>>723853761 (OP)
The issue is with how the challenges are presented in this part of the game. In Sinner’s Road, in the 2nd fucking room, after a long trek from below, you enter a room where you have to face the bolas enemy, the flying sword enemies, the leeches that stop you from healing, and a moderately difficult pogo challenge, all at once and for the first time. You don’t get a chance to study the bolas trajectories or timing, or to understand how the leeches work. The flying sword enemies, which have multiple attacks and deal high damage, appear together with the spiked bolas that can knock you into the no heal pit. Then you die,and you have to run all the way back from Graymore. The problem is that all these new and difficult mechanics are introduced simultaneously, as if this were a final test of everything you’ve already learned, except you haven’t had time to learn any of it.
AND THEN The swinging pogo section right before the bench is activated adds another challenge when all you want is to reach safety. It turns what should be a moment of relief from the backtrack into another point of failure. Again, first time facing those moving spikes.
The minibosses in High Halls have the same issue. Each fight is already difficult on its own, but it’s hard to learn their patterns when reaching one requires running through half the previous encounters again
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These are design issues. Hard fights are fine, but players need time to adapt. Without that "GIT GUD" becomes frustration.