Dreadnought feels too unfair

Playing as a monk, currently going through the Dreadnought and Dreadnought Vanguard in Act 2. I wish there were a few waypoints in the Dreadnought because it feels like a really long and dangerous zone that you have to redo entirely whenever you die.

Similarly, the traversability in the areas feels too low, the space to move is small and the bridges between carts are tiny while all the enemies are super dangerous (at least for me). Feeling forced into spamming just my longest range ability and kiting everything one at a time, and when enemies try to filter over the bridges to follow me they get stuck on each other and end up queueing up attacks to all fire off at the same time when I approach them again.

Plus my attacks often get stuck on terrain and don't end up doing anything.

Would love it if the monster density was just a little lower and the space to move a little bigger, as well as making it so less stuff gets stuck on walls/terrain, it's just that right now it feels unfairly difficult which makes it unfun.
Last bumped on Dec 16, 2024, 12:58:05 PM
I'm playing as a range character and while it is easy, it feels really bad and not fun. Most of the time packs got stuck and do nothing while you decimate them from the other side of the bridge. Can imagine that for melee it's really painful.
I agree with this and I just did that place as well. It's really dangerous with enemies jumping around a lot and can block your path if you progress too far. I've gotten kiled on bridges a lot on the map because of leaping mobs, and there were no checkpoints which made the area a pain to go through. I would wish there were maybe 1 or 2 checkpoints on that map and maybe as suggested less mob density.
Long time diablo player.
+1 this zone needs more checkpoints. Also enemies look like they have 2x the amount of hp or resistance than the previous zone. That's too high IMO
The same.
Playing as a monk, and while playing melee feels like already a disadvantage, dreadnought only adds insult to injury.
Too little space, leaping enemies, barrels, chests, and other crap everywhere to make you stuck. ANY of the trash mobs is faster and has a higher attack speed than my char.
Exact same experience on my monk playing through. When I died in the second Dreadnought zone and the sekhema didn't respawn with me, it was actually a relief as I could kite without her blocking a dozen spearmen into a chokepoint, who would change aggro to me the second I walked into range and completely obliterate me.

I'm not a fan of the small corridors everywhere in this game, to be honest.
I've done it in Normal & Cruel as a monk and the first time was painful especially after a death and a bug caused the NPC to abandon me ...

BUT

When i reached the area in cruel i did rebalance my Frost build around using Frost Wall & Curse a lot ( then i come in to Freeze / Kill ) . Blocking the bridges in the area with Frost Walls allow you to take care of aerial threats before pummelling the rest of mobs which are unable to swarm you as easily .

So yeah the area require a lot of crowd control effort or you get swarm with very little mobility available .
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