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I mean, it would be interesting, it would also be like the worst thing to play in a video game.
I don't know. I think I would get an odd sense of amusement out of it the first 14 times I died before I start screaming like Henry Cavill at the end of MOS.
Maybe add methods of weakening back down. Will need to do more scientific studies on this before asking From Software for a million dollars
I mean, it would be interesting, it would also be like the worst thing to play in a video game.
I don't know. I think I would get an odd sense of amusement out of it the first 14 times I died before I start screaming like Henry Cavill at the end of MOS.
Maybe add methods of weakening back down. Will need to do more scientific studies on this before asking From Software for a million dollars
It would make sense if capped.
Homogeneous distribution of your varieties of amuse-gueule
Reminds me of the nemesis orcs who killed me a bunch in Shadow of Mordor.
Each time he killed me/escaped he would gain some amount of power so he would be even harder to fight next time I faced him. The difference is, unless it was a story specific orc, you could bravely run away whenever he showed up again.
I always love playing with whips in Dark Souls, even though they're decidedly sub-optimal. They're fun and evocative, and it's enjoyable to try to make something that's usually less effective work regardless. Let's look at your whip options and how you can get the most out of them. It's Alek's Mini Whip Guide!
General Information
By far the biggest advantage of whips is that they are unparryable. That is a very underrated advantage; many PVE enemies love to parry, from invaders and NPCs to the mooks in Archdragon Peak. And of course parrying is a key component of PVP play. This takes that right off the table, which is excellent. Most whips also come with the Impact skill, which gives you an option against shield-bearing foes. The downside is that your DPS is going to be lower with most whips than with your other weapon options. Also you can't backstab / riposte, so if you want to ever do any of that, you'll need to quick-switch to some kind of dagger or similar crit-based weapon. This is usually sensible because whips tend to be rather light.
Whip
The basic leather whip gets an A scaling with a Sharp infusion, which is pretty much your only decent infusion option. Dex builds could keep this around as an off-weapon to use against parry-capable foes when higher-damage alternatives are too risky. Dex-caster hybrids can buff a Sharp Whip, which works great if you only focus one type of magic or you're waiting until acquiring the Witch's Locks.
Notched Whip
Blood infusion gives you 75 base bleed damage, making this the whip of choice for a Dex/Luck build (the only scaling with that infusion is a C in Dex). It's a great choice for your off-hand weapon if you're not using a paired weapon, since it can give you some bleed at range. Excellent for punishing shields. Alternatively you can Poison infuse this for a dual-threat, which is something you can't do with the Spotted Whip.
Spotted Whip
There is little reason to use this whip; if you want a poisonous whip, a Poison Notched Whip will actually do more poison buildup, and this one can't be infused. You can buff it though, so there's narrow utility there. And if you go with a Blood Notched Whip, this'll be what you'll use for poisoning.
Witch's Locks
For pyromancers, this is the top whip for maximum damage. It only has D scaling in Dex at +5, but B in both Faith and Intelligence, so it's pretty clear where you should put your points. The damage is split between physical and fire, which is bad against foes with high resistances, but it'll tear up the many enemies that have low fire resistance. The weapon art buffs its fire damage instead of being Impact, which is situationally more or less useful. The main downside is that you don't get this whip until the Archives, so if you want to focus your build on it, you'll only really get to enjoy it in NG+ or DLC. That's not as much a downside as it might seem though since you need a lot of time to get that many points into those stats anyway.
Rose of Ariandel
This is only technically a whip. It doesn't have the standard whip moveset (it has the club's), it doubles as a catalyst, and its weapon art buffs miracles. This requires clearing the Ashes of Ariandel DLC as well, so it's another super late pickup (if you can early-game speedrun this more power to you, you don't need a guide). A note though: despite not having the whip moveset, it does share the unparryable and no-backstab qualities of whips, so there's that. Also this weapon does bleed damage, so it's the best whip choice and an all-around excellent option for a Faith/Luck build.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
+2
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
On the upside of things, enemies don't seem to stop respawning in this one so I can find a good spot somewhere and just farm the fuck out of titanite and souls when I hit a rough patch.
Correct. they realized the spawn limit was actually not a great idea, and it's not in 3.
The spawn limit felt like an open acknowledgement that a fair bit of the level design in DS2 was fuckawful and that there were several places where they couldn't come up with a better idea than trying to force the player into really really crappy spots to fight from instead of having good enemies to fight. Way too many insta-death areas, for a game with movement as clumsy (albeit as part of the design) as the Souls games.
Honestly, people say this a lot, and yet my feeling was that DS3 was far more a game of instadeaths? I remember basically not being able to go five minutes in DS3 without having to carefully pull enemies one by one with a bow because if I fought them where you're supposed to I'd get wrecked.
Though, admittedly, it probably didn't help that everything in DS3 killed you a lot more. In DS2 I could go three quarters of the game with Vitality 4 and not be in instakill territory (I know, I've done it. I hate leveling vitality in general). In 3, there's a lot of enemies that will just simply murder you instantly from a single mistake if you didn't level vitality.
Thing is, these are RPGs and being able to overcome a hazard by leveling is par for the course. On top of that, being decent enough in a fight means those one-shot kills don't have to be deadly, if a player would rather learn the enemy rather than level their way out of the danger. So the only reason those early high-lethality fights would stay an aggravation is to refuse to level or not learn how to fight those enemies.
For DS2, a massive chunk of the game is bullshit falling and/or environmental hazards. The Gutter has three combinations of stupid design: poison-spewing statues, insta-death falls on crappy platforms, and limited visibility. It's not even the worst area for crappy design, and that stuff is pervasive throughout the gamee. No amount of leveling can offset the hazards and there's no skill-based way to avoid them, short of really, really boring shit like going slowly and kiting enemies into areas that aren't suicide to fight in.
On the upside of things, enemies don't seem to stop respawning in this one so I can find a good spot somewhere and just farm the fuck out of titanite and souls when I hit a rough patch.
Correct. they realized the spawn limit was actually not a great idea, and it's not in 3.
The spawn limit felt like an open acknowledgement that a fair bit of the level design in DS2 was fuckawful and that there were several places where they couldn't come up with a better idea than trying to force the player into really really crappy spots to fight from instead of having good enemies to fight. Way too many insta-death areas, for a game with movement as clumsy (albeit as part of the design) as the Souls games.
Honestly, people say this a lot, and yet my feeling was that DS3 was far more a game of instadeaths? I remember basically not being able to go five minutes in DS3 without having to carefully pull enemies one by one with a bow because if I fought them where you're supposed to I'd get wrecked.
Though, admittedly, it probably didn't help that everything in DS3 killed you a lot more. In DS2 I could go three quarters of the game with Vitality 4 and not be in instakill territory (I know, I've done it. I hate leveling vitality in general). In 3, there's a lot of enemies that will just simply murder you instantly from a single mistake if you didn't level vitality.
Thing is, these are RPGs and being able to overcome a hazard by leveling is par for the course. On top of that, being decent enough in a fight means those one-shot kills don't have to be deadly, if a player would rather learn the enemy rather than level their way out of the danger. So the only reason those early high-lethality fights would stay an aggravation is to refuse to level or not learn how to fight those enemies.
For DS2, a massive chunk of the game is bullshit falling and/or environmental hazards. The Gutter has three combinations of stupid design: poison-spewing statues, insta-death falls on crappy platforms, and limited visibility. It's not even the worst area for crappy design, and that stuff is pervasive throughout the gamee. No amount of leveling can offset the hazards and there's no skill-based way to avoid them, short of really, really boring shit like going slowly and kiting enemies into areas that aren't suicide to fight in.
You can just...not walk off cliffs.
There are a million complaints about DS2 you could have made that I'd just nod and say 'fair enough' to, but "I keep walking off cliffs" is a bizarre thing to pin on the game.
I had a hell of a more difficult time with Dark Souls 1's Tomb of Giants where it's always blackness and handicapping yourself to just see. Going to the Gutter in 2 was so much better as I was able to light the path so that subsequent trips I'll know where I've gone and improve my chances.
At the moment, I've been eyeing the four pronged plow. Looks cool and goes well with my current armor.
I see suggestions on the wiki to infuse it with chaos or dark. Kind of didn't really want to invest in any magic stats though, was hoping to find one solid attack stat and use the rest of my souls on vit and end.
Spears come in a wide variety with lots of infusion options.
The most consistent thing is they pair great with shields due to being able to attack with your shield up. It's not mandatory, but being able to shield is probably the more important consideration.
After that, it's just finding the spear and infusion for your stats.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
The Gutter is the entire theme of Dark Souls in one level.
You enter it and go "oh fuck what the fuck is this? oh my god i'm fucked." Then you slowly move forward, testing the way. Sometimes you die but you've learned more about the level up to the place where that happened so it's easier the next time (represented in-level via the torches). Then when you reach the end you turn around and look at it all lit up and glowing, so much less intimidating than it was at first, and you think "I did that. That was all me."
The Gutter is the entire theme of Dark Souls in one level.
You enter it and go "oh fuck what the fuck is this? oh my god i'm fucked." Then you slowly move forward, testing the way. Sometimes you die but you've learned more about the level up to the place where that happened so it's easier the next time (represented in-level via the torches). Then when you reach the end you turn around and look at it all lit up and glowing, so much less intimidating than it was at first, and you think "I did that. That was all me."
The Gutter is perfect.
Funny how at first it looks like a combination of two much-hated areas from DS1 (Blighttown and Tomb of Giants) but ends up actually being a pretty good level.
The Gutter is the entire theme of Dark Souls in one level.
You enter it and go "oh fuck what the fuck is this? oh my god i'm fucked." Then you slowly move forward, testing the way. Sometimes you die but you've learned more about the level up to the place where that happened so it's easier the next time (represented in-level via the torches). Then when you reach the end you turn around and look at it all lit up and glowing, so much less intimidating than it was at first, and you think "I did that. That was all me."
The Gutter is perfect.
Funny how at first it looks like a combination of two much-hated areas from DS1 (Blighttown and Tomb of Giants) but ends up actually being a pretty good level.
The last stretch, past the dark area, is kind of awful, though.
Well, Greirat is dead after I was sure I did everything right.
Bah. Fucking hate the convoluted way sidequests work/play out in Dark Souls games.
he always does at lothric
He was dead in the sewer behind Siegward's kitchen.
He was on a scav mission that he could have survived.
If you
talked to Siegward in Irithyll and then went into Irithyll Dungeon before sending Greirat to scavenge, Greirat dies because Siegward will already have left. You need to kill Pontiff and send Greirat before you set foot in the Dungeon
I don't understand how Hodrick went from tough but reasonable at the Undead Village to wtf 1 shotting in Road of Sacrifices. All you get is like a shackle each time right? Just felt it was hardly worth it.
you don't get anything but souls from him at road of sacrifices, but I was tilted and kept trying until i ran out of embers anyway.
usually i don't have any trouble with him, but this time i was using a straight sword and it was impossible to chip him down without getting parried. it was one of the most busted things I've ever seen. i even tried using an unupgraded whip, but between warmth and estus flasks, he could outlast me anyway. i was getting flashbacks to the Bloody Crow.
If you don't have unparryable or ranged options against parry-happy enemies, your best bet is usually to simply bait and parry them instead. Few enemies with unparryable attacks also parry themselves.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
0
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited December 2017
On the upside of things, Siegward is still doing alright.
This man is my Ashen one's rock. Lighting a path through the dark with mirth and whimsy.
Some would say I shouldn't get attached right after Greirat died from getting eaten by sewer spider people but I'm fairly certain nothing bad could happen to such a good person in this universe.
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited December 2017
Acquired an interesting item..
Firekeeper eyes. I gave them to her and she asked me if I wanted a world without flame, I said yes but she makes it sound almost sinister.
Wouldn't this ultimately be a good thing? Trying to think of an ending that feels like it would actually have some actual progress/hope to the DS world without being evil.
It feels like this universe is still in a vicious cycle of sacrifice to buy time and the linking of the fire is rooted to it and I could never shake the feeling in these games that it seems wrong.
Is wanting a world without flame just considered nihilism? As in I don't want to rule it as a dark lord but just let it fade away?
Firekeeper eyes. I gave them to her and she asked me if I wanted a world without flame, I said yes but she makes it sound almost sinister.
Wouldn't this ultimately be a good thing? Trying to think of an ending that feels like it would actually have some actual progress/hope to the DS world without being evil.
It feels like this universe is still in a vicious cycle of sacrifice to buy time and the linking of the fire is rooted to it and I could never shake the feeling in these games that it seems wrong.
Is wanting a world without flame just considered nihilism? As in I don't want to rule it as a dark lord but just let it fade away?
item talk
It really is a matter of perspective.
I'm with you that the world needs to progress and an age of darkness is the next course but people are going to hang on to the age of fire for as long as they can.
I feel this echoes Aldia in Dark Souls 2. There is good and bad in both, it is up to us to decide what is the correct course.
Unfortunately that is Dark Souls 2 which 3 wants very little to do with so...
Firekeeper eyes. I gave them to her and she asked me if I wanted a world without flame, I said yes but she makes it sound almost sinister.
Wouldn't this ultimately be a good thing? Trying to think of an ending that feels like it would actually have some actual progress/hope to the DS world without being evil.
It feels like this universe is still in a vicious cycle of sacrifice to buy time and the linking of the fire is rooted to it and I could never shake the feeling in these games that it seems wrong.
Is wanting a world without flame just considered nihilism? As in I don't want to rule it as a dark lord but just let it fade away?
The game doesn't really give you enough information to make an informed decision on endings, IMO. What's life like in the dark? What exactly does the third ending mean for humanity? How long will linking the flame last this time if you choose that?
It basically comes down to your interpretation of the lore. Personally, I think humanity will be fine in the dark. Or become trees and dragons. Which is fine-ish.
Off the topic on endings...have we talked about humans as archtree seeds theories?
We've seen hollows becomes trees already straight up in DS3.
Humans could be seeds that need a Flame to germinate like sequoia acorns in real life.
Dragons seem to be closely related, maybe an alternative path? You become a tree or a dragon (both are stone based life forms that thrive in the Age of Ancients, we've seen hollows become both, etc).
If you really want to stretch, you have the word hollow used to describe tree areas a few times across the series (The Great Hollow, Forest of Hollow Shadows (lit. translation of the jp name for Shaded Woods).
The music change in Firelink is a great reason to hand over the eyes anyway. Not that the former music is bad, but by that point you've heard it a lot, and the new track is also excellent.
I would also suggest that the storytelling quality is greater with the route of handing over the eyes. That is, you'll probably enjoy the ending more.
All that said, the true ending is arguably hidden behind both DLCs. They don't actually offer a new ending cutscene or anything, but.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
The music change in Firelink is a great reason to hand over the eyes anyway. Not that the former music is bad, but by that point you've heard it a lot, and the new track is also excellent.
I would also suggest that the storytelling quality is greater with the route of handing over the eyes. That is, you'll probably enjoy the ending more.
All that said, the true ending is arguably hidden behind both DLCs. They don't actually offer a new ending cutscene or anything, but.
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited December 2017
Up to Archdragon peak, thoughts so far:
Its another good Souls game that I would recommend to anyone but just something about this one feels almost abit tired or not quite as inspired.
Flow of the game feels more like DS1 (but a lil faster) which I love and prefer to DS2 but most of the bosses and dungeons have felt kind of like they're just going through the motions. Irithyll of the Boreal Valley and the Untended Graves were both visually interesting and fun to explore but I don't know. Still got abit to go, opinion might change by the end.
This is probably not intentional, but it is a hilarious and entirely fitting alternate name for a place in Dark Souls.
Cole's Law: "Thinly sliced cabbage."
+2
BrodyThe WatchThe First ShoreRegistered Userregular
Are there any good lore writeups for 2 and 3? I got most of the way through 2, but now I have an infant to care for, and don't anticipate finishing up the DLC, or being able to afford 3, any time soon, but I really love the story in these games.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Posts
Maybe add methods of weakening back down. Will need to do more scientific studies on this before asking From Software for a million dollars
It would make sense if capped.
Each time he killed me/escaped he would gain some amount of power so he would be even harder to fight next time I faced him. The difference is, unless it was a story specific orc, you could bravely run away whenever he showed up again.
Just made it to cathedral of the deep, should be able to respec soon. Was thinking about trying them out to do something different.
I never really enjoyed whips, but it's not uncommon for people to run whip/pyromancer builds.
General Information
By far the biggest advantage of whips is that they are unparryable. That is a very underrated advantage; many PVE enemies love to parry, from invaders and NPCs to the mooks in Archdragon Peak. And of course parrying is a key component of PVP play. This takes that right off the table, which is excellent. Most whips also come with the Impact skill, which gives you an option against shield-bearing foes. The downside is that your DPS is going to be lower with most whips than with your other weapon options. Also you can't backstab / riposte, so if you want to ever do any of that, you'll need to quick-switch to some kind of dagger or similar crit-based weapon. This is usually sensible because whips tend to be rather light.
Whip
The basic leather whip gets an A scaling with a Sharp infusion, which is pretty much your only decent infusion option. Dex builds could keep this around as an off-weapon to use against parry-capable foes when higher-damage alternatives are too risky. Dex-caster hybrids can buff a Sharp Whip, which works great if you only focus one type of magic or you're waiting until acquiring the Witch's Locks.
Notched Whip
Blood infusion gives you 75 base bleed damage, making this the whip of choice for a Dex/Luck build (the only scaling with that infusion is a C in Dex). It's a great choice for your off-hand weapon if you're not using a paired weapon, since it can give you some bleed at range. Excellent for punishing shields. Alternatively you can Poison infuse this for a dual-threat, which is something you can't do with the Spotted Whip.
Spotted Whip
There is little reason to use this whip; if you want a poisonous whip, a Poison Notched Whip will actually do more poison buildup, and this one can't be infused. You can buff it though, so there's narrow utility there. And if you go with a Blood Notched Whip, this'll be what you'll use for poisoning.
Witch's Locks
For pyromancers, this is the top whip for maximum damage. It only has D scaling in Dex at +5, but B in both Faith and Intelligence, so it's pretty clear where you should put your points. The damage is split between physical and fire, which is bad against foes with high resistances, but it'll tear up the many enemies that have low fire resistance. The weapon art buffs its fire damage instead of being Impact, which is situationally more or less useful. The main downside is that you don't get this whip until the Archives, so if you want to focus your build on it, you'll only really get to enjoy it in NG+ or DLC. That's not as much a downside as it might seem though since you need a lot of time to get that many points into those stats anyway.
Rose of Ariandel
This is only technically a whip. It doesn't have the standard whip moveset (it has the club's), it doubles as a catalyst, and its weapon art buffs miracles. This requires clearing the Ashes of Ariandel DLC as well, so it's another super late pickup (if you can early-game speedrun this more power to you, you don't need a guide). A note though: despite not having the whip moveset, it does share the unparryable and no-backstab qualities of whips, so there's that. Also this weapon does bleed damage, so it's the best whip choice and an all-around excellent option for a Faith/Luck build.
Thing is, these are RPGs and being able to overcome a hazard by leveling is par for the course. On top of that, being decent enough in a fight means those one-shot kills don't have to be deadly, if a player would rather learn the enemy rather than level their way out of the danger. So the only reason those early high-lethality fights would stay an aggravation is to refuse to level or not learn how to fight those enemies.
For DS2, a massive chunk of the game is bullshit falling and/or environmental hazards. The Gutter has three combinations of stupid design: poison-spewing statues, insta-death falls on crappy platforms, and limited visibility. It's not even the worst area for crappy design, and that stuff is pervasive throughout the gamee. No amount of leveling can offset the hazards and there's no skill-based way to avoid them, short of really, really boring shit like going slowly and kiting enemies into areas that aren't suicide to fight in.
You can just...not walk off cliffs.
There are a million complaints about DS2 you could have made that I'd just nod and say 'fair enough' to, but "I keep walking off cliffs" is a bizarre thing to pin on the game.
When I was using strength weapons, I just pumped purely that stat and vitality. Is it about the same here but substitute str for dex?
I've always wanted to try them in Dark Souls.
depends entirely on the spear
there's dex spears, there's fire spears, there's quality spears, there's faith spears
I see suggestions on the wiki to infuse it with chaos or dark. Kind of didn't really want to invest in any magic stats though, was hoping to find one solid attack stat and use the rest of my souls on vit and end.
Nah, Ringed Knight Spear. Because it's the partizan moveset, but longer, cooler looking, and with my favorite WA.
Like how the Silverblack Spear was the best in DS2, because it was the partizan moveset but looked cooler and scaled with dark.
The most consistent thing is they pair great with shields due to being able to attack with your shield up. It's not mandatory, but being able to shield is probably the more important consideration.
After that, it's just finding the spear and infusion for your stats.
You enter it and go "oh fuck what the fuck is this? oh my god i'm fucked." Then you slowly move forward, testing the way. Sometimes you die but you've learned more about the level up to the place where that happened so it's easier the next time (represented in-level via the torches). Then when you reach the end you turn around and look at it all lit up and glowing, so much less intimidating than it was at first, and you think "I did that. That was all me."
The Gutter is perfect.
Funny how at first it looks like a combination of two much-hated areas from DS1 (Blighttown and Tomb of Giants) but ends up actually being a pretty good level.
The last stretch, past the dark area, is kind of awful, though.
3DS: 0473-8507-2652
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to fully explore it you wind up having to go through it like three times because for the most part you can't really backtrack
Bah. Fucking hate the convoluted way sidequests work/play out in Dark Souls games.
He was on a scav mission that he could have survived.
If you're talking about when he goes to
3 looked at the obtuseness of NPC quests in 1 and said "hold my beer."
Unfortunately doing these quests without the wiki page open is not advised if you actually want to complete them successfully.
If you
usually i don't have any trouble with him, but this time i was using a straight sword and it was impossible to chip him down without getting parried. it was one of the most busted things I've ever seen. i even tried using an unupgraded whip, but between warmth and estus flasks, he could outlast me anyway. i was getting flashbacks to the Bloody Crow.
This man is my Ashen one's rock. Lighting a path through the dark with mirth and whimsy.
Some would say I shouldn't get attached right after Greirat died from getting eaten by sewer spider people but I'm fairly certain nothing bad could happen to such a good person in this universe.
Wouldn't this ultimately be a good thing? Trying to think of an ending that feels like it would actually have some actual progress/hope to the DS world without being evil.
It feels like this universe is still in a vicious cycle of sacrifice to buy time and the linking of the fire is rooted to it and I could never shake the feeling in these games that it seems wrong.
Is wanting a world without flame just considered nihilism? As in I don't want to rule it as a dark lord but just let it fade away?
item talk
I'm with you that the world needs to progress and an age of darkness is the next course but people are going to hang on to the age of fire for as long as they can.
I feel this echoes Aldia in Dark Souls 2. There is good and bad in both, it is up to us to decide what is the correct course.
Unfortunately that is Dark Souls 2 which 3 wants very little to do with so...
It basically comes down to your interpretation of the lore. Personally, I think humanity will be fine in the dark. Or become trees and dragons. Which is fine-ish.
Off the topic on endings...have we talked about humans as archtree seeds theories?
We've seen hollows becomes trees already straight up in DS3.
Humans could be seeds that need a Flame to germinate like sequoia acorns in real life.
Dragons seem to be closely related, maybe an alternative path? You become a tree or a dragon (both are stone based life forms that thrive in the Age of Ancients, we've seen hollows become both, etc).
If you really want to stretch, you have the word hollow used to describe tree areas a few times across the series (The Great Hollow, Forest of Hollow Shadows (lit. translation of the jp name for Shaded Woods).
I would also suggest that the storytelling quality is greater with the route of handing over the eyes. That is, you'll probably enjoy the ending more.
All that said, the true ending is arguably hidden behind both DLCs. They don't actually offer a new ending cutscene or anything, but.
true ending you say
Its another good Souls game that I would recommend to anyone but just something about this one feels almost abit tired or not quite as inspired.
Flow of the game feels more like DS1 (but a lil faster) which I love and prefer to DS2 but most of the bosses and dungeons have felt kind of like they're just going through the motions. Irithyll of the Boreal Valley and the Untended Graves were both visually interesting and fun to explore but I don't know. Still got abit to go, opinion might change by the end.
This is probably not intentional, but it is a hilarious and entirely fitting alternate name for a place in Dark Souls.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain