a melee headhunter crises.

i've been getting angry at the game because of this interraction, i am not sure if it's a "bug" per say. but i think it should be treated or categorizeas such because melees already have their own countless number of issues.

shroudwalker buff when gained by headhunter or the support gems which steals buffs. every time the character is teleported with shroud walker all their attacks/ skills are canceled sometimes.

this is a melee-maces unique issue because of how slow the attack time is for mace skills compared to other weapon types.


one example, just before i did this post my i spent 20-30 seconds trying to leap slam once, or EQ. every sginle leap slam i used got canceled so my characer was just getting hit for free.

how to fix this
the fix should be easy really, shroud walker teleportation should only activate while other travel skills are not in progress.





edited: an addition to paint a bigger picture of the problem and bugginess and clunkiness melees are suffering through.


there are several set of issues that ggg are very stubborn about changing, probably from the POV of providing somewhat realistic, interesting and intuitive gameplay. i would say the biggest one is the "pushback" part of where a tiny monster keeps pushing you back in so many cases completely messing up the "direction" of which your character is attacking which is one of the most frustrating experiences i've ever had in any game, literally.

in some ways the headhunter issue i mentioned previously could be looked at as a small piece of a bigger puzzle under the name of "ways of how monsters, layouts, terrain and buffs can cause interruptions to melee classes"

examples of those would be

1- how a shield wall/object creating skills can fail, namely because there is a small terrain obstacle infront of you which is precisely a melee issue because melees are the ones positioning towards chaos the most in fights 'jumping on top of everything or towards enemies"

2- the example i mentioned above, which is the monsters pushing us around sometimes causing a directional skill to go to an undesiredl location.

3- example of buffs like previously mentioned, shroudwalker.

4- the punshment of having built in longer wind up "attack speed and or animation of skills" , like when you for example use hammer of god and something interrutps the cast "all of the above can do that" and then the skill goes on CD "in my case cd cuz i use 2x aoe supports on it, one which adds a cd" and does not go out. this punishment applies to any and every mace skill especially because mace skills have the slowest speed to be performed, at least for the most part.

5- monsters in smokebomb areas seem to get hit by skills, but the fact that they are invisible and untargetable causes them to take a few times longer to die than they would by a bow/xbow/spell based skill. this example is precisely probematic in vaal temple rooms that won't complete until you kill everything and sometimes you run to what seems to be a smokebomb area and you hit blindly, nothing. then you have to go next smokebomb area and next and next. while a ranged character seem to be able to do the job instantly from a far. it's like somehting ranged can do in 1 second melees need 10 sometimes to do.

6- doors, tight corridors.. etc etc. the entire way melee aoe works gets destroyed in all of those terrains.


i will stop there, but trust me i could go for at least 10 more points
Last edited by zaarakiekenpachi#0320 on Jan 11, 2026, 3:46:46 AM
Last bumped on Jan 11, 2026, 3:43:21 AM
Melee characters are the weakest in the game right now (excluding mid-range pseudo-melee, when character does damage from a distance using melee skills like proxy - stone wall and fissues).

For instance, I have wolf-ritualist capable of doing 2-3 attacks per second, still suffering from light stun interrupts from white mobs (every hit can interrupt cast\ability use, sometimes also interrupts attacks). So, effectively, tanky armored wolf with super attack speed can't deal in melee with unch of skeletons, because of light stuns. So I refitting entire melee build into ranged spear build, it simply works better, even if times slower in attack speed.

And it also has the same issue: as Ritualist I am stealing mods from enemies and Shroud Walker causes so much confusion and issues... It always tends to kill you, instead of helping, teleporting into random mob, not the closest enemy, teleporting in unpredictable time, usually into boss' one-shot AOE. It's not a bug, but it definitely needs changes, we should be able to have some control over Shroud Walker we steal from enemies, or at least make it work only outside of combat (i.e. we can't be teleported while actively fighting, instead we force-teleported into nearest group of enemies in radius if not attacked recently or something like this).
Last edited by Nocturnal#3111 on Jan 11, 2026, 12:47:55 AM
"
Melee characters are the weakest in the game right now (excluding mid-range pseudo-melee, when character does damage from a distance using melee skills like proxy - stone wall and fissues).

For instance, I have wolf-ritualist capable of doing 2-3 attacks per second, still suffering from light stun interrupts from white mobs (every hit can interrupt cast\ability use, sometimes also interrupts attacks). So, effectively, tanky armored wolf with super attack speed can't deal in melee with unch of skeletons, because of light stuns. So I refitting entire melee build into ranged spear build, it simply works better, even if times slower in attack speed.

And it also has the same issue: as Ritualist I am stealing mods from enemies and Shroud Walker causes so much confusion and issues... It always tends to kill you, instead of helping, teleporting into random mob, not the closest enemy, teleporting in unpredictable time, usually into boss' one-shot AOE. It's not a bug, but it definitely needs changes, we should be able to have some control over Shroud Walker we steal from enemies, or at least make it work only outside of combat (i.e. we can't be teleported while actively fighting, instead we force-teleported into nearest group of enemies in radius if not attacked recently or something like this).


yes, there are several set of issues that ggg are very stubborn about. i would say the biggest one is the "pushback" part of where a tiny monster keeps pushing you back in so many cases completely messing up the "direction" of which your character is attacking which is one of the most frustrating experience i've ever had in any game, literally.

in some ways the headhunter issue i am mentioning could be looked at as a small piece of a bigger puzzle under the name of "ways of how monsters, layouts, terrain and buffs can cause interruptions to melee classes"

examples of those would be

1- how a shield wall/object creating skills can fail, namely because there is a small terrain obstacle infront of you which is precisely a melee issue because melees are the ones positioning towards chaos the most in fights 'jumping on top of everything or towards enemies"

2- the example i mentioned above, which is the monsters pushing us around sometimes causing a directional skill to go to an undesiredl location.

3- example of buffs like previously mentioned, shroudwalker.

4- the punshment of having built in longer wind up "attack speed and or animation of skills" , like when you for example use hammer of god and something interrutps the cast "all of the above can do that" and then the skill goes on CD "in my case cd cuz i use 2x aoe supports on it, one which adds a cd" and does not go out. this punishment applies to any and every mace skill especially because mace skills have the slowest speed to be performed, at least for the most part.

5- monsters in smokebomb areas seem to get hit by skills, but the fact that they are invisible and untargetable causes them to take a few times longer to die than they would by a bow/xbow/spell based skill. this example is precisely probematic in vaal temple rooms that won't complete until you kill everything and sometimes you run to what seems to be a smokebomb area and you hit blindly, nothing. then you have to go next smokebomb area and next and next. while a ranged character seem to be able to do the job instantly from a far. it's like somehting ranged can do in 1 second melees need 10 sometimes to do.

6- doors, tight corridors.. etc etc. the entire way melee aoe works gets destroyed in all of those terrains.


i will stop there, but trust me i could go for at least 10 more points

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