Mercenary behavior when killing "frost wall and flee" rares with Headhunter

This is most noticeable in a Valdo map that has "area contains x additional rare monsters that create frost wall and flee", though it does happen in regular gameplay too.

If a Mercenary kills one and has a Headhunter equipped, they go into this weird fear state where they emulate the rare's behavior (phase run, retreat from nearby enemy mobs).. which means they stop attacking. Recalling them with Order: To me! doesn't break it, only portaling out and back in to clear the buffs seems to work (I suppose waiting out the 60s for the buff to fall off would work too).
Last bumped on Jul 14, 2025, 4:32:28 PM
Bump. This makes some endgame strategies borderline unplayable when a build relies upon mercenaries.
I have seen so many people post about this and not a single one has ever explained why this would be a bug that needs to be verified by QA staff so it can be fixed.

"I want Headhunter to work for Mercenaries, except when I don't want it to" is not a bug report. The affix specifically says they will flee. I'm not sure how subsequent fleeing is a bug?

QA's job isn't to artificially make your build better than it should be.

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