Adaptive Training Dummy for Hideouts - Simple & Practical!

Hello GGG Team and community,

I want to expand on the recurring request for a Target Dummy by suggesting a very simple implementation that bypasses the "mathematical complexity" usually cited as a roadblock: A category selection box.

We don't need the game to calculate our DPS for us (we have PoB for that). We just need a target that mimics existing mitigation presets already found in the game engine. A small UI on the dummy could allow us to toggle between:

"Clean" Target (Immortal/Empty): Zero armor, zero resistances, and infinite life. Perfect for testing skill visuals, AoE overlap, and general game feel.

Standard Rare Monster: Mimics the average defenses of a map rare. Essential for testing Stun, Freeze, and Leech thresholds.

Pinnacle Boss (Standard): Mimics the damage reduction and resistances of endgame bosses like Sirus or Maven (e.g., the innate Boss damage reduction tech).

Why now?
Modern builds are becoming increasingly complex. With new item interactions and intricate trigger setups, we need a safe environment to test Mana sustain, trap activation speed, and reactive defenses (like block recovery and life gain on hit).

This is a straightforward Quality of Life (QoL) addition. You already have these defensive presets in the game; it’s just a matter of applying them to a static object in the Hideout. Don't overthink the math—just give us the target, and we’ll do the rest.

Hoping to see this as a surprise QoL feature in the near future!
Last bumped on Apr 4, 2026, 9:20:22 AM

Report Forum Post

Report Account:

Report Type

Additional Info