Warframe

Warframe

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Nijuu Jun 19, 2019 @ 9:20pm
So what do people think of the reworked Wukong?
Grabbed parts from clan and its baking in the oven as i write
So whats peoples opinion of wukong after rework?.
Bumped into two during survival and they looked cool running around with their clones lol
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Showing 1-15 of 38 comments
Sparkz Jun 19, 2019 @ 9:26pm 
I think it's pretty neat. For some reason whenever I use his 1st with glaxion vandal equipped, the beam freaks out and begins to look like the phage when not zoomed in and it also shakes a lot for some reason.
Deowin Jun 19, 2019 @ 9:29pm 
Im surprised of how they manage this rework overall after the rework of nyx, i really think they did an outstanding job with wukong.
SimplyAlctaurion Jun 19, 2019 @ 9:31pm 
Much more interesting frame now (I always liked him) still a nice tank and a great choice for someone with melee in mind. Still not going to make the best frame purists look at him but for people that actually play the game to have fun he's great.
Pakaku Jun 19, 2019 @ 9:43pm 
Defy takes some thinking skill now, and the rest of his abilities are actually good

Cloud Walker in particular is surprisingly fast in terms of movement-speed, and seems to let you drift in any direction, even upwards

Chinese excalibur is now a good choice
Last edited by Pakaku; Jun 19, 2019 @ 9:45pm
Walrus-Sama Jun 19, 2019 @ 10:39pm 
He's a lot stronger than I thought he would be.

Only problem I have is his passive is limited to 3 (ignore death/buffs) per mission. Now one could argue that he doesn't really need those lives as he's got good survivablity, but the idea it's limited bothers me. I would prefer if it was on a cooldown or something. Maybe the cooldown should be like 3 minutes at base per life, but will be much longer if you use another life. I dunno, I just don't like the limited nature of his passive. Seems to defeat the purpose of a passive (an always active ability).
Renkuya Jun 19, 2019 @ 10:48pm 
Compare how many games have useful AI companions to those that don't. It overwhelmingly swings in the "don't" category. Celestial Twin falls in that category for me. The game always had problems with specters using certain weapons and the Celestial Twin doesn't seem much different. I caught him several times shooting at the floor trying to hit people just a little lower than him down some stairs. Testing with the Lenz, he delays firing for an insane amount of time. Testing with my Rubico Prime he burst fires into the enemies and they take zero damage. The last is almost certainly a bug but this rework just shines more light on how bad the NPCs in the game are. Most the time things like the Kavats and Kubrow don't give much feedback so it's hard to determin exactly how effective they're being (seems meh though) with Venari being the only real exception. The modular robots are just pure useless and I often have them half across the level doing god only knows what before they die.

Point being, the kit is fine. You can heal up fast, dish out damage and the staff doesn't suck now. The real bummer is the Twin. It's so bad at everything I don't know why you'd bother. I saw somebody here comment that marking targets is more or less useless as most the time you kill things faster than it would take for you to mark the target and then wait for your Twin to finally take it down.

As has been said before, Wukong is probably better, he's just not a terribly good choice for most things.
Watermelons Jun 19, 2019 @ 10:55pm 
Originally posted by Walrus-Sama:
He's a lot stronger than I thought he would be.

Only problem I have is his passive is limited to 3 (ignore death/buffs) per mission. Now one could argue that he doesn't really need those lives as he's got good survivablity, but the idea it's limited bothers me. I would prefer if it was on a cooldown or something. Maybe the cooldown should be like 3 minutes at base per life, but will be much longer if you use another life. I dunno, I just don't like the limited nature of his passive. Seems to defeat the purpose of a passive (an always active ability).
Are they restored on respawn?
xuton Jun 19, 2019 @ 11:05pm 
overall better than i expected it to be, but not as good as it was hyped up to be by some players.

1- the clone :
same problems as with every ai companion skill : you cant rely on them for fighting stuff as their pathing wont be very accurate. they also suffer more from the problems of some weapon classes, such as gunblades jamming, and clip into walls on some occassions.

but, they ARE a nice chunk of meat for tanking and with the right weapons (basically just slap something meta friendly on them) they will beat stuff up for you.

2-the cloudwalker:
its ok, the added utility of healing is nice for catching my breath and having the clone tank some more for me after dropping aggro.

its just... its not too reliable for most of the content which is cramped hallways you jump through, so the increase in speed doesn't do much for it and that keeps it a skill i'd hardly ever touch, especially on wukong where i want to keep aggro on me and off the team.

3-defy:
as far as the damage part goes it does just as well as most skills that do damage: its alright against 1 or 2 factions (in this case the corpus and the grineer), suffers from the same scaling problem most damage dealing skills do in higher level content.

the armor boost had me pleasently surprised, its more reliable than i expected ( i didnt like the change to nezha's damage block much and was worried about this one), BUT again you wont reliably get the boost if youre not in direct line of sight of enemies when you case defy. especially with how short the duration of invincibility is.

however this does mess up the energy generation of rage/adrenaline for the duration of armor, unless enemies are past the 80-90 level marker.

4-primal fury:
gives me hope for melee 3.0, the combos are much better now and its easier to use whichever combo you want.

on its own- just as good as using just about any other melee polearm
boosts the clone greatly as far as being aggressive goes, redeeming the clone a bit.

its an alright revamp imo, but since i used the old wukong a lot i can't say its *better overall*. idk if wukong is actually going to see more use after this but thats to be seen i guess

edit: oh right the passive:
uhh its... just what you'd expect? 3 extra lives. some of the buffs look neat but i honestly haven't gone on to experience them much, and i don't plan to do so too much. it bears less of an impact on my playstyle than the 2 extra combo duration but thats just the build and playstyle
Last edited by xuton; Jun 19, 2019 @ 11:08pm
Walrus-Sama Jun 19, 2019 @ 11:06pm 
Originally posted by Something Something Watermelons:
Originally posted by Walrus-Sama:
He's a lot stronger than I thought he would be.

Only problem I have is his passive is limited to 3 (ignore death/buffs) per mission. Now one could argue that he doesn't really need those lives as he's got good survivablity, but the idea it's limited bothers me. I would prefer if it was on a cooldown or something. Maybe the cooldown should be like 3 minutes at base per life, but will be much longer if you use another life. I dunno, I just don't like the limited nature of his passive. Seems to defeat the purpose of a passive (an always active ability).
Are they restored on respawn?

Nope.

Just tested on Mot, after using all 3 then dieing for real and using a quick revive, no more passive lives.
pavig Jun 20, 2019 @ 1:12am 
Clone is fun - same problem as specters but without the build cost or limited inventory. If you're focusing on melee and covering a lot of ground he tends to keep up and teleport into range whenever he is too far away, so suits the hallway hero play style. Watch out for nullies though.

Cloudwalker is seriously great. A heal, quick travel, great panic button, etc. I can see using this as an alternative to parkour on some of those tricky new jupiter areas. Haven't tried it for stealth yet.

Defy is better than I think people realize. It's a slightly nurfed nyx bubble with an armor buff at the end. You really need to trigger it in the right situation to get value but that makes it an interesting skill I think... and it scales.

His reworked exulted weapon feels a lot better and more fluid than his old one.
Cthulhu's Monocle Jun 20, 2019 @ 4:43am 
Unfortunately they have devestated the frame and left it in a near unplayable state in comparison to it's previous design. WuKong is a different frame with an entirely different playstyle now, which is something that was really not needed or called for.

Hopefully they roll things back ASAP.
Nightflare75 Jun 20, 2019 @ 6:50am 
I love the new wukong only played him for a bit, but had a ton of fun when compared to the old wukong.
Sumire Violets Jun 20, 2019 @ 7:01am 
The Monkey finally has more than one use of AFKing missions. and no, just because you were an immortal god doesn't mean ♥♥♥♥♥♥♥♥♥ if you can't support the team outside of being a rez ♥♥♥♥♥
xuton Jun 20, 2019 @ 7:18am 
i think people are forgetting wukong had the ability to support his team through taunts and damage linking with various melee mods, effectively tanking and drawing damage from his teammates even when they take hits.

granted, not a lot of people do this, but thats a playstyle i liked using

(not that it matters at this point. rework is here to stay most likely and i doubt people care to hear about the opinions of people they disagree with, just like most discussions)

4 hours in - i still cant say how i feel about the rework
Last edited by xuton; Jun 20, 2019 @ 7:20am
[DE]SpaceySarah Jun 20, 2019 @ 8:13am 
Thanks for all the feedback everyone - Wukong is a little trickier since people have had years to maximize Defy as it was, so some adapting will be necessary! Wukong's Celestial Twin (aka his Wuclone) foster more interactivity overall, but thanks for the replies so far.
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Date Posted: Jun 19, 2019 @ 9:20pm
Posts: 38