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Notes -
It just feels like an excuse for FromSoftware to develop crazy anime-jumping-all-across-the-arena bosses with crazy moves. "Oh no, the player has so many bullshit combinations now, we need to create more bullshit bosses to combat this." And that way we have dlc with bosses dancing all over the floor, goddamn sunflower. The worst part of course is that even with the stakes of Marika you will spend 2 minutes buffing yourself and after a certain point I started to despise this cycle.
Yeah, I'm not a fan of the DLC, aesthetically or gameplay-wise, and even the base game's combat often felt "overdeveloped" to me. There were multiple occasions where a boss uses what is obviously a finishing move (e.g., Tree Sentinel raising his weapon and smashing it into the ground) only to PSYCH! ITS NOT ACTUALLY A FINISHER LMAO with some physically-nonsensical follow-up attack to smack you in what obviously "should" have been a punish window. Also, lots of bosses have input reads, where if you try to do anything (in particular use a potion to heal) outside of a designated punish window, they'll immediately intercept your action with a fast attack. I found this extremely crass design.
It feels like FromSoft is annoyed that good players are too good at their games, but the ways in which the developers are trying to raise the difficulty are pretty lame. Though in some sense, I do understand their frustration: Souls games have a skill window that is far smaller than most other games, in the sense that beating them as a casual is quite hard, but learning to play at a near-pro level (in the sense of doing lvl 1 challenges, no-hit challenges, etc.) is surprisingly easy. It really is too difficult to be mediocre at the game, and too easy to be good at the game.
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