Removal/Rework of Ambush from Headhunter buffs
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With the increased ways we have now of gaining modifiers from slain rare enemies such as the petal power from memory lines and the behead support. Not to mention the classics of inspired learning and headhunter. Killing a rare with ambush suddenly feels like a massive punishment when you start uncontrollably teleporting all over the place for as long as your buff lasts. This has been an issue with the headhunter for a very long time since the old modifier days of shroud walker but that functionality just got rolled into the ambush modifier. It's not as if there aren't other modifiers that we don't get the full functionality for such as the create frost walls and flee modifier. I imagine the devs saw that and believed it would be dumb for us to kill a rare and start randomly running all over the place. Why this same logic wasn't applied to the ambush modifier is beyond me. obtaining one of the rarest unique items in the game just to periodically lose control of your character for a full minute is so incredibly frustrating. My suggestion is to either remove the modifier from affecting player characters or to remove the teleport feature from it's player character adaptation and make it just create a smoke cloud on your current location at the usual proc rate for the ambush teleport. Because at the current adaptation it feels like a random punishment
Last bumped on Mar 19, 2026, 3:09:49 AM
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i've seen hundreds of people complain about this over the years, and people have asked for it's removal plenty of times, i guess it's one of those things where they can't afford to spend dev time on a thing that's an incovenient for only 20% of the players or however many can manage to get headhunter :^) as if it would require a lot of work to fix this. And the fix could be so simple, just make an icon that you can check on or off, that allows you to keep or remove the buff...
This is the main reason why i avoid hh and try to go with mb, even tho i like using hh way more |
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