HH dead now

From Patch notes:


"Archnemesis modifiers are able to be gained by characters through sources such as Headhunter and Inspired Learning, though you are only able to have one instance of each modifier at any given time."

I think HH is dead now.
Last bumped on May 6, 2022, 10:48:09 PM
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I would assume the one instance restriction only applies to Archnemesis mods, leaving other mods unchanged
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Zottelfisch wrote:
I would assume the one instance restriction only applies to Archnemesis mods, leaving other mods unchanged


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Community_Team wrote:
Existing Magic and Rare monster modifiers have been replaced with Archnemesis modifiers.
Very cool mirror Service: https://www.pathofexile.com/forum/view-thread/3227915
The thing that gets me about this change is that...what's the point of using Inspired Learning now?

They made it an either/or thing with Inspired Learning and HH. Maybe that was part of their philosophy, but who uses IL without HH...
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jsuslak313 wrote:
The thing that gets me about this change is that...what's the point of using Inspired Learning now?

They made it an either/or thing with Inspired Learning and HH. Maybe that was part of their philosophy, but who uses IL without HH...
You mean what's the point of HH if you already have IL... there are many belts that are more useful in this scenario.
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impulze3 wrote:
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Zottelfisch wrote:
I would assume the one instance restriction only applies to Archnemesis mods, leaving other mods unchanged


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Community_Team wrote:
Existing Magic and Rare monster modifiers have been replaced with Archnemesis modifiers.
\

They have reworked the archnemesis modifiers, so I'm assuming they would inherently give stats like extra life, movement speed, phys as ele, extra projectiles, aura effects etc. that rare monsters previously used to have. Otherwise the rare mobs would be extremely underwhelming & they're trying to make them more deadly.

Would have to wait and play the league before understanding how much of a nerf this really is. I'm assuming they want HH to remain a chase item, so if the archnemesis mods aren't juicy enough they will likely be rebalanced.
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6_din_49 wrote:
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jsuslak313 wrote:
The thing that gets me about this change is that...what's the point of using Inspired Learning now?

They made it an either/or thing with Inspired Learning and HH. Maybe that was part of their philosophy, but who uses IL without HH...
You mean what's the point of HH if you already have IL... there are many belts that are more useful in this scenario.


I meant exactly what I said...jewel slots are far more valuable in the long run, and 1 inspired learning is basically useless. You need to use multiple to get the same effect as a HH. Therefore, if you were going for a HH effect, you use a HH first and IL as a support.

Although now that I'm thinking about it: if the new rares have fewer mods because they are all packaged into 1 archnem mod instead, then yes what would the point of HH be if 1 inspired learning can give you the equivalent of 4+ rare mods all at once now. Perhaps this was what you were getting at...
Last edited by jsuslak313#7615 on May 6, 2022, 9:45:31 PM
Since archnem modifiers don't stack when stolen, you should be able to maintain every single mod with inspired learning. HH stealing all mods will only be relevant for alch-and-go type tactics instead of the old strategy of maximizing total number of rares.
Украина в моём сердце
Oh good, maybe HH and IL will now be cheap enough for my poor ass to actually try them.

Now we just need GGG to invalidate Mageblood.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.

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