Dreadnought Vanguard (Act 2)
Absolutely insane area in a lot of ways. Super exciting looking, fighting on a giant moving cart, corrupted faridun coming at me raging from everywhere.
By far the most challenging area I have faced yet. Narrow areas are very dangerous in this game. Which is fine. This is one of them. Now,...in addition to this general challenge there are some things I observed in this area that I did not in others: The sheer amount of mobs feels like a juiced T16 all of a sudden in comparison with the former areas. This alone would also not be bad, on the contrary, but most of this surplus of mobs have a jump ability coming in like crickets from off-screen jumping purposefully BEHIND the player character, blocking their way. This is apparently by design, but it's not one monster, it's suddenly like 10 or 15 coming jumping above my head out of nowhere, now blocking the only escape route I had left. Moreover, this area has more rares than any other it seems to me, which can be challenging on their own. Now all of this comes with NO checkpoint ANYWHERE until very very far in to the map. I don't understand this choice. I have encountered other areas where there's checkpoints every other corner I take. This felt awful. Recap: Not meant to be a rant but an observation of disparity in a zone in comparison to others: - huge mob quantity (nice) - very very tight spaces with lots of decorations blocking (part of the game) - mobs coming in flying from off-screen to block player from several directions (horrible because of increased monster quantity) - no checkpoint until very very very late into map (awful) Simply adding checkpoints seems like a sensible solution here if you ask me, and/or maybe not have every single mob execute their jump like they were PoE1 goatmen :D Last bumped on Dec 8, 2024, 4:33:00 PM
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