is HH finally dead after new rare modifier changes?

"
gandhar0 wrote:
HH got slightly buffed.
In Archnemesis league it could not get any league mechanics buff yet since GGG had to fix and balance stuff to make it work.

I remember Ziggy asking Chris if it would be possible to gain Archnemesis buffs via HH and Chris smirked and said thanks for pointing out a possible bug.


No.

The amount of modifiers per mob was reduced and stacking of the same modifier was eliminated. This overall is a significant nerf to the stack benefits, hurting 5-ways for instance. Tbh you might be better off with Inspired instead.

Either way it certainly isn't better now than it was.

Edit: its not dead, just both legs removed.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on May 5, 2022, 7:05:18 PM
For high density maps, certainly it will be worse, because you can no longer stack same modifier. But for normal maps, probably will be at least just as good, because the archnemesis mods are stronger then the old ones - you can still have one of each.
Last edited by 6_din_49#4066 on May 5, 2022, 7:06:13 PM
"
Gopstop22 wrote:
"
aggromagnet wrote:
No.


it seems you dont know why hh was good in the first place and no zana beyond also affect the hh price
I do know why it was good in the first place. It won't be as good in some situations because of no stacking, but it will be much better in others due to Arch mods being stronger. Will it be overall better or worse? Hard to say until we can play it. It'll definitely be different either way, but a really long way from dead.
I have a pretty good sense of humor. I'm not German.
"
Astasia wrote:
"
Coconutdoggy wrote:
They STILL have base rare mods


No they don't.

"Existing Magic and Rare monster modifiers have been replaced with Archnemesis modifiers."

Replaced.


I was about to go back to listen for that quote, could have sworn then said replaced, ty
It appears that some people don't know how op is stacking the same buff was.

Stacking a certain things like extra damage, extra HP, extra ES was borderline insane. You can go upward 10k HP 20k ES easily in encounters with tons of rare enemies. That will not be the case anymore.

Though I skipped archnemesis so I don't know what they can do with those mods.
"The launch day went quite well with just a few small hotfixes to address minor problems."

Heist League - GGG
At a glance it seems that Headhunter sucks now, but we don't know how powerful the new mods will end up being. It's probably still ok.

If most rares only have 2 mods (seems they can have 2-4) I'd much rather play with a Mageblood and 2x Inspired Learning.

Replica HH might be kind of nice if magic mobs more commonly have "basic" Archnemesis buffs like speed and damage.
"
DiabloImmoral wrote:
At a glance it seems that Headhunter sucks now, but we don't know how powerful the new mods will end up being. It's probably still ok.

If most rares only have 2 mods (seems they can have 2-4) I'd much rather play with a Mageblood and 2x Inspired Learning.

Replica HH might be kind of nice if magic mobs more commonly have "basic" Archnemesis buffs like speed and damage.


To be fair there are tiered archnem mods. So if you can get ones that give you 100% damage immunity for bursts of time? Yeah that could pretty fucking awesome.

You won't stack and get a ton of damage, but it could be a great belt still for mapping to get other benefits.
Doesn't one of the archnem mods give soul eater? That was one of the hot ticket nemesis mods that made HH shine, so it still existing softens the blow.


Though more generally, I hope this doesn't signal the return of the "nearby allies cannot die" mod that we finally got rid of a while back to be replaced by benevolent guardian. Granted, it's only the rare's own minions specifically, but it still sucks and I hate it.
Украина в моём сердце
"
Coconutdoggy wrote:
They STILL have base rare mods what was added was they gave them archnemesis IN addition that's it.


probably not.

Pretty sure the patch note mean no Massive mod will gone as it will replaced by Gargantuan


Probably Beast modifier is not removed but the patch note literally just mean the monster mods now from the combo of those archnemesis (at most 4 mods)
This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?

quote from the first page: "Please post one thread per issue, and check the forum for similar posts first"

This is the end of forum signature
Last edited by neohongkong#0222 on May 5, 2022, 10:55:19 PM
Behead Support is actually okay now lol

Report Forum Post

Report Account:

Report Type

Additional Info