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The definition of "Annoying" would be swamp areas in Dark Souls, for example.
I'm glad that someone with as many hours as you do in Souls-like games agrees lol
I'm in the fire area, the flame walls are annoying but more than anything that area is just more boring than aggravating, in hindsight Cathedral wasn't SO bad just hated the maze aspect of it and the length.
The next area just has a lot of issues with its design, especially a certain type of trap design (you literally don't see in other games for very good reason, not the way it was handled at least) and a bunch of other stuff that all coupled together is just... the intent from the devs was pretty clear it could only be intentional. Aesthetically on so many points the location is great, though.
I don't think the sandarea is that bad. The ichor drain can be stopped with leak vaccine, and in case you die, there's a good chance your partner will bring you back, as long as you don't fall off a cliff. Of course some are trying this solo on ng+5 with further restrictions, but that's self inflicted pain.
I'm not sure how well your teammates will bring you back. I think it will depend a lot on luck and where at in the map because there are many areas where you encounter the particularly big bugs, and in slowing sand at that, resulting in their own Ichor being too low to even cast revive. Even worse many of them are strong enough to potentially 1-2 shot the characters (especially the ones with the red spikes on their back). Even if you got revived there is a good chance you will die immediately after because of the sand's slowing effect and the insane range + damage from those large bugs.
Some of the issues the map has:
- Ichor draining sand (more problematic for caster builds and those ichor dependent for skills/etc. be it melee/range)
- Severely slowing sand (causes even worse issues at lower levels due to stamina constraints, also just problematic if you don't have quick dash in general which is problematic for some builds)
- The first mistle unlock is arguably much further to get to than in most maps and the same applies to the second map, unless you know exactly where to go and skip everything else. This is worsened by the odds of dying being higher than in most other maps and numerous side routes for exploration.
- Sand blob things require a specific roll technique to avoid if med/slow rolling that the average player probably wont figure out), blocking (which a player may not even consider in this case if they haven't been using block and doesn't always work because I've seen about 1/3rd of them literally (rather than jumping straight at you) jump to your side and zoom around to hit you on the back side (I'm not sure if this is a bug or intentional... but its frequent enough I don't think it was unknown...). Fortunately, their damage is low enough that blocking solution is fairly reliable even for low level not using a block build and in the rare case it impacts you not a big deal... on its own but coupled with buildup from other enemies damage sources it isn't irrelevant.
- Tons and tooons of "gotcha" attacks from enemies from under the cliff, higher elevations dropping down, and pretending to be asleep/dead. Far more than any other map I've no doubt and not even close to any other on this issue. It also includes large enemies in this category.
- Large enemies are pretty deadly, but the standard large ones are at least usually easy to dodge when the camera get you and you aren't in sand. Their backside for backstabs can't be untested to this degree. These are the single worst enemy to backstab in the entire game and their backs are almost never anywhere on their back, usually being at one random side and in some cases I've even seen it on the front... It isn't a simple case of their animation making it look like they are turned, either.
- Large enemies Pt.2 the giant ones that are green with red spikes on back (look kinda like coral) are strong. Not only are they literally comparably as tanky as actual bosses, they also have damage comparable and exceeding many bosses. In addition, some of them are in sandy slowing and ichor draining locations. Further, these things are insanely mobile (in fact they are unquestionably THE most mobile enemy in the entire game) and jump around like some mutant frog. For a good moment I wondered if I was even playing Code Vein anymore. This already makes them hard to get to but they also are this mobile in sandy areas meaning when unlucky its impossible to actually attack them while they just pelt you with your limited stamina/slowed movement in the sand (I've seen one dodge and stay way for upwards of 3 minutes and it is physically impossible to close the distance in the sand in that case). They have powerful ranged attacks including also some homing ones that can completely 180 and chase you from behind the camera so even though they can be not crazy difficult to evade they may still get you depending on luck. Their attack aggression is high enough to be problematic outside of sand for lesser skilled players and even more inside sand. They also have an AoE sandstorm smokescreen to prevent you from seeing what their actions are (it might also block damage from ranged attacks but I'm not sure since I mainly melee, but I could of sworn it blocked at least 1-2 ranged attacks I tried to use to finish one before that wouldn't let me near it...). That isn't to say this enemy is crazy crazy hard or something but it is clearly overtuned and simply adds up on top of everything else, especially for average and less skilled players.
- Flame spitting enemies coupled with sand slow, enemies that may be difficult for some and stagger long enough to let more powerful enemies potentially finish off/1-shot you or AI partner. They also potentially add up damage along with everything else wise and are incredibly spread out in some areas in addition with the numerous enemies and directions they come from in this map.
- The map is probably one of the more enemy dense maps in the game.
- The map features enemies often coming from more directions at once than most other maps, in addition to prior gotcha design.
- The math features a shortcut as its prior means of connecting much of the map but has elevator/ladders in between and still results in a lot more travel than usual if you die.
- The boss is very different from most other maps and may prove troublesome for some build types/players if they can't adapt (but it is one of the easier bosses for some arguably).
- The boss has the most ridiculous run if you do die to it in the game. Its literally like 90-120 seconds between the boss and the mistle to retry it... I mean it might be longer than almost every other mistle to boss run combined, or most of them.
- The notorious rock section. In this area there is a large sloping path/hill. At the top is a large bug enemy who does not immediately perform an action. If you walk into the path and immediately go for the item on the ground nearby in your sight (to the right path dead end) you will die. Period. Once it starts throwing rocks if you don't get out immediately (and most will not know it throws the rocks so they wont react fast enough to leave before the rock issue occurs) meaning you will die. There is no dodging/blocking/etc. to get out. You die. The end. If you try to recover your haze you will die every time. The only solution is dealing with the rock enemy first. In the event you walk onto the path and look left before going right due to the bugs delay you may look away before it starts throwing rocks, which is likely intentional, thus still ending up with most players getting trapped. As you try to advance up the hill until you figure out the side routes or if you panic you will get pushed back and most likely get trapped and die. The way this section is designed has a 100% fail unless you just so happen to be slow enough that the bug actually starts throwing rocks or you try to go up the hill ignoring the item entirely which is an unrealistically unlikely situation in both cases for majority of players (we are talking about typical experience of what most will go through). If you get trapped there is no way out. You probably cannot find a single other game that has a guaranteed you are screwed trap with no telltale signs like this, aka a literally unavoidable death with potentially massive punishment such as losing hundreds of thousands to millions of haze depending on just how it works out. There is actually a lot more going on here design wise intended to screw you but I could do an entire post on this one design issue. In short you don't see this in any other game for a reason.
- Due to the map design its easy to completely lose all haze on this map.
I think there might even have been some things I missed. I wouldn't describe the map as impossibly hard or something, but design wise and annoyance level as everything adds up... there definitely is some issues that just make it less pleasant to the "typical player".
What is this essay you've written
No need to take it personal, it's just my way of agreeing with the original post.