@RiotRepertoir Any plans for Wukong?
He hungers for a new passive, one that actually makes sense and could be put to real use.
He hungers for a new passive, one that actually makes sense and could be put to real use.
What should his passive be? Most of the ideas I've heard in the past (internally and/or externally) usually have some significant downside to it, whether that be:
I think the most popular/common Passive idea I've seen on the boards is pretty much "Wukong gains x armor and MR from dealing physical damage to an enemy champ or monster up to a max for a few seconds or until he exits combat" or something along those lines. Thoughts?
I'd rather it focus in more on his assassin play style myself, but I think there is a pretty big divide between Wukong players as to whether they would rather him remain an assassin or fall in line as a bruiser.
There is no real reason that it has to be one or the other. We have Kayn and Cam who are Assassin like Divers and it would be really easy to have Wukong be able to take advantage different parts of his kit to obtain this goal. Isn't one of the goals for any rework to NOT alienate certain players in favor of whats just become the norm due to meta shifts? Fact is some of us don't like to play assassins. I hate playing assassins and have never enjoyed their play styles. It's why I enjoy playing Wukong, cause I'm not playing a squishy champ that blows all his abilities in one move then has to run away, I'm playing a champ who can stay in, take some hits and come out on top through careful planning and strategy.
On top of that, Riot has made it clear that they don't want to force the idea of "there's only one way to play a champ" and have been embarrassing more and more the idea of unique builds. What is wrong with Wukong have some of that variety to him if it doesn't take away from what's already there? It should be a win win right?
I don’t think it would work with his current kit though. His abilities don’t really compliment a diver/bruiser playstyle and if he’s played that way it’s just a cut rate version of what others like Camille can do.
Minimal CC, low base damage, no shields or sustain; if they wanted him to work as both I feel they’d have to change his kit around to make it work. I’m not against it working both ways of course, but if they were to just change his passive at the moment I don’t think it’s beneficial to make a change that compliments the less optimal style.
The problem is that if they rework his passive just cause it suits the needs of his most optimal build, they will have no reason to go back to revive his original play style. and he DOES work as a Diver, the only problem is the parts of his kit that make him work as a diver are all over the place. The only reason he's got any assassin potential is because his E does so much damage and
lets him abuse his invis. His armor pen from his Q made to work better on tanks, not squishes and his passive and Ult are stuff that would be better suited for a tank.
The passive I suggested is LITERALLY the same thing he's got now, only with different rules that help him in lane and in the jungle more and I've counted 2-3 different versions of this passive idea in some form in this post so far. Assassin can make use of it cause frankly if he's playing assassin then he should go jungle since he can get to bot lane to gank easier (If he's an assassin like people say, he shouldn't be relying on his current passive anyway) and Diver builds can use it to have presence in lane.
Despite what people say and how people build him, he is a LOT like other divers. He just lacks the kind of fight sustain and a mechanic to make use of his AS boost from his E. If they reworked his passive just to fit his most broken play style, what reason would I have to believe they would go back and keep his original play style when they do a larger update?
don't you think instead it would be more interesting if you guys made his Q a skillshot and you increase the range to like 600 or 700
it would give him more counterplay make wukong's gameplay having more depth and buff him in a healthy way
'Cmon man, we already have Dota 2 copying Wukong from us with Monkey King, we don't need to go back to copying them!
Dota 2 copying Wukong from us
hope its a joke
How about something like:
Wukong gains X armor and Y MR for each enemy champion or epic monster he has damaged in the past Z time (refreshes on champion damage or epic monster damage).
My guess is that would be ok for dev time, isn't too complex, doesn't alter his playstyle as a diver significantly, and if reasonably tuned wouldn't eat up a ton of his power budget. I suspect some power would have to come out somewhere else because his current passive is such a negligible part of his power budget, but that seems unavoidable. I would suggest taking it somewhere from base stats, but there are lots of options depending on how much power wants to be redirected into his passive.
E spawns clones that stay after dealing the damage to his target that look just like his W decoy and offer the same effect. New passive- Every time one of WUkong's clone's is attacked or deals damage, Wukong gains X% damage reduction for X seconds.
R could spawn a clone that deals no damage as well and just travels in the opposite direction as Wukong was travelling when he cast it.
Rewards him for using clones in combat, punishes enemies for hitting and being hit by clones, allows him to play his deceptive playstyle a little more, and keeps the defensive aspect of it. Also no new animations required.
I like this a lot, better yet imagine if his E gave him the choice as to which clone to take the place of so that he could completely trick opponents by standing still or casting W afterwards.
I was imagining making his E prioritize champs in range, so you can E either to a champ or a minion and still get the damage, but then they have to either guess which one is real if you don't continue your combo, or back off so they don't get shamesmacked by the clones.
Ah, so having it spread out more rather than appearing all right next to the target, that's a cool idea too!
Yeah, since his E already spawns two other little nimbus-riding Wukongs, it wouldn't be all that wierd, I don't think, for them to just remain on the map for a second or two after the ability is cast, wherever they landed.
I'm in favor of that! The other option is that it could be castable like Katarina's blink (target anywhere on a circle surrounding the opponent) and forming a triangle around the target would be two clones 1/3 of the way around the circle each way from Wukong's chosen position.
E spawns clones that stay after dealing the damage to his target that look just like his W decoy and offer the same effect.
its not good. Would still be easy af to spot whose the true WK from clone.... Along not helping Wu.
would be better to ask to Wu mains (no offense)
"its not good" isn't a counter argument. Also grammar is hard.
they're was some words after "its not good". grammar ? eng is not primary langage everywhere.... anyway u want more :
if riot want to make Wukong into a bruiser, they'll need to rework him... not only his passive.
Edit : resistance buff would be good on Wukong ult tho (still hope they wont increase tankish wu side).
All right, we'll play this game. Wukong has short cd's on E and Q, it feels to me like he is supposed to jump in with E, land a Q bonk, decoy, and choose to either keep fighting or run away.
Putting clones on E not only preserves this gameplay, but amplifies every part of it. It also helps his lane by aggroing fewer minion hits and, in a lot cases, less retaliation from his lane opponent.
Clearly Wukong is intended to have at least some innate tankiness, and it's not a mini game, it's an effect. A pretty simple one actually.
Your argument essentially is that my idea is bad because it is bad, and that's not an argument.
Well......he has a staff that can extend seemingly forever..........but hardly makes any use of it's ability.
So, how about a stacking passive (maybe 4 or 5 stacks) that after every ability or auto landed, the range of his abilities increase? Not by a crazy amount (like Kayle E), but maybe something like (I'm just throwing out numbers here) +5 range for every stack? An extra 25 range may not be much in most cases, but........could be interesting here.
Not sure if this would fall under any of your points, because, admittedly, I don't play Wukong.......just trying to hopefully get some creative juices flowing.
I think it falls under numero tres. Or even just useless.
That type of passive would either do nothing, or it would break him.
What should his passive be? Most of the ideas I've heard in the past (internally and/or externally) usually have some significant downside to it, whether that be:
- Expensive to develop
- Overly complex and/or significantly altering his playstyle (which his current players likely enjoy)
- Needing to sap power out of the current most powerful parts of his kit
Im just curious how a power level comparison between duking and recent divers looks like. It seems to me his ultimate eats so much of his power budget because of it's potential team fight abilities. His e is pretty similar to other diver tools his w is pretty unique but not the best survivability tool and his q is pretty solid. Passive definitely falls short. I'm just curious on how his power budget falls compared to other champs and if it is significantly held by ult maybe he does need power shifts.
I'm not a fan of his ult personally. I like the ability but it does not match the rest of his kit. Aow cc ut it very tanky while the rest of the kit says diver / assassin.
I don't play Wukong, but something that I feel would at least be a bit more interactive is something along the lines of:
For every nearby enemy champion that Wukong has hit in the last [X] seconds, he gains [X,X,X] bonus armor and magic resist.
Since it's now a harder conditional more power could go into it too. Maybe in the form of extra AR+MR, or scaling off of something, or even have the stats scale non-linearly(more stats for single target and less for next, or ramping up). I don't know how much that would alter the playstyle, but since it gives the same stats and has part of the same conditional, I would think it wouldn't have any of the other issues. The only issue might be if the changes feel meaningful or not.
I think it might be really cool if Wukong had an ability that let him move a clone around, like if he became stealthed and was left in place while he controls a clone, it has serious outplay potential both for him and for opponents.
As for a passive, maybe if standing still grants him his W effect automatically if he does it for long enough. Not committed to that idea, just something that popped into my head.
You can already move the direction the clone is facing, it just doesn't last very long to do it constantly.
That's not what I was talking about at all.
Honestly i think his whole kit's an issue.
If u should take power somewhere, take it from his ult. having a dps ult isn't great for a bursty squishy champ. But yeah we love assassin way.
I take issue with keeping passives in a state where they feel really weak, and only because the rest of their kit has so much power. Emphasis on feel, because it is possible for a mechanic to feel stronger or weaker depending on how it's worked into the kit. In cases like Wukong's passive (or Shyvana's, for that matter), the problem isn't simply that it lacks raw power, but that it altogether feels weak and not conducive to fun gameplay. As such, I don't think it's entirely helpful to talk about power tradeoffs, because ultimately the real request here is for a fun passive, not necessarily a strong one. The OP does not mention power at all, for example, and only asks for something that integrates better into his kit.
Personally, I've always liked the idea of Wukong playing with his ranges, and thereby go from being more of a duelist in lane to the AoE teamfight initiator his ult pushes him to become. Here's an example of something I had in mind:
Innate - Climb of Mastery: Every time Wukong hits an enemy champion, his ranges permanently increase by 1. If he also has Smite equipped, this extends to large monsters as well (maybe with some reduction).
This could also mean removing the range extension on his Q as a result if a decrease in power is needed. If you're looking into improving Wukong outside of his passive, many players have suggested switching his Q and E bonuses around: if E lowered his opponents' armor, and Q increased his attack speed, his kit would flow much more smoothly together.
No if the attack speed is moved to the q, then jg wukong will have to max q to farm which will result in a heavy loss of waveclear. Its already apparent his jg sustain is lacking, nerfing it won't help.
I feel his passive should really focus more on his trickster aspect, because that's what he is based on his lore: The Vastayan Trickster. So you could do something really basic along the lines of:
Vastayan Trickster: Whenever an enemy attacks Wukong's clone, Wukong gains Movement speed and can pass through units. This would allow him to escape ganks better. Vastayan Trickster v2: Whenever an enemy attacks Wukong's clone, Wukong heals for a certain amount. This would help with his laning and clears. Vastayan Trickster v3: Whenever an enemy attacks Wukong's clone, the Clone slows for X amount. (You could buff the range of the clone's attack). Vastayan Trickster v4: Whenever an enemy uses an ability (NOT AUTOATTACKS, just abilities) on Wukong's clone, the cooldown on Decoy is reduced by 2 seconds. This would allow him to get in and get out in teamfights, since he just jumps in and dies.
Basically, we should be rewarded for using the clone. You can even attach a cooldown to these if you think these might be too strong. Changes like these would make him much more interactive, instead of just a boring 40MR/Armor passive that doesnt matter since he gets blown up anyway in teamfights, and its uselessness in lane.
Yeah, I think rewards for Decoy would be AMAZING and not overpowering as it requires skillful use by the wukong. But maybe that could be part of W and have his passive do something... else?
How about every now and again on the map little air currents are left and if wukong travels through them he gets a speed boost. Kind of like stepping on a bard chime.
I feel like it works well with the concept of him travelling on clouds.
Hey RiotRepertoir, thank you for listening to us.
Tbh I'm not entirely sure what does (expensive) to develop mean. I've always thought a champion is developed based on what would fix his kit and nothing else is put into consideration.
Wukong's passive is his biggest issue, it reflects how the old (fighters) used to work, to get some resistances to survive a fight. But with lethality rework, more numbers were added, and with % armor shred buffs it even made it worse.
I believe if Wukong's passive is going to change, another spell (most likely Q) need to change with it.
I have couple of suggestions, I'm not sure how expensive they would be but I'm trying to bring the champ closer to his original theme.
With the previous change, riding one nimbus for example would give him MS steroid, increased [E] range and even more range on his reworked [Q].
Increase the range to 450-600, and give it CC based on the enemies location (if the head of staff lands on enemy it knocks him up or stuns him, and enemies on the sides of staff are slightly knocked back), [more range to be gained through using nimbus].
In each stance you gain permanent offenses/critical strike Defensive/HP/resistances/damage reduction/stone-shield based on the fights you've fought/won Remember Radiant Wukong's quote {if you don't fight, you won't make friends}, implies one should always seek improvement, and the latter suggestion fits the quote.
I can post many other suggestions but they'd be too complicated to be accepted like giving wukong the ability to stack his clones [W] just likes velkoz's [W] work, and add more playstyle to it, but I think this is enough for now.
[{quoted}](name=Cloud Walker,realm=EUNE,application-id=3ErqAdtq,discussion-id=xJmqUBog,comment-id=00050012,timestamp=2018-03-28T01:14:17.091+0000)
Hey RiotRepertoir, thank you for listening to us.
Tbh I'm not entirely sure what does (expensive) to develop mean. I've always thought a champion is developed based on what would fix his kit and nothing else is put into consideration.
"Expensive" in terms of how much of resources needed to be granted for developing new Wukong's passive. If it's out of scope what a person or two might need to make to put him in a better spot, it's likely work suited for a GU or a full VGU somewhere down the line and it essentially would be a waste of resources to attempt to do something like this, only to come to a conclusion that he hasn't been improved but just confirmed to be on the rework list one day.
Pls dont give him a hard form of CC. He's already annoying to deal with just his R. Make it maybe a ground or slow? Disarm? But no hard CC. True stealth + hard CC shouldn't be a thing.
You know, after seeing Disarm on Irelia I think that would be pretty neat to see more of, so long as its done in a way that doesn't make it too overbearing. Though I think the game has enough slows to throw around.
What should his passive be? Most of the ideas I've heard in the past (internally and/or externally) usually have some significant downside to it, whether that be:
- Expensive to develop
- Overly complex and/or significantly altering his playstyle (which his current players likely enjoy)
- Needing to sap power out of the current most powerful parts of his kit
As a wukong main since season 3... I am so happy to hear that riot actually cares and not blindly rework a champ just for the sake of it...
Honestly i play wukong cause its a simple playstyle, if i wanted to play a mechanically intensive champ why would i main wukong for so many seasons?
Not to criticize, but the recent reworks seems like it raises skill level to play the champ, i think point and click spells are really important to the game because of the numerous dashes and mobility thats introduced.
If riot rework is gonna just make all wukong spells skill shots... then i sincerely hope you guys just dont touch wukong and leave him alone...
@RiotRepertior, I believe that no matter how you change Wukong's passive, he won't be in a good spot balance wise until you change how his kit is played out by the majority of his playerbase. ATM, Wu is an AD diver who either gets fed and one shots his target and then dies, or just dies. He is the AD version of Diana. There are other fighters like Fiora or Camille, but Wu won't see playrates close to theirs because he doesnt have the depth of kit and outplay ability that they have.
IMO, the best way to change Wu would be to keep or even buff his current passive but have it correspond with some portion of his kit, like his E or ult, where the resists from it are doubled for a short time, and move Wu less from an AD assassin one shot or be shot champ to a sustained fighter who plays more around his W-E CDs, possibly by reducing the CD of his W so he can use it to mind game and juke his opponents.
This would probably require some raw damage and scaling to be taken from his kit as he would move away from a full AD build to a Triforce, Steraks, Titanic build focusing on using CDs and re-positioning for damage rather than the classic AD bomb exploding on the back line or being exploded before they can reach that mark.
One problem with Wukong right now is that when he uses Decoy in lane, minions immediately drop aggro and switch targets, making it REALLY obvious to opponents when he has used it. Decoy should transfer the aggro from himself to the clone instead of just ending it completely.
Currently his clone hasn't much of a use late game. It's more about the invis u use to engage. Powerwise he's currently in a OK spot, I think. He just feels outdated and not rly unique. I have a few ideas to solve this:
Passive: if a clone gets hit by a champion, every clone disappears and Wukong becomes invisible for X second/s. Q: AA Reset. Feels good and repsonsive.
Making his passive stack higher based on how many enemies or allies die around him could be something to play around with. Maybe if his allies die, he gains defense boosts and if enemies die he gains AD/AP boosts for a duration. Maybe it's just a flat defense boost for allies or enemies dying for a duration.
Perhaps to incentivize another playstyle into him again: his passive having additional scaling of bonus armor+mr based on how much health you have built is an option.
Both of these retain the core but with different dynamics that are neither expensive nor complex, and most likely would not require shifting too much power around. I actually believe if you went with the second one, he would get quite close to professional play.
I do very much like how DotA did Monkey Kings Q though, and wouldn't mind something like that as a change.
I got something fairly simple.
Passive : Wukong heals for a percentage of damage taken by his W clone and has his abilities cool downs reduced per enemy spell that hits the clone and not Wukong .
This gives Wukong a much need form of sustain and outplay potential , and can be easily balanced by adjusting numbers and/or making things scale with AD.
Cloudmount: After hitting an ability, you get bonus movement speed and a shield that lasts 3 seconds. If the shield is destroyed, the movement speed runs out too.
The View from the Top "When Wukong stands still within brush for 1.5 seconds, he jumps up onto his pole to get a better view of the battleground. This grants him extra sight range as well as vision over walls and obstacles, but not into brush he normally wouldnt have vision of. Additionally, he is granted a free cast of Decoy for 2s after he jumps off of the stick, and jumping off the stick allows him to jump over small walls." This would not add significant power to Wukong but would allow him interesting plays, map awareness and possible bush jukes.
Fast but Dumb! "While Wukong stands still, he charges up bonus damage to his next melee attack. After charging for 1.5 seconds, that attack also slows the enemy." This ability would allow awesome synergy with clone, allowing Wukong to play mindgames on enemies and get benefit out of it. Is Wu faking out and charging his passive? Is he actually cloned and im wasting damage on clone? He already used clone, but will the burst from passive be enough to finish me off? Otherwise, it could be "While Wukong is standing still, auto-attacks on him reduce the cooldown of clone by 1 second." This would do something similar to above, but youd be sucking up damage for that cooldown gain.
This is my idea, I think it has a low impact on his kit.
Keep passive the same.
W UPDATE (ADDED)Passive: Standing still for (X/X/X) seconds activates stone skin,(like his death animation) amping his passive bonus by X amount. He can deactivate stone skin by moving, or activating w
Dear Riotrepertior,
I really appreciate you looking into wukong and where he has the potential to be in the current state of the game. He is my favorite champion. I’ll give you my suggestions for what role/s I feel he has the potential to have.
Wukongs lore is based upon wuju fighting, a fast paced fighting style, this blended with the journey to the west and the archetypal monkey king trickster.
So fighting trickster. Stone skin doesn’t really fit this. One thing I love about wukong is that he doesn’t fit in the normal mold of top fighter since he really became more an AD squishy popping machine when lethally came to prominence. But the idea is being able to be a tanky or a tricky assassin, and I like where you guys took kayne and offering players choices and risks to take. So something like that would be cool, where the stone skin could be more like a free gargoyle plate minus damage reduction. Or choose to be an assassin and give some sort of invisibility lengthening ghostblade effect.
As for gameplay, you could add a short blink in his W to allow for more user driven terrain interactions. The blink would be short enough to barely get through the thinnest walls, or if you could control the direction the clone is facing while choosing an alternate direction for blink, that would be small, but add to the trickiness.
You could even give his q a three hit combo with a smaller but increasing shred each hit, akin to a martial arts riven without the stun. Just some ideas from a player who really loves and knows this champ well,
Cheers
Just give him %Hp to be able to duke it out with tanks and juggernauts and he'd be fixed 100% Idc how, just make his passive %hp something or another
Now that he's had power sapped from his burst would be the perfect time to follow up on this.