frozennorth14
New member
This is a thought surrounding gameplay for Graves. I might be completely off the mark with this so, take it with a pinch of salt. Given that in combat most players instantly swat away Graves's jar skull's, their utility is strongly undermined. The exception to this is at maximum rank of the ability where a full swarm of skulls can quickly provide a small boost in stats for Essence Theft. Given this interaction, I am wondering if shifting Jar of the Dead to favour having fewer skulls that are more durable might be a viable balancing path.
The idea here is that initially, only two skulls would spawn, increased to three at maximum rank, but these skulls would have the HP to survive multiple gun shots each. Optimally, I would suggest to have skull health be tied to a percentage of her own HP. This would also of course require adjusting the values for spirit damage and scaling on the skulls to account for the reduced quantity, but would have the genuine potential to make them a persistent lingering damage over time threat. Currently, they tend to be treated more as a short term nuisance.
Obviously there's some potential flaws here, I just am throwing this idea out there.
The idea here is that initially, only two skulls would spawn, increased to three at maximum rank, but these skulls would have the HP to survive multiple gun shots each. Optimally, I would suggest to have skull health be tied to a percentage of her own HP. This would also of course require adjusting the values for spirit damage and scaling on the skulls to account for the reduced quantity, but would have the genuine potential to make them a persistent lingering damage over time threat. Currently, they tend to be treated more as a short term nuisance.
Obviously there's some potential flaws here, I just am throwing this idea out there.