1. No one likes invulnerable enemies. We as human seek to adapt and overcome things. The fact that we have to run away from these Pariah enemies not only showcase a lack of adaptation to find a means to kill them, but also highlights how weak the player is in general. That’s just sinful.
2. The insta-kill environment is atrocious. The third encounter surrounds you with spinning spiked pillars and hanging lanterns that look so down graded in graphics, I thought I was back in 2005 again. These traps and obstacles, much like the Pariah’s, have no means of overcoming except outright avoidance. There could’ve been enemies killed or levers activated to stop these obstacles from function, but no. Equally, many of the traps hit boxes are slightly larger than they appear. Learn a thing or two from Dark Souls.
3. Sword logic. Nothing is explained when using a hive sword. There is no sense or reasoning why certain attacks affect certain enemies. Why do hive wizards only take damage with the heavy attack? Why are the hive knights only hurt when using the light swings or super swing? Why do the shriekers only take damage from having it reflected back? They are all exposed enemies. They all look no different from the average enemies. Let the players kill them how THEY want to. It’s about as redundant and ridiculous as most raid encounters and weird mechanics put in place for “difficulty”. Stop forcing a one style play style.
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I like the final boss of the dungeon and insta-masterworked loot at the end, but the rest is lack luster and forgettable.
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I enjoy the encounter with all the jumping its a twist on the normal gameplay. But they definatly shouldve fixed the bug with the insta dying from switching encounters thats cancer .