Wukong Update- Prepped For PBE!

RiotRiot Lutzburg·12/21/2019, 3:57:26 AM·1 votes·81,530 views

Hi everyone,

The team and I have made good progress on Wukong over the last few weeks, and we're excited to show him to all of you on the PBE! However, based on the way our deploys work and how files get packaged, the next time the PBE will be updated will likely be the first week of January. Wukong's files are prepped and ready to go, and will become playable automatically when the next deploy drops.

so just what are the changes? Before we get into them, I want to remind everyone of the major goals for this update:

1- Shift Wukong's power towards the early game and away from the late game, while remaining roughly power neutral in the long run

2- Give Wukong players the tools they need to feel competitively viable in early lane phase/jungle

3- Create new outplay opportunities that enhance Wukong's identity as a tricky, uniquely mobile skirmisher with a hit-and-run combat pattern

Note the absence of a goal referring to Wukong's role/classification. This is because we have decided NOT to push Wukong explicitly into the Bruiser role. With these changes, we aim to provide viable build paths for both Assassin/Lethality AND Bruiser itemization. We want your itemization to be a reflection of your preferred play style, enemy match-ups and team composition.

In addition, these changes should help alleviate some of the most common points of frustration noted by the community. Specifically, we're targeting:

  • Reduced mana costs
    
  • Providing a Passive that feels powerful and interactive
    
  • Higher R power/satisfaction
    

Here is the official list you'll be seeing on PBE later this week. NOTE- these changes are relative to the LIVE GAME and are still a work in progress. Values and mechanics may still change!

P- Stone Skin:

  • NEW- For 3 seconds after exiting brush or stealth, Wukong gains a physical damage shield equal to 12% of his maximum health. This effect can trigger once every 10 seconds.
    
  • REMOVED- Wukong no longer gains bonus resistances based on nearby enemy Champions
    

Wukong's old passive provided a lot of hidden power in late game team fights that was hard to notice or appreciate, and felt practically useless in the early lane phase. This new ability will grant Wukong brief windows to make aggressive trades he normally wouldn't consider taking. The values are tuned to encourage Wukong to stay in an extended fight using clever brush play and a well-timed W to earn two procs of the shield in a single fight. Conveniently, Wukong will also be able to shrug off a bit of damage from jungle monsters that hang out near brush. We're hoping this provides a new form of skill expression and mastery that enriches Wukong's evasive, tricky play style.

Note that we are still iterating on the exact mechanics/rules of the shield- please let us know what you think!

Q- Wuju Strike:

  • Mana cost lowered to 25 from 40
    
  • CD reduced by 1 second at all ranks
    
  • Damage adjusted to 1AD +20/40/60/80/100 damage (+.5 bonus AD) from 10/40/70/100/130 (+1/1.1/1.2/1.3/1.4 total AD)
    

As Wukong's primary trading and CS tool, we're lowering its cost and cooldown so he can poke and farm more reliably in losing matchups. We're also simplifying the damage model, since the old one was a little confusing. The spell now applies BONUS damage on top of Wukong's basic attack. That bonus damage is equal to the values listed above. Note that we've DOUBLED the rank 1 damage of Q from 10 to 20. You're welcome.

W- Warrior Trickster:

  • Now instantly dashes towards the player's cursor instead of a short range blink
    
  • Dash is 350 range and 1200 speed.  Can NOT go over walls
    
  • Clone is now treated as a stationary Champion and will attack nearby enemies, prioritizing the last enemy Wukong damaged
    
  • Clone's attacks deal a scaling 60-100% of Wukong's AD based on spell rank and applies on-hit effects, but cannot crit
    
  • Clone looks identical to Wukong's animation state on spawn, and animates as if he pressed the "S" key
    
  • Cooldown increased to 24/21/18/15/12 sec (from the time of initial cast) from 18/16/14/12/10 (from the time the clone disappears)
    
  • Stealth duration reduced to 1 sec from 1.5
    
  • Note: you may encounter a few bugs with the clone's target acquisition- we're working on these!
    

A nimble, free-target dash opens up a ton of new ways for Wukong to outplay his opponents. From dodging crucial skillshots like Illaoi E or Cho'gath Q, to aggressively repositioning onto the enemy back line during a chaotic team fight. Conveniently, Wukong's clone is also great at tanking jungle monsters!

E- Nimbus Strike:

  • Now deals magic damage instead of physical (but still scales with Attack Damage)
    

This change will increase Wukong's early damage and make it harder for enemies to itemize against him with early Armor purchases, while slightly curbing his late game damage when building lethality. Crucially, the spell still scales with Attack Damage, NOT Ability Power

R- Cyclone:

  • Tick rate increased to every .25 seconds from .5 (damage per tick halved to compensate)
    
  • Each tick of damage now applies Conqueror
    
  • Damage ratio increased to 1.25 AD/sec from 1.1
    
  • Bonus MS% is now a flat 30/40/50% instead of ramping up over the duration
    
  • E's attack speed buff renews itself while R is active
    
  • Wukong can now cancel R early by casting another ability or recasting R
    

Hopefully R will feel better to cast and, ideally, channel for its full duration

Let us know what you think of the changes after the next PBE deploy!

-Lutzburg

157 Comments

Joeda8912/21/2019, 6:47:37 AM28 votes

Well i guess theres nothing we can do now. These changes look terrible overall.

Q: Oh boy q gets double base damage...and then lose 30 but shhh, it gets double base damage lvl 1 woohoo...except now its .5 bonus ad instead of .4 total ad...so its a nerf after rank 2. But it has 1 sec lower cd and cost less soo yay...I guess.

Passive: a 3 second shield that we have to use an un-warded bush or spend 50+mana and use our "escape" tool. I mean yeah the shield is big number look good i guess but its only 3 seconds. "ill hide in the bush..oh look a cs i need to go get that, oh no the shield fell off guess I just wont have a passive for 10 seconds. Nothing bad will surely happen in those 10 seconds, right Mr. Darius definitely wont pull me or anything now that my passive is down for 10 seconds." Who knows, maybe it will be great and no one will ever punish us for coming out of the bush to cs. I cant wait to use this passive in mid lane with all those mid lane bushes and non-magic damaging champions mid lane...right guys.

I think i would be less salty if the goal of number 3, "3- Create new outplay opportunities that enhance Wukong's identity as a tricky, uniquely mobile skirmisher with a hit-and-run combat pattern" Wasn't directly nerfed with the new passive. Hit and run style was only effective against squishy mages/assassins in mid lane since every other top laner would just out sustain the hit and run, or pull you back in after you try to run and just kill you.

W- Oh baby I cant wait to watch the clone auto the enemy once before they move out of the 175 attack range. Thats gona be soo great. Cool down nerfed early buffed late..ok sure I guess. That is definitely in line with buffing his early game. Yes sir that is. Oh it still cant go over walls. Thats fine, most tricky champs with out play like /zed/talon/shaco/leblanc/ekko/riven/akali/Qiyana/leesin/Jax/Camille/ cant go over walls either so its fine. I guess hell be like those beefy champs that cant go over walls like aatrox/urgot/renekton It's not like there is a champion with the title the tidal trickster that can juke over walls. Oh well I guess...wait a minute what's this here a few lines down?

stealth duration reduced to 1 sec from 1.5

...Really...I dont even know what to say. Now our hit in run is even worse. We have half a second less to make it out. Half a second less to get into a bush while invis. Half a second less to get into E range before we get spotted by the enemy team. Half a second less to run into melee range so we can save to for when they use an escape.

my disappointment is immeasurable and my day is ruined.

E: manic damage. Oh boy here is the only thing that actually makes wukong decent earlier in the game. All joking aside Ill have to wait and see how this plays out. My gut says having have a ~150-200 magic damage ability that that cost about 1/5 of our mana pool isn't going to really going to boost his early game as much as we hope.

R- This is still going to get canceled early. cause after 2 seconds of ticks its not gonna be worth to let it finish. In 2 seconds wukong can deal 2.50 ad in that same 2 seconds Riven can cancel 3 animations and do 2.65 ad as basic abilities.

Thanks I hate it.

E X Ø D ł A 12/21/2019, 8:54:20 AM22 votes

Hello Sir once again! Let me tell you thank you for your work on Wu! <3 And by the way im totaly on board with the new changes,i love them! My only major problem with these is that 1 sec of stealth in W in not so usefull,i mean every Wu player would agree that even that useless 0,5 sec of stealth in very Important! The theme is trickster and i get that W is more viable with the other changes but its also on higher CD and has a dash! What im suggesting is give me smaller dash and give me back the 0.5 sec of stealth! Please reconsider! This is very important mechanic and helps you potision better after stealth! I would love to hear your thoughts on it! (?) Anyway thanks again man and u did an awesome job ! Keep it up!Your work is great! Have some good time in your holidays ;D MonkeyKing

P.S if after we test on pbe the new passive shield and it doesnt seem appealing on Wu players,previous Passive project Meddler suggested,could be a very solid choice! ;D

Wakekekeke12/21/2019, 2:54:20 PM18 votes

Overall, I've been happy with things and haven't said much, but this latest update I must admit saddens me.

Is 6 seconds extra cd on W necessary? That's...a LOT. (minus the duration it lasts, which is what, 1.5 sec?)

I got pretty sad when I saw that, and immediately I wanted to check if it was also worsened if it is maxed... and yup, 0.5 seconds extra even there. That's just overkill. (assuming it's 1.5 that the clone is up)

Furthermore that 0.5 sec off of invisibility. Aw maaan... That's not a lot of time to do anything with.

I understand you're trying to tone down the late game, but you've already done that with E being magic, and the passive incapable of working great in teamfights.

Decoy aka Warrior Trickster is THE playmaker ability. It is what makes the character.

It is exactly this sort of thing I don't understand when reworking a character. You see he struggles early, especially more as other champs get updated and more come out...

So you boost his early, and nerfs his late. It's ok, it's tough to give up something, but it's a needed change. Then you think his early is too good, and nerf the early, and further nerf the late. Now that's just rough. The Q change wont be much in terms of raw power. The swing time for that autoattack is just really high and clunky. Quite the opposite of old poppy Q for instance where you just immediate, feel the hit connect.

And the movespeed on R is mostly just wasted stats. Yes, I can mention games where it helps or made a difference, but it's truly rare. And you die internally as well because it's such a long cooldown that using it as an escape feels horrible. If the radius was larger, one could actually do a bit of outskill by keeping someone right on the edge where they can't auto-attack, but still get hit by the R vs melee, but you really can't. (like you do with lucian R, or taliyah's stones etc.)

Anyway, so I'd give up that any day to get cd off of decoy aka warrior trickster

Finally, why is the shield physical and not a general shield?

Blukachu12/21/2019, 10:05:40 AM16 votes

1- Shift Wukong's power towards the early game and away from the late game, while remaining roughly power neutral in the long run

I dont think anyone asked for this but its rather something that was imposed on us. Whilst I agree youve shifted late game power to early game I really dont see how you consider him 'power neutral' in the long run with how much youve hit his late game. You've obly somewhat hit your mark here.

2- Give Wukong players the tools they need to feel competitively viable in early lane phase/jungle

Seeing as we have no passive if we fall upon an AP champ in lane idk how you feel we have 'the tools to feel viable in early lane phase'.

3- Create new outplay opportunities that enhance Wukong's identity as a tricky, uniquely mobile skirmisher with a hit-and-run combat pattern

I think youve hit the mark on this one. Just seems a shame that we can still only get a small handful of rotations in before going oom.

RoakOriginal12/21/2019, 8:47:33 AM15 votes

Not liking this. Clone-mancer from previous rework looked much better. These are just some numbers tweaks and shield instead of resistances... Doesnt help him in any way or change anything.

Blue Moon Wolf12/21/2019, 2:26:34 PM15 votes

biggest thing for me is the passive. that went from sounding pretty decent to sounding like it will not being worth the trade off, especially with it not being useful against mages and either needing to use your clone OR be near a bush... which I'm VERY worried will become very readable after a few engages (if enemies are looking for you to be near a bush then you'll be forced to proc it with your clone before engaging which isn't ideal). If that 10 second CD wasn't there then I wouldn't be as concerned, but that feels WAY too long to wait for a 3 second boost against AD champs, making him pretty much hard countered by AP. There's not a LOT of AP champs that go top, but Maokai would pretty much remove him from the game, and that's not what I'd personally want to see from a champ who's supposed to be early game, especially if you plan on making him a skirmisher.

Some ideas for that passive to play around with:

  • mechanic that lowers the cool down of the passive. something akin to Taric's heal interaction with his Bravado. Even if it was a very tiny fraction of a reduction, I feel like it would make it feel much more viable to use in combat against someone like Vi as an example.

  • normal shield that takes bonus damage from AP. That way it still can help against AP but will still have that intended weakness. currently it feels like the opposite of Irelia in clarity. She is (or at least was on release) distinctly "I'm better against AD" while this passive makes Wukong "I'm bad against AP", if that makes sense. If he was still going to be late game I don't think that would be a problem since he'd scale up to the point where he'd need some kind of noticeable weakness, but being an early game champ (and I assume not a hyper carry or something), his game will be ruined if he goes up against an AP champ top lane. I can not stress enough how much him against Maokai is giving me flash backs of AS KogMaw vs Rammus from the way it sounds.

  • Longer duration shield. Simple and honestly one that I think would become clear if it's viable after this does hit the PBE and we see if 3 seconds is long enough or too short to be as effective as it needs to be for the job it's made for.

Other then that: ** Q**

Damage adjusted to 1AD +20/40/60/80/100 damage (+.5 bonus AD) from 10/40/70/100/130 (+1/1.1/1.2/1.3/1.4 total AD)

.... I don't math good, so I'm just going to assume this works until proven otherwise .__.

Note that we've DOUBLED the rank 1 damage of Q from 10 to 20. You're welcome.

.>.> *angerly fixes bow-tie *
lIsTeN hErE yOu LiTtLe So AnD sO- (this is a joke incase someone couldn't tell from the way I wrote it .-.)

W

Now instantly dashes towards the player's cursor instead of a short range blink

This will take some getting used to for sure, Though I think at the end of the day this will add some really powerful positioning mastery to Wukong that wasn't there before.

Clone's attacks deal a scaling 60-100% of Wukong's AD based on spell rank and applies on-hit effects, but cannot crit

I know "CritKong" is more of a meme thing and not really something people would have considered viable, but kind of sad that this will prevent him from building 100% Crit (As the give away would be the lack of the clone doing the crit effect/animation on hit), Simple fix for that I believe would be for it to show the effect of a critical hit without it doing actual crit damage, but I suppose it's not a major loss either way :(

E Nothing really. Honestly I still think the Magic Damage with AD scaling is neat for this ability since as it stood before, it would 9 times out of 10 miss out on the armor pen from your Q seeing as you'd normally lead with your E to engage.

R This went from the part of his kit that was fine to keep the same to becoming my favorite part of the new kit (aside from the attacking clone). The damage reduction is kind of disappointing but fully understandable (and frankly worth it for an increased tick rate), As a neat side bonus the change to his MS and renewing the AS boost from his E makes his Ult feel more like an off shoot of MasterYi's then before, which is kind of nice to think about as a lore lover. I found that Wukong's old kit didn't really reflect the idea that he learned his combat style from Yi, but this makes it feel like he took Yi's Ult and adapted it to better suit his own style.


Only other thing I'm concerned about after all that is the visuals that we're getting with this. What was promised at the start of this update and what ended up being a MAJOR hold up was artists to work on new visuals which got a lot of people excited. But with these more recent editions of his update, a lot of us are feeling like they'll need much less visual work done then previous versions. Meanwhile Diana who's update was supposed to be smaller seemed to have gotten some pretty good new visuals for her kit.

Now of course a lot can be said about how much harder it is to code for Wukong's new mechanics vs rearranging some of Dianna's kit to be smoother, but as a player and especially as a player who's been told that that we'd be getting new visual effects, I'm very concerned that those "new effects" were downgraded for efficiency and may only amount to a shield bubble forming whenever Wukong's new passive is active. If that is more or less all we end up getting then people WILL be upset without a doubt. The outcry will be "it took this long because of a need for animators and all we got was a shield bubble?". I really wish we could find out more about the visual work that's going into this update to maybe help with those concerns, though I guess we'll just have to wait and see.

That's pretty much everything off the top of my head. While I'm still VERY disappointed that update isn't showing up till after the first of the year, I will at least say I'm happy that you at least gave us some more details about what we're now looking at when it does hit the PBE, allowing us to give some amount of feedback before it gets there (in a way, letting us help but letting you know of pain points you may want to keep an eye on). Much happier hearing something about the update rather then just finding out it's been postponed again (though this time due to technical issues) and signing off without anything more said on the matter.

Khaz Jin12/21/2019, 11:27:22 PM14 votes

If i'm not mistaken that's a huge nerf on his q's damage , hope it wont kill his burst

boricCentaur112/21/2019, 9:13:18 PM14 votes

I'm not going to lie just why? Like what is the point of reworking him after all this time for small changes like WHY?

Why go back on the original ideas since those actually made improvements to the kit.

All these changes do is put wukong in basically the same spot he was before.

DiscworldDeath12/21/2019, 8:48:44 AM13 votes

Why is the shield physical only? That seems to run counter to the idea of him going assassin mid-lane, where he'll face mages. Heck, with how far brushes are from the action in mid-lane, he'll already have a hard time of getting full usage out of it there.

It seems you've pushed a lot of his power budget onto his ult, which means he'll be considerably weaker when it's down? The clone seems great, but his Q is going to deal what seems like considerably less damage in the mid-game?

For Jungle Wu, I feel like the reduced stealth time will be massive, due to needing that time to get onto the opponent on a ganker with no CC outside the ult, but maybe the dash will make up for it :3

Edit: Midgame, a single Q will deal about 16% less damage. Combined with the E change to magic damage, how is Wu expected to still have a working assassin build?

PowerOfDrainAge12/21/2019, 5:44:36 AM11 votes

Don't you think that reducing the base damage and changing the AD ratio to bonus on Q totally forces wukong into building full dmg in order to deal the slightest of dmg...? VERY bad change. Just reduce his E dmg a bit, DO NOT nerf this ability's dmg.

Something like 60-180 from 65-205.. And increase the early dmg of Q slightly (but identical to live at max rank.

Moonboy6512/21/2019, 4:14:31 AM11 votes

will he get new icons as well?

SiG DxD12/21/2019, 1:41:14 PM11 votes

the update only took 6 months or 20 patches being frozen on pbe and making changes in the last moment

Zolntac12/21/2019, 5:14:14 AM9 votes

I hope to see more bruiser jungle wu be viable! :)

Brawlerg3112/21/2019, 8:50:31 PM8 votes

Q- Wuju Strike:

 First I wish to say that I love the direction these Wukong changes are going. He keeps what makes him at his core and still gets a couple of new ways to help him in the meta. I've been playing league since season 2 and its been so disheartening to just slowly see him get shafted over the past couple of years so I'm very happy with this rework. However changing the name of Crushing Blow is very disappointing. Whenever I would hit someone with a crushing blow in lane I would shout "CRUSHING BLOW. YOU'RE CRUSHED" as a way to hype myself up as they would win the upcoming trade. Doing this was the only way to keep my morale up as I saw the downward spiral of laning Wukong. If that is taken away from him then my friends also cant run the "Blow Brigade" comp which consists of Wukong, Vi, Jayce, Naut, Braum(Crushing Blow, Denting Blows, Thundering Blow, Staggering Blow, and Concussive Blows") With wukong gone it wont be a squad anymore and the team will have to break up. Doesn't that sound awful? You can prevent this Riot Games please. Let him remain the crusher. We may have learned from Master Yi but that doesnt mean we wanna be associated with him. Please remane Pooju Strike back to the CHAD CRUSHING BLOW. I'll buy some skins if i have too. Thank you for reading and have a happy holiday.

Sincerely, BrawlerG31

EDIT: "I'm very unhappy" should've been "I'm very Happy". Guess I'm still hurt over the loss of crushing blow

i am almost 1112/21/2019, 4:26:26 AM8 votes

Are you guys not going forward with the Crushing Blows stacking mechanic and golden magical staff passive where spells give him and his clones bonus range? I thought that was really neat stuff that added lots of depth. Will his other e clones be targetable/clickable? I think it'd be cool if his E was like Katarina's shunpo where his cursor position determines if he appears at the left, middle, or right clones.

AlexAnzo9212/21/2019, 10:49:56 AM8 votes

Ahahahhahahhhahah ... If you are unable to handle the rework of the Wukong, delete it. What you are doing with wukong is truly horrible. We have been waiting for months and now again another disappointment. I really think I will uninstall this game. I'm tired of waiting.

Kuponya12/21/2019, 4:05:29 AM7 votes

Forcing Wukong to take conqueror?

RogueEldar12/21/2019, 4:02:38 PM7 votes

Quick Analysis: This is just an analysis of how Wukong's rework would perform with the full lethality build. Mind that I am not an analyst of any sort so some of the information might be misleading too. IF SO, CORRECT ME PLZ!!!

Full Lethality build: item 3147 item 3142 item 3814 item 3181 item 3071 item 3117 = 255AD HP = 2748 Armor = 100 MR = 53 Base Damage = 136 Bonus damage = 275 Total AD = 411 Passive: Shield = 12% of 2748 = 330 (at lvl 18, 330 shield is pretty negligible. Even item 3072 shield is higher) CD = 10 sec, Duration = 3 secs : Question: CD starts when shield appears or disappears? If the CD starts after shield disappears, we will be forced to auto trade for 10 secs before we use the next shield by using w, which is not a wise choice. So only once per trade is possible If CD starts after shield appears, 3 secs of shield + 7 secs of auto trades with no shield. Still I wont do that. So basically, its once per trade. You can trade every 10 secs.

Q: By changing it to bonus AD, you are shifting power to mid-late game (contrary to what you wanted to do). Even then, it loses around 10% of the damage Eg: Current Q in live servers does 411 + (130 + 170) = 711 New Q: 411 + 100 + 275/2 = 648.5 Not only at late game, but at any point of the game, q loses 10% of the damage.

This is just a theoritical analysis. Gotta try it in actual game, before anymore comments on the Q changes

W: W can't hop over walls: :( Dash distance increased : :). Useful as he mentioned Clones auto: With the Q damage decreased and E damage dealing less due to no lethality effect, I think we will be forced to use clones to fight rather than juke. Gotta try it out. W invis duration reduced: I'm actually interested in knowing why this change was done. If there's any valid reason, I will accept it. ( i really can't think of a reason, thats why) Clone stays for longer periods I presume. CD increased: its OK coz the timer starts after it is casted and not ended

E: Changed to magic damage - so lethality doesn't work with E. But useful for armor stacking juggernauts and kinda useful against mages who build zhonyas (mid viable with E max proly)

R: Thank you for conqueror procing BEST CHANGE FOR WUKONG NO COMPLAINTS

OVERALL: Now he will be a champion who can engage easily and tank for a bit. Then disengage after his shield expires with his w or ult. I really don't know how to use my passive shield twice in a fight without him dying with the lethality build. Even a tanky build is not tanky enough for Wukong because his base stats are not for a bruiser/tank, but its of an assassin/fighter stats. So you can't expect him to be good with full tank build also. He is kinda a mixed damage dealer now with conqueror mostly being abused.

I am excited and scared at the same time.

PLEASE PLEASE PLEASE PLEASE COMMENT AND SHARE YOUR THOUGHTS ON MY ANALYSIS.

I REALLY TOOK TIME TO DO THIS ANALYSIS

REALLY APPRECIATE YOUR TIME. THANKS RIOT LUTZBERG

SSW Talon12/23/2019, 4:42:48 AM6 votes

This is just my opinion. But please stop changing or reworking champions. It's going to be the reason why i will quit this game. People that dedicate so many hours to a champion and then that champion is reworked and changed, makes the players who dedicate their time to that champion lose all their experience or "skill" with that champion. Why can't riot focus on smaller changes like with what happened with Ezreal? I thought the Ezreal changes were nice. Please don't take anything away from Wukong, please just add small minor things to help him a bit. That's all.

I really hope someone on the Development team reads this, and understands that although there are some players that want major changes, there are also a good, solid amount of players that wouldn't want major changes and enjoy the champion for what it is. I really appreciate that you (Riot) have acknowledged Wukong, because he's been very weak now for many seasons.

I used to two trick Pantheon (since season 2 until his rework) and Talon (since season 3ish and season 5 onwards). Ever since their reworks, I can't enjoy playing them anymore, especially Pantheon. The new Pantheon really sucks, and anytime someone asks me why I can prove it with detailed points. Wukong is currently the only champion left that i'm loving.

EveryHolelsAGoal12/21/2019, 5:59:02 AM6 votes

Would it be possible for wukong to have his clones after using nimbus strike stay for a bit (~1 sec) and be able to auto attack. I think this would add to his trickery in a fun way, without increasing his power much. Also what do you think of having wukong's Q be a skillshot with a rectangular damage box in front of wukong, that could do more damage at the end of the pole (the side of the dmg box furthest away from wukong) then the side that is closest to the champion.

option paralysis12/21/2019, 11:10:55 AM6 votes

Cant say much about other abilities before playing him... But why is his passive ad only ? If we play against ap champs top/mid/jung we have no passive ???

Avandas12/22/2019, 8:44:45 AM6 votes

every single new champ you release can jump over most walls, if you want wukong to be viable jungler and on par with all the champs he should be able to jump over walls.

MasterSwordChamp12/22/2019, 4:57:49 AM4 votes

Hi Lutzburg,

Let's start with the positives. Wow! I just love the ult changes. I was already quite pleased with the previously proposed changes to his R, but it seems like you've finally heard us as it now applies conqueror. Really like the flat MS% bonus, I think it's a nice QoL enhancement. Last time I think you had said the E AS passive would get paused when we ult. Now the buff renews when we ult? If I get that correctly, we can E in, auto-attack for 3.9 seconds, then ult, and we'll be rewarded with another 4 seconds of AS steroids as the ult finishes? I like it a lot. Buffs all across the board for his ultimate, can't complain, good work there.

I do think the E dealing magic damage is a great idea. A lot of the players didn't understand it would still scale with AD in your last post. You made it quite clear this time, well played.

The lowered mana and cooldown on Q is quite sound. I feel like a 30 mana cost + refund on kills was a better idea though.

I really like the target-free dash on the new W but there are caveats. I assume the loss of .5 second of invisibility is meant to compensate for the dash distance. I understand the thought process but still feel this is uncalled for, especially when comparing with other champions' stealth abilities duration. I already see the clone as an unreliable source of damage since any intelligent player will step away from it, and now they'll be assured to do so .5 seconds faster, which could really well make the difference and drop the clone's AA count by one. Honestly, this doesn't bother me that much, but I really feel cheated that you won't allow us to go over walls. Correct me if I'm wrong, but I always thought that one's ability to go over walls was a simple calculation involving (A) The range of a dash, and (B) the thickness of the wall. This is beyond me, how do you claim to "enhance Wukong's identity as a tricky, uniquely mobile skirmisher" when you shorten his invisibility time and won't allow his target-free dash to go over walls?? Please educate me, but I don't recall any champion having this wall-hopping limitation on a dash, targeted or not. Constantly being exposed to new champions with overloaded kits really leaves me shaking my head over this.

I do like the concept behind the new passive but really dislike the physical damage only shield. If the idea is to keep him away from mid lane it sort of makes sense, but what I really see is Wukong being somewhat helpless vs most if not all AP tanks and mages in the top lane. Notwithstanding the physical only part of it, the shield does look substantial, more-so if you build health obviously, but I'm really not sure about the cooldown, seems like it'll only be proc'able once per fight most of the time, that's assuming you have the mana to do so... (10+ seconds fight for a champ that weaves in and out seems unlikely, and the 10-second mark is if you opened with your W). If there was some sort of mechanic to lower it, let's say whenever someone deals damage to your clone, that'd be nice. I feel like the values on his passive are the most prone to change so I'll keep an open mind and wait to try it on the PBE and see where all this is going.

So there goes my 2 cents. Thanks for the update and the hard work.

Donkey Kong Jr12/21/2019, 6:23:42 PM4 votes

W: Make sure the stealth procs duskblade's passive. It could be buggy when the stealth's duration has only 1 sec now. But I kinda like it cause I will may always use the full duration of the stealth now and will be sure that duskblade is ready. Especially with the new passive it should feel great. And it shouldn't hurt is ability to engage because of the dash.

But will the clone last 1 sec too?

I liked the previous idea of the clone lasting even more a lot because of wukong's potential of melting towers. But if it only lasts 1 sec he will at least look more flashy right?

Q: I liked the mana refund on the Q but actually I need the mana on trades so lowering the cost is totally fine i guess. I don't know if i'm right but i think that 100-140% total AD and 50% bonus AD sounds like a big difference. Maybe i just don't understand how it works.

E: Got the tertiary range buff removed? Magic dmg is nice.

R: HUGE buff maybe it's worth the high cooldowns now. Idk but there are a lot of ultimates in the game that are much more efficient and still have lower cooldowns. But now it should be really dangerous.

P: The previous version was able to reveal wards right? xD So u changed it but it should make no difference I guess except the wolf camp cause there is no brush but thats why we have our W. Gromp does magic dmg anyway i guess so no difference here again. But without the old passive wukong has 4 less resistances during the start and as u said it felt useless anyway we might feel a difference now when we have a more squishy laningphase. It would be nice if u could buff his base stats a lil bit. At least the MR if u are not trying to make him an anti AD pick.

Ty

LeafyGreen12/21/2019, 4:13:53 AM3 votes

With all of these R QOL's I do not think insanely buffing the damage on it will help Wukong be a more figher and less e q r one shot champ

ChameleonIsHere12/22/2019, 9:38:36 AM3 votes

where is aatrox revert ?

Meth Damon12/21/2019, 7:31:42 AM2 votes

Sad to see that they kept the magic damage on Wukong's E. Was really hoping that Lethality would still be viable on him. Also, I was hoping they would keep the resistances from his old passive. Looks like he'll be weaker in teamfights as well.

JRobin3112/23/2019, 12:22:13 AM1 votes

Am I the only one who is not excited to see another rework of a champion that I consider to be already well-designed?

I'll hold off final judgment until I play the new Wukong.... but there are important question marks that I did not see addressed regarding the process by which these changes were settled upon and that's why I regard these changes as a roll of the dice on Wukong's design. IMO, it is a coin-flip to see if the new Wukong will be as well-designed. It might be. Some of the changes do look interesting and look like they are close enough to Wukong's play that he will remain fun to play.

I'm not a Wukong main personally, but I know people who love to play Wukong specifically and I've always had fun playing Wukong on those occasions I've played him. I've noticed that many changes RIOT makes to champions have the effect of making those champions less enjoyable for me to play.

I always worry in cases where RIOT makes changes to a champion that feels good to play that that champion will get added to my list of sad faces.

For example, I recently was testing out Evelynn in a practice just for fun and realized that I had forgotten the extent of the changes that had been made to her. So I played around with her for a while exploring the changes and suddenly realized that she wasn't as fun to play! I wasn't playing against any real people. I was just exploring how she felt to play. Maybe Evelynn is in a better place in terms of game balance, idk. All I know is that sometimes RIOT makes changes to champions that are already fun to play (even if you aren't playing against anyone) and those champions suddenly become less fun to play. So I have a concern - a legitimate concern. But we'll see how it goes.