Headhunter teleport
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I don’t know how the majority here feels about this, but I’d suggest thinking about removing the teleport mod — where you get teleported to an enemy — from the mod pool for Headhunter.
I find this buff feels more like a debuff most of the time, as it can quickly lead to death. In my opinion, a chase item shouldn’t come with a "penalty" like that. Last bumped on Jan 20, 2026, 4:30:55 AM
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It's the only drawback to an item that everyone uses every league. Surprised they haven't nerfed it somehow.
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" honestly this if hh is killing you, your defenses are bad |
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" +100 HH makes you godly but not immortal. I love it the way it is. Scale defenses maybe. |
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Yeah, like 99% of the time my defenses are totally fine, I’m good ;)
Only had a few cases where I got teleported right as a boss slammed a heavy hit and that was not so nice (yeah, I mean the big bad gorilla ;) ). Was just throwing the idea out there... |
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Its no different then Ritual Sacrifice, it doesn't need a build, and its way over hyped
Ritual sacrifice you can literally stack monster mods same as headhunter but for over double the time lol ,I just started using it immediatley stacked 7 mods, only at the third act, havent got into mapping yet, but it'll only get better xD And I can keep using it on myself untill I get haste xD Headhunter doesn't really need a nerf, It's a chase unique, its not easy to get, uniques like this should have alot of power and benefit with some drawback, not like the garbage levelling uniques xD Last edited by Jobama#9902 on Jan 10, 2026, 2:50:39 PM
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GGG needs to change Headhunter, if they want it to teleport us to mobs, maybe the game should be a little more wise on when it teleports?
why is the teleporting just random? the game has to do it at the most INOPPORTUNE MOMENTS EVERY SINGLE TIME?!?!?! the frequency of the teleport is WAYYYY TOOO MUCH, shroudwalk cooldown is like half of blink, im trying to use blink as a safeguard to the shroudwalking but BLINK CAN NOT KEEP UP. I watched headhunter go to 50 divines this season and walk all the way back down to 3 div. nobody wants to use it, and its all because of one fucking modifier SHROUDWALK IS SATAN |
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keep it! You get the strength and the weaknesses!
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It's been like this forever and these guys wont change it, get used to it bub. Plenty of power to be had and its the only draw back.
Would be one hell of a change if it did happen though! Last edited by VIPER258#2263 on Jan 17, 2026, 3:26:13 PM
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" this 100% it's unreal how frequent it teleports you, and then it's random too and it's even stackable between shade walker and shroud walker I believe, or in between as well, cause sometimes I get teleported like twice a second, then maybe a 2 sec cooldown before I get teleported twice again it prevents you from picking up loot, from going the direction you want to, it leads to death, sorry not everyone wanna play on a 100k ehp char with zero damage and even those can get fucked in an instant if shade walker appears and they miss the chance to run out of its ground effect GGG needs to add a seperate icon near the headhunter buff icon, specifically for shade walker and shroud walker, and then with right-click you can just turn it off OR reduce the frequency by a freaking lot + reduce the amount of shade walker and shroud walker monsters in a single map* by a lot as well, when you boost your maps with % rare monsters you get like 10+ of them walkers every damn map, this is retarded, don't know how anyone in their right mind could support this In poe 1 it didn't have no downside either, for as long as I can remember, and that is very long, talking many years Druid and new season hype - December 12th, 2025! Thanks GGG for putting in the work! I'm sure you'll figure stuff out as you go and keep going. Last edited by HeavenlySent#1569 on Jan 17, 2026, 3:49:42 PM
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