This is not what anyone in this topic has been saying. There's a difference between wanting a reasonable challenge and wanting a 22-minute DPS rush that requires 22 minutes of iframe-dodging perfection in the face of instant-killing attacks where any two mistakes causes instant failure.
Give us harder stuff, absolutely, but don't turn the game into the action RPG equivalent of a bullet hell to satisfy a vocal 1% because that's not what virtually any game needs, let alone one struggling for content and keeping players' attention.
Twisted with Hatred isn't anything bullet hell esque. Its difficult was fairly reasonable and even a bit on the easier side if you ran optimal class combos. You shouldn't get OHKO'd by ordinary attacks on anything that ran God units (reasonable for the absolute endgame quest) even running something like Phantom, and a lot of classes either had extra resists or reliable multi use iron will like Hero's or Luster's. Even if it was just a bullet hell for 1% why is it wrong that minority of players that are much more obsessed over pure gameplay than the average get their quest that's entirely reused assets?
There isn't any objective measure of difficulty outside of aiming for some percentile of players to clear it, and even then the % clearing is also affected by whether they even bother doing it or how eased into the content they were. In similar vein there's nothing inherently cheap about requiring the players to keep high dodge rate for a lengthy quest. These are just the basic action game mechanics.
I feel that difficulty is mostly misunderstood by casual sour grapes crowd that can't stomach a single quest that wasn't made for them, while many people who want a bit more spicy fun have to stomach going through a large amount of absolutely boring quests while everyone who isn't them pretends that they can just play like idiots to make it harder.