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that said, once you get used to how the ghost behaves (depending on what gear you gave him), he's quite easy to exploit.
you could always just get naked and kill yourself, losing your axioms, but getting the ghost out of the way in the process.
When it comes to souls-like games there is ultimately only one piece of advice that will carry you forward, and that is: "Get good". As dismissive as that sounds, your ghost isn't even close to the toughest enemy in the game, so don't look at it as a road block, look at it as a trial to overcome to be ready for what's ahead of you.
TBH he's harder to beat than everything (including boss) else in the game.
But i like a punishment for dying and the ghost does not disappoint.
I think that when the ghost kills you it represents a version of you that you should be. The ghost is the future you showing you how it should be done. And when you kill it, you allso kill your previous failure.
It just seems like a poorly thought through game mechanic, and if I'm hitting a poorly thought through game mechanic this early in the game, it makes me think the game is full of them. *That*'s what breaks my will to play a game - poor and not-fun game design.
That's why I want to know the reasoning behind the player ghost mechanic. If it's just "lol, let's screw new players", then I can be satisfied giving the game a negative review and moving on, but if the intent was something other than the experience it delivers for new players, then raising the question/issue to the developers might mean it could be tweaked in the future.
I'm pretty sure it wasn't included solely so that the developers could test Steam's refund mechanics!
Demon's Souls would get harder with every death, spawning more fearsome enemies. This was the opposite of the norm at the time, where some game would automatically lower the difficulty if you died to often.
Dark Souls makes you lose your human form and the various benefits associated to it, Dark Souls 2 lowers your maximum health with each death (!), in Dark Souls 3 you become more and more hollow.
In short, the frustation you are experiencing is an integral part of the genre: There must be a punishment for dying other than (the risk of) losing your souls/axioms. That's the way of those games to tell you to try and get better.
You might not like it, and it's totally understandable. You might think they could have done away with this mechanic, but honestly, as much as I love hellpoint, one has to recognize that it's not a souls-likes, but a souls-clone. Devs are not into redefining the genre.
I guess in the absence of a "hollow" mechanic, the devs had to come up with something more serious than "oops! Souls gone, oh well".
However, I feel like the nature of this punishment is very different from the DS games (though perhaps somewhat comparable with DeS), since dying here doesn't make you weaker (with the ability to safely recover), but does make the one area where you died a lot more dangerous.
That's an interesting effect, since it makes challenging areas more challenging, encouraging players to explore somewhere else instead. Which could be either good or bad.
Alternatively, it encourages metagaming, by going somewhere you're not interested in just to die, before going back to the interesting place again to continue progress. Which could also be either good or bad, but sounds to me like busywork. :/
Ultimately, it's cool...its like fighting an invading you.