DraQ
Arcane
TBH I don't mind handholders as long as they can be turned off and as long as game isn't built around them*.
I even openly advocate building game as follows:
-Design game on hardest possible difficulty, with unforgiving mechanics, lots of things that come back and bite you in the ass, odds stacked against player and general assrapitude
-Create lower difficulty levels by throwing player crutches, hints, helpers or opening loopholes.
This avoids shitty stuff like reliance on dumbed down additions (like quest compass to have any clue about location of your quest goal), purely numerical difficulty at higher levels AKA Mobs of Many Hitpoints and all kinds of derp.
*) Most games are built around them.
I even openly advocate building game as follows:
-Design game on hardest possible difficulty, with unforgiving mechanics, lots of things that come back and bite you in the ass, odds stacked against player and general assrapitude
-Create lower difficulty levels by throwing player crutches, hints, helpers or opening loopholes.
This avoids shitty stuff like reliance on dumbed down additions (like quest compass to have any clue about location of your quest goal), purely numerical difficulty at higher levels AKA Mobs of Many Hitpoints and all kinds of derp.
*) Most games are built around them.