Dark Souls II. It’s official: I hate Iron Keep. At least the first part of it. I have died more in my first 30 minutes of being in this location than I have in this entire playthrough up to this point, and it’s all due to the ridiculous number of enemies and the aggravating NPC invaders. I died to the first invader 5 times in a row before finally beating it, and then I died to the other invader 3 times before beating it. Thankfully, once they are killed they don’t respawn, but good grief. That is the most frustrated I have felt with a game in a looooong time.
The regular enemies aren’t much better. I believe they are called Alonne Knights, and my goodness are they annoying. I can kill one in two hits with my +6 or +7 (I can’t remember which it is) bastard sword, but that’s not the problem. The problems (for they are indeed multiplicitous) are that they 1.) have an insane aggro range; 2.) they move incredibly quickly; and 3.) their attacks, some of which have almost zero windup and no tells, can stagger my character; and 4.) there are sooooo many of them. Let’s break these down, shall we?
1.) This is the first enemy I have encountered thus far with an aggro range this long. More often than not, they will aggro to me before I even know they are there, which is a problem when I’m trying to fight one and another pops out of his hiding place that’s a mile away and sprints over to me to join in on the stun-locking fun. I wouldn’t mind this so much if there were fewer of them or if I had an equal chance at seeing them, but their awareness of me defies logic, space, and time. Seriously, several of the knights will aggro to me when they are in a different room altogether, with no line of sight. It’s weird and frustrating, because no other enemy up to this point behaves in this way. Some specific enemies might have a long aggro range, but they at least are reasonable. These guys? Not so much.
2.) Seriously, these guys move fast. They can close great distances in very little time, which compounds the issue with their aggro range. With most enemies, their high numbers can be countered by drawing one or two at a time or by staying on the move and using spacing, obstacles, or attack-baiting to single an enemy out. Those tactics are difficult with these guys. On more than one occasion I thought I had draw a single knight to me only to get surprise attacked from behind by an enemy I hadn’t even seen. Seriously, I don’t even know where half the knights’ spawn points are, because they see me long before I see them and close the distance so quickly that I’m usually fighting someone else when they arrive. Which leads me to my next point.
3.) Poise-breaking. To be fair, this is partially my fault. I’m sure with some heavier armor I could poise through their attacks. However, my issue lies with the fact that their attacks do decent poise damage and they are so fast and some of them are pretty much impossible to dodge. I don’t use a shield (again, an issue on my end that I could correct) and rolling usually works just fine. But I can’t react quickly enough to some of the attacks to effectively roll through them. If I land a blow I can stagger them with no issues, but with their attacks being so much quicker, they can (and have, repeatedly) interrupt my attacks, and more than once I got stunlocked by several enemies attacking at once or in rapid succession. It’s frustrating.
And 4.) The big one. Apparently a common complaint about Dark Souls II, or at least Scholar of the First Sin, is the number and placement of enemies. However, up to this point, I never found either particularly bothersome. Oh sure, there are some areas that are a little annoying, but no area has made me frustrated like Iron Keep. All the previous issues are compounded and exacerbated by the sheer number of Alonne Knights. They come from everywhere and never seem to end. I can’t even recount how many times I would be attacked by a knight that I hadn’t seen before or that came from who knows where. It has made it soooooo frustrating traversing just the opening area of Iron Keep. Worse, because they have such a long aggro range and because they are so fast, it is almost impossible to just rush to the boss arena (this boss is technically optional, but killing it opens a bonfire that makes the next section much less troublesome). This wouldn’t be an issue in Dark Souls III (I don’t remember how it worked in the first game) because in DS3, using a fog gate or lever provided invincibility frames, meaning it’s possible to rush to a fog gate and use it, and if any enemies followed you to it, they can attack all they want while you are using the fog gate and they won’t do a thing to you. No such luck here. You can most definitely get hit while using a fog gate, and worse, getting hit cancels the animation and prevents you from entering. That essentially means that if I die to this boss, I will have to kill most, if not all, of the enemies between the bonfire and the boss. I’m just going to hope dearly that I manage to kill the boss on my first attempt.