CODE VEIN

CODE VEIN

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Spaulding Jan 12, 2021 @ 10:39am
How long does the Cathedral of the sacred blood last
I ♥♥♥♥♥♥♥ hate this place, I finally made my way to and beat the spider dog and now I'm not sure where to go, I don't want to wander around this area anymore it is ♥♥♥♥♥♥♥ terrible I don't want to run around a maze anymore I want to go back to normal areas this place makes me want to blow my brains out what do I do after beating the dog thing and going through all the cutscenes
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Showing 1-15 of 24 comments
HolySmoliez Jan 12, 2021 @ 10:47am 
I totally agree with you hating the Cathedral since it took me 2 hours to get to the Wolf Spider. After you beat the Boss you will be asked to go through a door and you go down some stairs, there you will see a cutscene in which Louis loses his temper and after that you are good to go back to Home Base.
Spaulding Jan 12, 2021 @ 10:49am 
Originally posted by Aqua Ackerman:
I totally agree with you hating the Cathedral since it took me 2 hours to get to the Wolf Spider. After you beat the Boss you will be asked to go through a door and you go down some stairs, there you will see a cutscene in which Louis loses his temper and after that you are good to go back to Home Base.
Thank god, I thought I had to keep looking for somewhere else to go after the cutscenes.
VonRaven 666 Jan 13, 2021 @ 2:07am 
one of the most annoying areas in the history of gaming :D
Lynfinity Jan 14, 2021 @ 4:20am 
Originally posted by VonRaven 666:
one of the most annoying areas in the history of gaming :D
Not nearly as annoying as people make it out to be. I would even go as far as to say that it's not annoying at all, it just determines whether the player has more than one braincell or not.

The definition of "Annoying" would be swamp areas in Dark Souls, for example.
Last edited by Lynfinity; Jan 14, 2021 @ 4:20am
Spaulding Jan 14, 2021 @ 8:18am 
Originally posted by VonRaven 666:
one of the most annoying areas in the history of gaming :D

I'm glad that someone with as many hours as you do in Souls-like games agrees lol
Xengre Jan 14, 2021 @ 10:26am 
Its mainly just ridiculously long. What if I told you a certain burning area could be even worse (unless you figure out the way to make it a joke) and a certain sandy area after that is the worst because devs, its not an exaggeration at all... they really did, literally designed it as one big F u to the players? The rest aren't so bad but uh... the worst has yet to come.
Spaulding Jan 14, 2021 @ 11:59am 
Originally posted by Xengre:
Its mainly just ridiculously long. What if I told you a certain burning area could be even worse (unless you figure out the way to make it a joke) and a certain sandy area after that is the worst because devs, its not an exaggeration at all... they really did, literally designed it as one big F u to the players? The rest aren't so bad but uh... the worst has yet to come.

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.
Xengre Jan 14, 2021 @ 1:52pm 
Originally posted by Conpon:
Originally posted by Xengre:
Its mainly just ridiculously long. What if I told you a certain burning area could be even worse (unless you figure out the way to make it a joke) and a certain sandy area after that is the worst because devs, its not an exaggeration at all... they really did, literally designed it as one big F u to the players? The rest aren't so bad but uh... the worst has yet to come.

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.
Yeah, it is boring. If you have high enough fire resistance (good veil with fire res, or fire infusion) and use the fire resistance buffs from gift/magic you can make the ground do 0 dmg, even the mobs do 0 dmg (except the final boss and the blue fire guys), and the walls wont hurt as bad. This actually is a good idea to do just because you can use that same setup when you get to a certain later notorious boss fight... no spoiler

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.
Alex Jan 14, 2021 @ 2:18pm 
Originally posted by Xengre:
Originally posted by Conpon:

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.
Yeah, it is boring. If you have high enough fire resistance (good veil with fire res, or fire infusion) and use the fire resistance buffs from gift/magic you can make the ground do 0 dmg, even the mobs do 0 dmg (except the final boss and the blue fire guys), and the walls wont hurt as bad. This actually is a good idea to do just because you can use that same setup when you get to a certain later notorious boss fight... no spoiler

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.
Xengre Jan 14, 2021 @ 5:06pm 
Originally posted by Alex:
Originally posted by Xengre:
Yeah, it is boring. If you have high enough fire resistance (good veil with fire res, or fire infusion) and use the fire resistance buffs from gift/magic you can make the ground do 0 dmg, even the mobs do 0 dmg (except the final boss and the blue fire guys), and the walls wont hurt as bad. This actually is a good idea to do just because you can use that same setup when you get to a certain later notorious boss fight... no spoiler

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.
No, Ichor Drain cannot be stopped with Leak Vaccine or any known method in the game. I even tested seconds before typing this reply to make sure I didn't misremember and Google'd and it is a known issue with the area. The leak issue is actually the most minor element of the problems with the map, too, but is a perpetual problem that adds up when combined with everything else.

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".
Spaulding Jan 14, 2021 @ 5:35pm 
Originally posted by Xengre:
Originally posted by Alex:

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.
No, Ichor Drain cannot be stopped with Leak Vaccine or any known method in the game. I even tested seconds before typing this reply to make sure I didn't misremember and Google'd and it is a known issue with the area. The leak issue is actually the most minor element of the problems with the map, too, but is a perpetual problem that adds up when combined with everything else.

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:lunar2019deadpanpig:
Xengre Jan 14, 2021 @ 7:29pm 
Originally posted by Conpon:
What is this essay you've written:lunar2019deadpanpig:
Haha, yeah. I find the map very interesting because while it isn't "difficult" per say its a very unique case where a dev clearly intentionally wants to just screw with the player to distress them while not making it blatantly obvious which is something you virtually never see in the industry.
Dr. Atrocious Jan 14, 2021 @ 8:43pm 
Originally posted by Xengre:
Originally posted by Alex:

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.
No, Ichor Drain cannot be stopped with Leak Vaccine or any known method in the game. I even tested seconds before typing this reply to make sure I didn't misremember and Google'd and it is a known issue with the area. The leak issue is actually the most minor element of the problems with the map, too, but is a perpetual problem that adds up when combined with everything else.

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".
This is longer and more tedious to read than the Cathedral was to get through.
Xengre Jan 14, 2021 @ 9:41pm 
Originally posted by ℛaveÐƵ:
This is longer and more tedious to read than the Cathedral was to get through.
I get you are trying to be funny and all but really? If you lack the attention span to read it then perhaps save everyone a pointless post.
Dr. Atrocious Jan 14, 2021 @ 10:09pm 
Originally posted by Xengre:
Originally posted by ℛaveÐƵ:
This is longer and more tedious to read than the Cathedral was to get through.
I get you are trying to be funny and all but really? If you lack the attention span to read it then perhaps save everyone a pointless post.
I think if anyone had the attention span and time to read that post, they'd be in love with the Cathedral.

No need to take it personal, it's just my way of agreeing with the original post.
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Date Posted: Jan 12, 2021 @ 10:39am
Posts: 25