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out opportunity, because the map interconnection and some legacy dungeons design are still top notch
By contrast, the DLC exploration felt terrible. The map was intentionally confusing, almost as if to try to force you to explore every nook and cranny despite there being absolutely nothing there 99% of the time. The scadutree fragments were randomly placed around in ways that made no logical sense (unlike churches with sacred tears or golden trees with seeds along the obvious paths). Again, it just felt like they needed a way to stretch out the exploration of the game to make the DLC seem bigger and more full than it really was.
There was really only two styles of dungeons in the DLC and all the jails felt the same and all the catacombs felt the same. The lava-areas were OK but were all pretty short and not really developed enough.
I also hated how many re-used bosses there were. So much hype about "40 bosses" yet here we go again with Tree Sentinels and Demi-human Queens and copy and pasted dragon bosses.
I swapped to a no intelligence strength build and the bosses still suck even when I'm dealing 1700 damage a hit
- Story was asscheeks but I appreciated the dialogue choices.
- If Melina is still alive it doesn't make any sense why she would say nothing in this entire area.
- No covenants STILL.
- Half of the remembrance bosses had no intro cinematic.
- Copy & Pasted Dragons out the wazoo.
- Furnace Golems being an absolute chore to fight after the first time with hardly any decent rewards.
- Many bosses have a ridiculous amount of mobility causing the fights to drag on longer due to how much melee builds have to run around.
- The Lothric Princes did the final boss's shtick better.
- FPS and glitches here and there.
Remembrance weapons and spells all look cool but in practice don't feel so good too. That said 95% of this DLC was incredible and loved the little secrets you stumble into.
But i don't hate it or anything, so far it's been good. Just a little bit over the top for my taste.
I also very much dislike the constant punishment of selfheal. It felt like I spent more time trying to drink and getting interrupted than I spent actually attacking the enemies.
It also feels like there's a clear attempt to make the actual learning process during bossfights as tedious as possible. They all have several phases, which means you need to work out how to respond to a new moveset via trial and error.
Error constantly throws you back to P1 because healing is punished so hard, and damage is often high enough for bosses to kill you in ~2 hits. Worst offender here is of course the last boss, as that guy literally blinds you, so a lot of the time you can't even tell wtf hit you.