area however global is just too rediculous
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