>>1836394
>ER normalized using magic
Using magic was always normal: back in the OG Souls games, even just one attunement slot opened up a ton of utility, and more serious investments into offensive magic offered nothing but pain if you didn't already know how to manage stamina and spacing well.
What isn't normal (and was introduced with DS3 and ER) is using magic while there's no need to attune carefully since FP is fungible, one blue flask trivially refills your blue bar in less time than a melee fighter can refill his green bar with the best buffs available, and there's a checkpoint every 10 feet so you never run the risk of running out.
>Part of the reason why FS games are cool to me is their challenging combat that demands the player to adapt to the enemy's moveset and counter and play accordingly. Magic mostly eliminates all that by staying back and spamming shit from a safe distance.
The focus on the movesets is how Elden Ring got made in the first place, the old games were far more interested in encounter and level design (which nowadays casuals decry as "ganks" and "runbacks" respectively).
Magic being ranged was not an issue back then, because almost all serious fights happened in ways and places that stopped you from kiting at max lock on range to your heart's content, the much less flexible cast limits encouraged you to take risks to get the most out of your attunement slots, and every single spell you used on an enemy was a spell you wouldn't have for the boss at the end of the area.
Magic being ranged is an "issue" nowadays because you can and will run past 99% of encounters, then blow your entire FP load on the remaining 1% while also having near complete freedom to set the terms of those few engagements: notice how ridiculous enemy gap closers have gotten in Elden Ring, and how little that stopped magic from cheesing them (while almost completely invalidating spacing as a consideration).
>>1837557
Poise damage would either be worthless or gamebreaking depending on the new values, there's no wiggle room between "equip Star Fists then stunlock everything forever" and "occasionally get an interrupt so tiny you might be able to chug one flask at best" aka the current state of sleep on most enemies.
The combat is just fucked as a system, you try to improve one thing and ten more preexisting issues become even more noticeable.