negative buff on headhunter

i used a HH years ago...sorry for not remebering every single mod on it
"
jsuslak313 wrote:
"
FutureFear wrote:

I do want to add that in places like Delve that mod shouldn't exist on monsters, it will eventually kill you in the Darkness. Especially on the deeper Delve levels even with high defenses.



Disagree....you just shouldn't use HH in delve. Just like you don't use HH for bosses. There is a time and a place for it, and delve ain't it. they should NOT adjust monsters because of potential HH shenanigans. HH is just a single item that you can CHOOSE to use or not use.

Without HH, this mod is perfectly fine in Delve.


For bosses, I agree 100%; there is no benefit except the stats and some life you get from it... far better options out there for bossing -> like Mageblood.

In Delve though, we do find rare monsters all the time... it does help quite a bit up to the point you no longer easily can kill the rare monsters with your build.

The mod is more annoying than you think though at deep Delve... Rare monsters reach the life cap at some point, and their damage is also quite insane and increases by roughly 25% MORE per 1000 depth... imagine running from node to node and a rare with shroud walking pops up out of the dark, constantly teleporting on top you... (every 3 seconds) most likely one-shotting you in the process especially if they have any other deadly AN mods on them.
It's often better to just log-out at that point and redo the run and reset the instance for new rare mobs that hopefully don't have that mod.
Last edited by FutureFear#3386 on Jan 21, 2024, 5:28:23 AM
"
Lyutsifer665 wrote:
is this mod more common than others? i am getting it at least 2 times in every map


I remember reading some patchnotes about "fixing memory allocation for rare monster modifiers" before, which implies modifier pool per map is not true random from all possibilities, because those are skills taking up resorces. They select a subpool, allocate resources for implementations (poor guys with their barebones C++ :) ), so if you see modifier X once, it is more likely to be present on all rare mobs for a while. Idk how and when it gets reshuffled.
"
FutureFear wrote:

The mod is more annoying than you think though at deep Delve... Rare monsters reach the life cap at some point, and their damage is also quite insane and increases by roughly 25% MORE per 1000 depth... imagine running from node to node and a rare with shroud walking pops up out of the dark, constantly teleporting on top you... (every 3 seconds) most likely one-shotting you in the process especially if they have any other deadly AN mods on them.
It's often better to just log-out at that point and redo the run and reset the instance for new rare mobs that hopefully don't have that mod.


Nope I understand it's annoying. And I understand that HH CAN be good for delve, provided you don't get this mod. But the fact that you CAN get this mod, and that it can insta-kill you means....don't use HH or you are gambling!

Items are not designed to be 100% usable everywhere, HH is no exception even though its t0. Monsters should not EVER be changed for the sake of ONE item. The player strategy should change.

There are PLENTY of annoying HH possible mods that mess with players' builds in maps. But those players need to make the choice whether HH is the right choice or not for their build.
Last edited by jsuslak313#7615 on Jan 21, 2024, 12:30:58 PM
"
jsuslak313 wrote:

Items are not designed to be 100% usable everywhere, HH is no exception even though its t0. Monsters should not EVER be changed for the sake of ONE item. The player strategy should change.

There are PLENTY of annoying HH possible mods that mess with players' builds in maps. But those players need to make the choice whether HH is the right choice or not for their build.


And they will likely never remove the mod unless they do an entire rare monster rework again at some point which is highly unlikely with PoE2 getting closer and closer to the release. But some of the nemesis mods, including the teleport one, have been around since years so I personally don't see a change for that.
But I'm sure people are going to be less annoyed about the mod next league once hh becomes a luxury item again along with the mb and not just something everyone is going to have equipped thanks to a non existent cost.
Flames and madness. I'm so glad I didn't miss the fun.
"
jsuslak313 wrote:
"
FutureFear wrote:

The mod is more annoying than you think though at deep Delve... Rare monsters reach the life cap at some point, and their damage is also quite insane and increases by roughly 25% MORE per 1000 depth... imagine running from node to node and a rare with shroud walking pops up out of the dark, constantly teleporting on top you... (every 3 seconds) most likely one-shotting you in the process especially if they have any other deadly AN mods on them.
It's often better to just log-out at that point and redo the run and reset the instance for new rare mobs that hopefully don't have that mod.


Nope I understand it's annoying. And I understand that HH CAN be good for delve, provided you don't get this mod. But the fact that you CAN get this mod, and that it can insta-kill you means....don't use HH or you are gambling!

Items are not designed to be 100% usable everywhere, HH is no exception even though its t0. Monsters should not EVER be changed for the sake of ONE item. The player strategy should change.

There are PLENTY of annoying HH possible mods that mess with players' builds in maps. But those players need to make the choice whether HH is the right choice or not for their build.


That's kind of the thing though, on maps the downside of this mod is minimal, just annoying. In Delve it actually teleports you into the darkness, where you either die because of lacking darkness resistance, which has a cap at some point; OR by any monsters you CAN'T damage in the darkness... without throwing a flare or the light of the cart. Which are both scaled by their light radius, which also have a cap on them.

See even without a HH in Delve some AN mods become really problematic at some point, and that is just bad game design. Hell, it's even bad game design to be able to reach the 32bit number cap on things like HP, Dmg, ailments, etc.
With certain combos of AN mods, rare monster get 9 - 10 BILLION Effective HP - that only a few niche deep delve people have managed to actually kill...

AN mods are a much bigger problem than HH itself and have been problematic from day 1 since they were released.

I do agree though, that HH is far from the best choice to deep Delve. Even some other content. Just like any other unique you can find, it's tailored to work better with certain skills and builds vs others... For a very long time HH wasn't viable on any minion build for example, and even now the majority of the buffs only apply to the player and not the minion(s).

Removing the buff would be the easy solution for a temporarily fix, however I also do believe that powerful items should have some kind penalty/price to pay for that power. Especially in places where they work the best, for HH that is maps.

It's also not the first time they removed some mods in Delve for similar reasons. Not to mention we also have the Endless Delve "leagues" which could benefit from it as well.
"
jsuslak313 wrote:
Its pretty much anything....high aoe is really all you need, everything else just comes from HH / IL. I haven't done HH at all since AN, but I vaguely remember reading somewhere that some of the AN mods might "turn off" some builds.

I'd ask in gameplay help and discussion, you'll get an answer probably right away.

You don't want a DoT build like CA...you definitely want a HIT build.

Cyclone was always fun for me back in the day...gettin HUGE and filling the screen wtih cyclone was craaaaazy. Plus you get all the Extra Phys as blah element, so no Brutality builds.


i made a thread there yesterday and still 0 replies...its fine though.i'll just keep using it on my pathfinder. the defensive mods it gives me are still nice and lets me survive in semi juiced t16's. all the MF gear is making me weak so i could only do lower tier maps before i got the HH
^that stinks, people usually get on those really quick.

Some of the best are what the best builds ALREADY are.....with a HH. You named TS, but also LS, Kinetic Blast, Cyclone, boneshatter, rf (tough to get running though), EK, etc. Projectiles are great, and AoE spells are great. What's REALLY wild is HH + 2/3 IL. That takes a very unique tree and can be tricky to get flying, but its like wearing a triple HH (or at least it WAS).

You can also spy the non-TS builds using HH on PoE Ninja. Quite a few "Penance brand of dissipation"
Last edited by jsuslak313#7615 on Jan 21, 2024, 4:56:14 PM
"
jsuslak313 wrote:
^that stinks, people usually get on those really quick.

Some of the best are what the best builds ALREADY are.....with a HH. You named TS, but also LS, Kinetic Blast, Cyclone, boneshatter, rf (tough to get running though), EK, etc. Projectiles are great, and AoE spells are great. What's REALLY wild is HH + 2/3 IL. That takes a very unique tree and can be tricky to get flying, but its like wearing a triple HH (or at least it WAS).

You can also spy the non-TS builds using HH on PoE Ninja. Quite a few "Penance brand of dissipation"


its good on RF? i do have a lvl 98 RF in league. but its so tanky i dont really need any defense for mapping. would it also give damage?
^makes you big n fast. I'm sure there's some mods that add damage too (not sure), but its more for the AoE and Speed shenanigans. If its ES-based RF, you get TONS of ES from HH so there is that.

Report Forum Post

Report Account:

Report Type

Additional Info