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#Wukong
25/07/2025 Wukong Feedback
Jul 25, 2025, 09:51 (UTC)
6201 9
Last Edit : Jul 25, 2025, 09:51 (UTC)
# 1

Wukong Class Feedback

BDO Class Hub Discord

https://discord.gg/AK85Hgyp8G

Explanation

This feedback summary is based on the most common feedback provided in the BDO Class Hub Discord. Each topic is presented according to the number of upvotes and frequency of mentions. Feedback is organized by general issues, skill-specific points, and any additional topics, followed by screenshots of all reactions.

Note: Repeated feedback will be combined, and the final vote count reflects the total number of upvotes minus downvotes. The forum runner will not add their own opinions or personal votes. Any previous feedback that remains relevant will be restated for context.

Sections

1. General Feedback

Topic: Clunky/Delayed Movement (Skills)

Concern: Certain Movement skills feel slow, as if they have a windup which makes the class feel slower.

Implications: This delay in movement skills can make the class less responsive and less effective in fast-paced situations.

Suggested Solutions:

1. The connections of skills need to be improved, and movement skills should be more easily chained.

Votes: 37

2. Allow players to cancel out of movement skills early with more attacking skills. Either through use of Flows or just natural cancels.

Votes: 14

 

Topic: PvP Damage Reduction

Concern: The entire kit suffers from excessive PvP damage reduction, with some skills dealing 90% to 95% less damage in PvP.

Implications: Against players of similar gear, Wukong struggles to secure kills compared to other evasion classes like Sorc or Ninja. This makes the class feel more suited to PvE or boss fights, which reduces its viability and enjoyment in PvP.

Suggested Solution: Rebalance the PvP damage scaling to ensure Wukong’s kit feels impactful and competitive in PvP, maintaining a satisfying damage output without compromising balance.

Votes: 9

 

Topic: Longer animation skills

Concern: Skills with longer casting times should deliver a greater sense of power. Two examples are Tormenting Spike and BSR Tormenting Spike—their animations build anticipation for a strong attack, but the actual effect ends up feeling disappointing.

Implications: These skills have animations suggesting they are big and powerful. But they don't really do much more than any of Wukong's other skills.

Suggested Solution:

- A slight buff to make them feel as powerful as they look.

Votes: 10

 

2. Specific Skills

 

Fighting Buddha

Concern: It is nearly impossible to charge up Gourd bottle in PvP, as it requires multiple hits of close-to-mid range ability during high-movement and high-pressure fight.

Implications: Not being able to enter Buddha state in PvP environment completely invalidates the class, as it loses range and necessary damage to match other classes' strength.

Suggested Solutions:

1. Give Wukong an ability on a longer cooldown that fills up a gourd to 100%. That way, we will only have to upkeep it once entered.

Votes: 49

2. Give Wukong some ability to generate Gourd without hitting.

Votes: 42

3. Allow Wukong to enter Buddha state with non-full Gourd.

Votes: 20

4. C-skills (Awakening Skills) should generate Gourd charge.

Votes: 10

 

Fighting Buddha

Concern: Consistency of FB mode

Implications: Currently talking to NPCs or mounting your horse will throw you off FB mode. Doing Fortunate GPC means you need to talk to an NPC to enter, meaning you will be forced out of FB mode on every entry or when you re-buff with horse. This severely impacts your PVE performance as you would need to re-fill your Gourd charge and re-activate Fighting Buddha.

Suggested Solutions:

- Make it so Fighting Buddha persists through talking to NPCs and mounting horses. It should act and behave like a C-swap/Weapon swap stance.

Votes: 13

 

Missed Me, Again!

Concern: Wukong’s second dash ability feels underwhelming due to its very short range and noticeably slow movement speed.

Implications: The ability has very limited use. In PvE, it slows you down compared to basic running. In PvP, against grab classes, it’s essentially a guaranteed grab opportunity. Against non-grab classes, you still take significant damage during the dash, and due to its poor movement, it can’t be used effectively for repositioning, chasing, or any mobility purpose. It’s better to use any damaging skill ability instead, as you at least trade damage for damage.

Suggested Solution:

1. Increase the range and speed of the skill.

Votes: 40

2. Increase the speed of the skill.

Votes: 10

 

It Ain’t Over Yet!

Concern: Distance traveled changes when in Buddha stance.

Implications: It moves less, therefore Buddha mode feels worse than normal.

Suggestion Solution:

- Equalise the distance travelled in and out of Fighting Buddha for It Ain’t Over Yet for consistency’s sake.

Votes: 33

 

Flying Nimbus

Concern: Death.

Implications: Death.

Suggested Solution:

- Add fall damage reduction, as is the case with other similar abilities.

Votes: 38

 

Tusita’s Gourd

Concern: Tusita’s Gourd requires the player to come to a complete stop before activation, making it very vulnerable.

Implications: The skill’s activation leaves the player stationary and exposed, leading to frequent grabs and deaths if the skill misses. The lack of directional aiming during activation limits player control and responsiveness.

Suggested Solution:

- Allow the skill to be aimed dynamically with mouse movement during activation, or improve mobility options so players aren’t forced to remain stationary and vulnerable while using it.

Votes: 9

 

Gotcha Now!

Concern: The grab animation and hit registration are inconsistent and unreliable.

Implications: Players experience frustrating moments where the grab visually passes through the opponent without connecting, leaving the user vulnerable to counterattacks despite clear positioning.

Suggested Solution:

- Fix the grab hit registration and animation timing to ensure reliable connection when in range and properly positioned, improving fairness and usability.

Votes: 9

 

Monkey See, Monkey Do

Concern: Lack of Player Agency During Mobility

Implications: During  the skill Monkey See, Monkey Do, Wukong’s movement control feels limited compared to other classes. The skill’s rigid and fixed-distance movement restricts player agency, making it harder to maneuver fluidly. This lack of flexibility diminishes Wukong’s effectiveness and consistency in both PvP and PvE situations.

Suggested Solution:

- Allow players to control the direction of Monkey See, Monkey Do to increase its use and usefulness.

Votes: 14

 

Explode 'em All!

Concern: The skill’s damage is low, and it lacks sufficient impact.

Implications: Because of its low damage and lack of impact, the skill fails to contribute meaningfully in combat, making it less attractive for players to use and reducing the character’s overall effectiveness.

Suggested Solution:

1. Increase the skill's damage and/or add a FB mode version of it.

Votes: 6

2. Add HP regen to the skill to boost its usefulness

Votes: 3

 

3. Quality of Life Improvements

 

Topic: Aesthetics of Wukong Vajra Might outfit

Concern: Toggle cape" option does not reduce the "busy" feeling of the outfit.

Implications: The excellent tank top and leggings of the outfit are needlessly obscured

Suggested Solution:

1. Allow "Toggle Cape" option to hide the sashes, external cape-trails, and camping gear on the back.

Votes: 17

2. Hide the tank-top and allow bare-chest.

Votes: 2

 

4. Bugs/Issues

 

Topic: Camera Direction Movement

Concern: Movement of skills appears to be tied to the character’s facing direction, unlike with other grab classes where this isn’t the case.

Implications: This behavior negatively affects duels and small-scale PvP. For example, when trying to bait an opponent with a lingering skill attack into a surprise stiff followed by a grab (“It ain’t over yet”), performing the move to the back of the character causes a turn animation instead of an instant 180° turn. This results in the character moving to an unintended location, disrupting positioning and the planned combo.

Example video: https://imgur.com/a/vdkuXIS

Suggested Solution:

- Adjust the movement mechanics so that turns behave like those of grab classes, enabling instant 180° turns. This would improve precision and consistency in positioning during PvP engagements.

Votes: 17

 

Topic: Bug Report

Concern: Flow Ignite! (LMB) used immediately after Crush (Shift+LMB) in Fighting Buddha Stance prevents quick activation of Scorch (Shift+F).

Implications: This limitation disrupts the flow of combat and feels inconsistent compared to other abilities, which allow Scorch to be activated quickly. It may frustrate players who expect seamless combos and responsiveness.

Suggested Solution:

- Fix this interaction so that Scorch (Shift+F) can be activated promptly after Flow Ignite!, aligning it with the behavior of other abilities and improving combat fluidity.

Votes: 8

 

Screenshots & Voting Transparency

A collection of all feedback posts, votes, and community reactions is provided below for full transparency.

https://imgur.com/a/ShfBimQ

Last Edit : Aug 14, 2025, 11:12 (UTC)
# 2

Bump for visibility. The new damage buffs in Glabs today were great, but we are still missing Cores, Rabams and a Magnus skill for the class to be considered finished. Until then Wukong's potential is not fully realised. 

Last Edit : Aug 27, 2025, 13:55 (UTC)
# 3

Bumping this for exposure.  The most important bug/hindering factor when playing Wukong from a PvP and PvE perspective is the fact that your Fighting Buddha State is Canceled every time you talk to an npc, or mount your horse.  This means that during nodewar and siege, if you use your horse at any time as a wukong you are actively nerfing yourself and griefing your guilds fighting potential for every teamfight that takes place until you fill your gourd AND go through the transformation animation into Fighting Buddha State again.  

Not only does this mean you will have to once again struggle to land your  short ranged, Forward guard, C (gourd charging ability) on classes in a largescale format that are iframing constantly, but it also means that EVEN IF you are able to participate in a teamfight you will go into it knowing that whatever happens within the first 10-20 seconds of the fight you will be in a critically nerfed state, not interacting with the battle at all. 
From a PvE standpoint, Having your Fighting Buddha State canceled when talking to NPC's or getting on your horse means that whenever you want to self buff, whenever you want to start another fang or pila fe scroll, and before you want to interact with any PvE related NPC (Think dungeon zones)  You will constantly be knocked out of your buddha state and have to re-enter it over. and over. and over. and over again.  Imagine having to re-do your charge and transformation animation over 60 times within 1 hour.  Insanity. 


PLEASE MAKE FIGHTING BUDDHA STATE PERSIST THROUGHOUT MOUNTING AND DEMOUNTING YOUR HORSE, AND TALKING TO NPCS. THAT FACT THAT THIS IS A ISSUE THAT NEEDS TO BE SOLVED IS INSANITY.  DID DEVS NOT TEST THIS CLASS BEFORE RELEASE?


Last Edit : Aug 27, 2025, 18:13 (UTC)
# 4
On: Aug 27, 2025, 13:55 (UTC), Written by VeryLargeMango

DID DEVS NOT TEST THIS CLASS BEFORE RELEASE?

Nope. Otherwise this would've been fixed within the first 2 weeks as a simple bug fox. Hopefully they are embarassed for literally releasing what is now officially a broken product.

Last Edit : Aug 28, 2025, 23:55 (UTC)
# 5
On: Aug 27, 2025, 18:13 (UTC), Written by Heasiathem

Nope. Otherwise this would've been fixed within the first 2 weeks as a simple bug fox. Hopefully they are embarassed for literally releasing what is now officially a broken product.

it's extremely sad because this class is likely to go the route of scholar.  Even though it only needs a few tiny changes in order to be viable in largescale pvp.

Last Edit : Sep 19, 2025, 07:29 (UTC)
# 6

This may be long but I enjoy the class so much. I got bored playing awaken hash for 3 years trying to find myself enjoy the game again. 

Here are some suggestions just throwing it out there.

Can you fix wu kong pve and pvp. It has issues like how awaken hash was in the beginning before it was buffed. Awaken hash was a combo class in the beginning. I remember how slow the class was before it got buffed. Same with wu kong you do no damage in cap gear. So it needs attack speed or fix the animations to make them faster or both like how you did for awaken hash. Because awaken hash was slow when comboing in the beginning it was awful until they fixed it. 

Since Wu kong does no damage at least give it down smashes like succ mystic used to have since you have to do a lot of skills to kill someone on the floor. I dont understand how it has no downsmashes at all expect for one skill that it shouldn't be on Impale Through because as a wu kong you use it for movement skill.

The class can't really cc besides the grab. Like how does it move around like a scholar but can't cc like one. It can't sa trade either so if it can't cc, sa trade, why cant it do damage when catching someone and throwing them on the floor. Make the class do something.

Pve just needs buffed tbh enough said about that. Other classes just out perform it in pve.

Here is some issues about skills:

Some skills are clunky let me explain. Upheaval and Implae Through! is like Buddha's finger from a height skill but both skills Upheaval and Imaple Through can't jump over sturctures like Budda's finger can. It needs to be fix for anti cannon and anti ranger/ caster to get on high ground to get them off. Upheaval also has fall animation that need to get fixed Budda's Finger got fall damage but not fall animation like Upheavel has. Go to a high height and use Upheavel and you will test / see what I'm talking about.

Second Skill Again rabams need buffs or something different Right through You does no damage has no protection no cc. you could try different things like take evasion away from player increase damage make it protected. Something we wu kongs can test things. Taste this skill should be sa or something different as well. I don't know what else it should do to make it better it is slow and does no damage and is fg with no cc. You could remove both to have another movement skill like hash gets because it is diffitcult to engage players when playing as wu kong you used all your movement skills to dodge grab. I think it needs another skill like sand tornado from hash but orange cloud, or like dosa white cloud that moves him too. Something similar to those classes to help it engage better. Since most of the movement skills are the direction you are looking at. Which makes it hard to move around to cc as well. Movement skills appear to be tied to the character's facing direction, unlike other grab classses where this isn't the case.

Third Skill Behind You! Is so bad as a skill. Like it is clunky it has no good range. When you use it sometimes it bugs you out where you don't tp at all, and you would stay in the same spot doing the animation. Even tho you're right in front of them. Other then that great skill even tho it does no damage it can help close the gap as a wu kong player. Hear me out you could move this skill to lv 56 rabam slot. the first rabam category and move Taste this or Right Through You! to the second rabam category spot. So you could be able to have Behind You as a rabam and have Soaring Nimbus as a rabam at the same time.

Foruth Skill Tusita's Gourd needs rework or make the range of the skill bigger and wider to reach players. Like a Awaken guardian skill that takes the whole area or grim from sorc as examples of range/ size of aoe. Like I had to get directly up in someone face in cap siege just to not miss it. It misses a lot and is inconstent makes it hard to reach Fighting Buddha.

Fifth Skill Soaring Nimbus does no damage but such a great skill to avoid damage and to get hp back also the debuff is crazy good too. Like on that skill you guys were on the ball. Either reduce the cd on it or make the damage better or both.

Sixth Skill Missed Me, Again! Should be Iframe for how slow the animation of the skill is not sa. The skill feels underwhelming due to it's very short range and noticeable slow animation/ movement it gives. Or you could just make it a different faster animation  / longer distance to keep it sa.

Seventh Skill Fighting Buddha The plus 30 ap for 10 sec I feel like is not enough for losing a e buff for it. Look at hash or striker or other classes and say I'm wrong their e buffs give them so much more. plus hash get 20 ap just using a skill Cron Kick that he dont even sacrifice a e buff for. Either buff the stats it gives or give the class a e buff. Ninja got bleeds. Striker unlimited sa tanky and damage. Hash full damage. Come on now you should see the issue.

Eighth Skill/Skills Flying Nimbus - Flow Flying Nimbus The skills looks super cool but other then that skill is not good at all. The skill you really can't use as a engagement movement skill. You could make it like hash or dosa cloud skill. Or better yet hash has Paradise Surge you could do the same with wu kong but orange cloud. If some reason you do decide to keep Flying Nimbus and Flow Flying Nimbus as is at least fix the fall damage from it when used on a high height. I say change it though not a great movement skill unless you rework it in some way.

Ninth Skill Heaven's Pivot Here is an idea for the skill make it like dosa skill. Where the mobs he spawns ccs from behind like dosa has. So when you kick the weapon towards the opponent it summons mobs behind them that ccs if they're not in sa. Right now the skill just spawns shadows with Hair effect to do a little more damage.

Alright that was my take on the skills. Now let me give a suggestion on a magnus skill idea. As you know Wu kong if you play him. His the movement is straight foward the direction you are looking at and the two missed me skills. Let's say you used all your movement skills and you're in a sa skill to stay protected you see a striker or zerk coming up to grab you. A good magnus skill would be something like zerk magnus skill that pushes you backwards to dodge a grab or damage coming to you. Then after doing that skill wu kong could use the skill It Ain't Over Yet to stiff or to get close for a grab. Since most of wu kong skills are pushing you straight forward it would be nice to move backwards on one skill.

Another suggestion is the class should be dr and hp not eva. Or buff it to have pvp damage reduction like striker. I feel like it is like a skirmisher class like scholar, striker,,mystic, zerk. In cap gear it takes a lot of damage because it is eva but it can't sa trade for being in full sa skills. It can't assassinate backlines because it is too slow and not tanky enough like scholar and gauntlets etc. When you do cc someone, again the skills are too slow to throw out looking like a awaken guardian with no damage. So I don't know try to figure out what you want the class to be able to do and fix the passives for doing the thing you want it to do. It is in a weird state right now I feel like. Since it is in sa class but can't sa trade or be tanky as striker,zerk,scholar,etc because it dont have skills/passives that give dr it has a block jump skill now but it has no range to do anything with. even if it had range on Behind You! it still does no damage and is too slow lol.

Another suggestion is make the first form better because the first form is faster then Fighting Budda form. Doing skills like Impale Through! Is slower for the skill to do the same damage basically. You could make the aoes bigger in regular form of skills. Because as a wu kong player takes time to get to Fighting Budda form unless you run towards a enemy horse to get it filled haha. Or match the speed of first form to the Fighting Budda form so Fighting Budda form won't be so slow.

Those are my takes on the class so far. I like how cool the class looks from animations of skills. To the cool necklace orbs he get around his neck in Fighting Budda form. To the cool orange cloud that the class spawns. I just want the class to get better for how rad it looks.

Last Edit : Sep 30, 2025, 08:32 (UTC)
# 7

As a controller user, using the fefault controller settings that have been in game since launch can you please make all C Skills able to be put in a quick slot. The C skill input is the left bumper plus a  dpad input. It is impossible to use the dpad and the left joystick at the same time. This makes all of the C skill unusable. 

10 265
Lv Private
MaeLi_WU
Last Edit : Oct 2, 2025, 04:20 (UTC)
# 8

Just wanted to add there is a very annoying bug with Wukong having issues with the shadows (clones) generation when going W+C > S+C, S+C will bug and have no clones.

A lot of good feedback here but I think the class may be heading into an early sunset with all the delays and them already working on a new one.

Lv Private
Ancile
Last Edit : 1 Days ago
# 9

Bumping for visibility, but also this class needs some serious tweaks.  Not only does his kit host multiple bugs but he STILL somehow doesn't have a magnus or core ability.  Not to mention his damage being very low in nodewars.  


Fix the bug on W+C (Upheaval) > S+C (Tormenting Spike).  For whatever reason when S+C is used after W+C, the clones do not work from S+C. 

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