is HH finally dead after new rare modifier changes?

Inspired Learning is prob stronger now.
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kaijyuu2 wrote:

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.


yep, having ocd made it really hard to ignore one rare and 10 white monsters in a map.

must ... clean ... screen .. on button press!

--

maybe ggg released mageblood cause they knew they needed a replacement for headhunter that's been on the kill list already.

headhunter is kindof unfair too as not all computers can run it's animations.
age and treachery will triumph over youth and skill!
HH buff in less juiced content.
Big nerf in juiced content.

Reason?
Archnemesis mods are far more powerful than the old rare mods.
This means that when you're getting them from more casual content like Alch and go or "non-beyond" related farming, the buffs you recieve will give you a larger bonus than before.

For example, if you get ~5 HH buffs now after the changes, those 5 buffs will be far stronger than had you gotten 5 buffs in the past.

However, when you start juicing with beyond et.c. the strength lies in getting huge amounts of HH stacks. This is no longer possible and having ~100 HH stacks in the past is infinitely stronger than having all Archnemesis mods on you.

TL;DR
HH better for casual content.
HH worse for juiced content.
TBH new archnemesis mods look like complete garbage overall

They all pretty much cast some spells and give almost no direct damage to character whatsoever (about 10 out of 63 here - https://poedb.tw/us/Archnemesis_league#Mods give something useful)

I suppose juiced map farm or 5way is dead now
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xLLITbIKx wrote:
TBH new archnemesis mods look like complete garbage overall

They all pretty much cast some spells and give almost no direct damage to character whatsoever (about 10 out of 63 here - https://poedb.tw/us/Archnemesis_league#Mods give something useful)

I suppose juiced map farm or 5way is dead now


You're learning about the new Archnemesis mods from the wrong site.
Unfortunately, PoEdb lack details.

In truth, most Archnemesis mods are several times stronger than the older mods.
If you want to learn about the new mods, check this site instead:

http://www.vhpg.com/poe-archnemesis-mods/

I'm pretty sure most archnemesis mods that don't do anything will be removed. Things like Treant Hoard or Mirror Image et.c.

Aside from a few mods, most give something very beneficial. Compare that to before were most mods you stole actually were useless (Most Nemesis mods did nothing for you). And some of the buffs you steal are completely broken.

For example:
Spoiler

- Echoist:
200% increased Attack Speed
200% increased Cast Speed
Skills Repeat an additional 2 Times (Hidden)

- Berserker:
80% increased Damage
60% increased Movement Speed
60% reduced Damage taken (Hidden)
50% increased Character Size (Hidden)
100% increased Attack Speed
100% increased Cast Speed

- Assassin:
All hits are Critical Strikes (Hidden)
+50% to Critical Strike Multiplier against Enemies that are on Full Life (Hidden)
Take no Extra Damage from Critical Strikes (Hidden)
100% Global chance to Blind Enemies on hit (Hidden)
100% increased Blind Effect (Hidden)

- Bombardier:
Skills fire 5 additional Projectiles
Skills Chain +2 times (Hidden)
Projectiles can Chain when colliding with terrain (Hidden)
Projectiles gain Damage as they travel farther, dealing up
to 80% increased Damage with Hits to targets (Hidden)

- Gargantuan:
40% increased Damage
40% increased Character Size (Hidden)
100% increased Area of Effect (Hidden)
60% increased maximum Life

- Overcharged:
+3 to Maximum Endurance Charges (Hidden)
+3 to Maximum Frenzy Charges (Hidden)
+3 to Maximum Power Charges (Hidden)

Steel Infused:
Overwhelm 100% Physical Damage Reduction (Hidden)
50% increased Global Physical Damage (Hidden)
50% additional Physical Damage Reduction
Cannot be Stunned

Soul Eater:
Grants 1% increased Character Size to aura owner on death (Hidden)
Grants 5% increased Attack Speed to aura owner on death (Hidden)
Grants 5% increased Cast Speed to aura owner on death (Hidden)
Grants 5% increased Damage Reduction to aura owner on death (Hidden)
Soul is consumed on death (Hidden)
(Basically old Soul Eater from Nemesis but better since it gives damage reduction per stack aswell)

Trickster:
+100% chance to Suppress Spell Damage (Hidden)
Prevent +20% of Suppressed Spell Damage (Hidden)
Non-Damaging Ailments Reflection (Hidden)

The list goes on.
Most mods are completely insane and some of them alone are worth several times more than the most important old debuffs. Compare it to the old strongest HH debuffs.
Spoiler

- Of expertise: 40% increased Cast Speed (stackable)
- Of fervor: 40% increased Attack Speed (stackable)

On average, the speed mods are ~20% increased attack cast speed per mod since your build most likely only will benefit from one of them and we assume there's a 50/50 split between them.

- Of Flame/Frost/Lightning: Gain 25% of phys as extra X. (Stackable)
Along with soul eater, these are by far the strongest dps debuffs you can steal.

- Of Adept: 40% increased Spell Damage

- Speed Aura:
35% increased Attack Speed
35% increased Cast Speed
75% increased Movement Speed
(not stackable)

- Deadly:
300% increased Global Critical Strike Chance
+65% to Global Critical Strike Multiplier (Hidden) (Not sure if stackable, probably)

- Swift: 50% increased Movement Speed (Stackable)

- Massive:
25% increased maximum Life
20% increased Character Size (Hidden)
(Stackable)

Shimmering: 100% increased maximum Energy Shield (Stackable)
This mod is what makes you randomly reach 15k+ ES on non ES builds.

Energy Shield Aura: 30% of Maximum Life is added to Maximum Energy Shield (Hidden) (Not stackable)
This mod is what gives the base ES for a life build to scale Shimmering.

Out of all Nemesis modifiers, Soul Eater is the only good one.
Every other Nemesis mod is literal garbage.

If we think about it, how many of the good stackable mods will you be having when running a map? Assuming giga juice powerspikes you might have ~100 HH buffs in total. How many of those buffs will be the good stackable mods and how many will be bad mods that barely do anything?

I'm sure the new mods will be extremely strong.
The problem I see is that I don't think it will be worth running a Headhunter. Everyone is just better of running x2 Inspired Learnings since rare monsters only will have 2-4 mods.
The stacking is what makes it great. I got more defence from HH than anything else. In the next update I wont even be able to play content because of this change. 4k casual hours to finally get a HH and I was allowed to have fun with it for only 2 leagues in standard. HH is one of the most fun uniques in the game, which is the biggest problem I have with this change.

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