HeadHunter Assassin mod
Hi,
I'm recently using HeadHunter so after the fix. The Buff from the new rares feels good. For more than week now i play with a friend (aurabot), we can easily do T16 100% delirium. Everything feels great. BUT the Assassin buff (I don't know if it called like that, i'll called it like that for this post) from rare is just 50/50 instant kill. I'm at 45 stack HH and i'm tp out from my aura friend to nearly 2 screen away if i survive 2 seconds after i'm tp in the other ways in a new pack far behind. The tp is like a flame dash with twice the range, so you can tp behind river and other thing like that, but the actual flame dash can't. I've tried to play with my Tornado Shot Omni, so as usual 99% of HH buff feel great. But again the Assassin buff just tp on tp on tp from pack to pack i can't even loot. As a deadeye you generally want some distance from the monster but this buff is always tp you inside the pack. HH in general is great, the 60s buff feels good for one of the rarest item in the game. But one buff really change ALL the game-play, other buff add attack speed/resistance/mana siphon etc.. These buff are actually a buff even if your character doesn't benefit at all (deadeye with siphon for exemple). This assassin mechanic is a game changer you don't have the control over it. If you feel low hp without health pot, you run and wait ; No time to run there is a tp for you to bring you into a pack and probably die from it. This buff remind me playing flicker stike, i played this build for 4 days before getting "seasickness" like. It feel nearly the same here. But flicker you can control when you want to zoomzoom. This is my feeling on this particular buff on the HH after 1 week of play on two different builds. A fix need to be addressed, disable the buff ? Limit the range ? Limit the proc per second ? Have got some footage of the buff, it's hilarious, the first time. https://www.twitch.tv/razor_2_3/clip/SpineyYummyPeppermintVoteNay-dS15oF0wbe7rxsXT Please GGG can you do something about this game breaker buff ? Thank you for you consideration. Razor (I'm not English native obviously, sorry) Last edited by razorback1911#7685 on Jun 25, 2022, 4:17:56 PM Last bumped on Jun 25, 2022, 4:10:50 PM
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Also playing TS Omni with Headhunter. GGG wants Headhunter to have some specific drawbacks since it’s broken OP otherwise. I don’t mind assassin much especially in terms of looting, because It can only teleport you if there is at least one monster alive on your screen. This build in conjunction is extremely good at making sure there isn’t a single monster on your screen. Just take the extra couple of seconds to 100% clear the area before looting. Consider yourself lucky. This is a much bigger drawback for most other builds.
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Yeah i've only tested on two build. Clearly the downside on TS is minimal but annoying imo.
The worst is on my Carry StormCall MF, without any aura i'm a chips. Theses map are juiced af so there is big pack of mob. And the Assassin bug make you always tp in the middle of the pack so i feel like it's range is 'increased' in some way. Really scary to literally spawn in a pack of the size of the screen, with no aura, with the usual lag/1fps on the big map. 90% of death on this map is just this buff at the wrong moment. Just nerfing the range + cooldown can be a solving the issue. Moreover the mechanic of moving your character without pressing any button feels weird and unnatural for a game who make an emphase on your positioning. And yes i saw some broken build with the conversion buff, maybe the HH need a new affixe, exclude buff or group buff. Last edited by razorback1911#7685 on Jun 21, 2022, 1:45:58 PM
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I can understand the distaste for the jarring nature of teleporting against your will. But the idea that you’re dying due to positioning issues doesn’t make much sense to me. The current iteration of Headhunter has made near-immortality achievable with only a handful of buffs. There’s Vods of pure glass cannons just standing in the middle of a pack of beyond bosses and sentinel infused monsters taking basically no damage.
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Pls listen to op. Involuntary teleportation is not so much dangerous as it is infuriating. Especially when you need to prioritize certain targets - immortality totems, proximity shield bearers, architects , legion generals etc.
As for a downside HH already has multiple downsides - 1) Price. 2) Limited use case. 3) No more stacking of mods. 4) No more self-curse. 5) Unsuitable for many builds due to the mods themselves |
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On a normal TS build yes the TP is okayish because yes HH bring a lot a defensive buff, so the downside is minimal just annoying. But in the other hand on my Carry StormCall Full MF i can die act 9 without an aurabot, 0 armor 0 evasion 1300 ES with CI, with my aurabot near 0 problem i'm nearly unkillable in CrimsonTemple Conq Map 100% deli 2 beyond with ~800iir ~300iiq. We exclusively play together, as we make those build to do so.
So TP into a giant pack of mob 2 screen away from my Aurabot even with HH full stack i can die if the game choose to. (It's 50/50, if my aurabot flamedash at the right time). Dying is 'ok', compared to the headache i've got after some hours (Only flicker strike build give me headache) and the loss of control. And yes for focusing target it's impossible. Thank i've spell cascade to help me with that but it's complicated to be tp out from Deli boss letting my aurabot alone ! HH need an other FIX ! |
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If you want some footage of the buff
Turn off the sound if you don't want to hear an angry bagette au fromage. https://www.twitch.tv/razor_2_3/clip/SpineyYummyPeppermintVoteNay-dS15oF0wbe7rxsXT For the context we just died because i had the buff and tp into an invincible pack shrine with 0.1 fps for 10 seconds. And i got lucky again, back to back. (I fcked my molten shell bind i know) |
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