Dark Souls III (PC), 6/24/2016
This is a very, very difficult game.
You have to put up with hordes of zombies vomiting worms all over you (and yes, you can actually see this on your character), entire beasts that seem to be clumps of worms that do the same thing to you except through contact alone, said beasts growing out from the zombie's abdomens, poisonous slugs in sludge that seems to essentially be made of the same thing they are, zombies that vomit even more worms at you who from waist down are grubs, giant spiders, plagued rats, and I could only sigh in relief when it turned out that the sewer centipedes were not actual centipedes, but rather nude women with dozens of extra arms. Seriously what the fuck, I only got this game because I was told by my friend that almost everything they fought was humanoid and I specifically asked about if there were frequent encounters with the kind of nasty shit aforementioned, pointing out that I held no interest whatsoever in Bloodborne no matter how hyped it was because of this kind of thing.
In any case, the cumulative disgust of dealing with all of that caused me to fast for four days and then some more later on in the game (when I reached Irithyll Dungeon) to the point of which right now I want to dissect human bodies alive so I can marvel at how much more appealing real muscles and organs are in comparison to the kind of fantasies people will come up with.
This is one game that I will never, ever, go NG+ on.
Anyway, I have to say that it is utterly asinine how prevalent "git gud" is in the Dark Souls community and Monster Hunter's too, for that matter.
Why? Because the game has been specifically designed to primarily present you with challenges that are largely a matter of memorization, toward which you can indefinitely hold out against. You have more than enough invincibility frames to keep you safe from pretty much anything, and for that matter, clearing areas by rolling through everything instead of actually bothering to be careful is much more efficient and even safer than trying to learn how to fight against normal enemies.
Clever use of your tools is largely irrelevant in PvE context. I went through the entire game without a shield (because of the invincibility frames), parrying anything (you can't tell what can be parried or not without looking it up anyway), or even deliberately backstabbing anything troublesome because I couldn't figure out what angle you were supposed to take to reliably pull it off. I even gimped myself really bad until I reached High Lord Wolnir because this game hates explaining things to you which ended up in an incredibly inefficient character. Looking up builds will for the most part only talk about the game in an endgame PvP context, where having a level that is achieved beyond your natural growth's result at the point you reach the final boss is par for the course. I also went about being unembered the vast majority of the time (means I lose out on like 20-30% extra HP or something) and the only time I had help against a boss was when Siegward through his questline tagged along for a boss he gets personal with.
In a game where almost every designated encounter has a decent answer you can give for clearing it, taunting someone by declaring they just need to git gud instead of giving them any useful information basically serves no purpose other than feeding one's ego and being another way to tell them to shut up and deal with it.
The only kinds of games that come to mind where I may consider it appropiate is in fighting games. Because when it comes to fighting games, you've either more or less figured it all out by yourself or you barely have any idea what the fuck you should be doing. You can read up all about it and learn nothing of value once its time to actually try it out. This is because fighting games are all about fast and intuitive tactical action. You either hardly have any time to learn how to play properly or you have no need to do so because the AI is far too lenient. There's (usually) little to no statistical customization in them that can act as your crutch for efficiency. Learning how to fight in real life is easier than learning how to do so in a fighting game because in real life you don't have to translate your intentions through a controller that demands complex input combinations to operate a particular moveset. Thus, when it comes to fighting games, you can just tell someone to "git gud" because the game is really a matter of fuck off or deal with it once you go anywhere that has opponents who have half an idea of what to do by muscle memory. It's only worth saying in situations where advice is of little value to anyone that isn't sufficiently competent enough on their own to understand it.
Seriously, there's hardly much warranting a sense of condescending superiority in any game that has been designed to give you enough leeway to overcome challenges that were designed to be completed through analysis and freedom of time. It's only impressive when those challenges are completed through self-imposed handicaps(because at that point the intended design of the game has less control over the difficulty), something that's not likely at all in any game where the vast majority of players are interested in being as statistically effective as possible.