Graves deadheads visibility rework

sorrexify1

New member
Graves deadheads follow the player when attacking but they do not have any preference (seemingly) as to where they will be located. This means that often the deadheads will be positioned behind you, off-screen, below or above you, off-screen, or even clipping into structures obscuring visibility. If the deadheads would have a preferred position in front of you, you would always be aware of their existence. In team-fights and situations where you are moving around quickly, sometimes it seems the only indicator of a deadhead attacking you is the decrease of your health bar (and audio ques of course).

This means if you are airborne while escaping a graves, you have to choose between halting your momentum and taking care of the deadheads, or tanking the damage while escaping. (not limited to airborne mobility, just an example)


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Image 1
Deadheads only visibly when striking forward, otherwise off-screen. (Horizontal movement, viscous punch).
Because of the the increase in velocity, the deadheads fall far behind the player traveling even more behind then regular. This means you are unable to detect them easily and take unnecessary damage.

Image 2
Deadheads are NOT visible at all, due to them striking the lowest part of player (legs), and also trailing behind. (Upwards, as well as diagonally upwards movement, lash grapple).

(Note: even without quick velocity, deadheads often trail behind the player, barely visible or not visible at all)

The fix I propose
is to have the deadheads permanently positioned in front of the character, no matter their velocity. The issue of course with this is that this would require the deadheads to be impossibly quick. To fix this, the area around the player where deadheads can currently operate would act as a 'zone of attachment,' and when not in the zone, the deadheads would seek targets as they currently do.

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Image 1
This is the current system as described above. Deadheads can attack from any position within the distance of the player it deems it should attack. Obscuring visibility and limiting player options.

Image 2
The proposed solution. Instead of deadheads attacking from anywhere within the set distance/sphere of attack, they will gravitate in front of the player with extreme speeds, insuring the player is always aware of their presence. To prevent the deadheads from 'sticking to the player' they will maintain their current speed in their 'True' position, and if that falls behind they will detach from the player.


Issues of balancing and positioning of the deadheads when in front
When in front of the player, or attached to them, the deadheads should be positioned evenly split between the left and right sides of the player. They will be positioned a meaningful distance away from the middle of the screen, as to not distract from your target(s)/destination. I am unsure how you will accomplish turning to shoot the deadheads, as they would be a set distance from your player view, perhaps only update the forward 'sticking' occasionally. I am not a programmer so idk.

Because the deadheads will be easier to shoot due to their increased visibility, this means that this will of course be a nerf to graves. Although graves is not necessarily weak, I don't believe she currently needs many nerfs so to counterbalance this the deadheads could act independently of each-other depending on where they are located (left or right side).

Currently, especially in high ranks, deadheads can be easily taken out by a well timed quick melee, eliminating all 6 at once. Splitting the deadheads into two independent groups with their own distinct attack variables guarantees that most the time at least two melees will be required. This buffs the deadheads in higher elo where they are relatively weak, and nerfs them in lower elo where they are very strong. The hope is this 'buff' will counteract the nerf of the increased visibility.
1774075050538.pngProposed grouping of deadheads
 

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