>>437035
I've complained about DS 1 being unfinished, I've complained about lamps and blood vials in BB, I've complained about linearity in 3, I've complained about padding in Elden Ring and I've complained about only having 1 weapon in Sekiro. All the games have issues. DS2 has the most issues with no redeeming features.
>>436991
Let me go further into this
>How is this bad?
You want better rolls, level the stat. You get so many souls in this game.
Want to play a heavy armor shield build? Don't invest in the roll stat.
It's padding. The stat adds nothign by existing, it just becomes a mandatory level for every build. No one is running around with 3 ADP.
>low equipment durability isn't inherently bad
explain how if you believe that
>no i frames on riposte, backstab or fog walls is a good thing.
explain how if you believe that
>Demons Souls did it first; was fine then, fine now
If a player is struggling with a boss or area making them weaker isn't going to make it more fun, you're taxing limited resources to get through basic gameplay. It's the same as BB blood vials, you can argue that it becomes a non issue if you're good enough but that doesn't make it good design
>They went for quantity over quality, same as ER
deflection by comparing an issue to another issue rather than addressing it being bad in the first place
>shit runbacks for almost every boss leading to padding every souls game has this.
DS3, ER, most of BB and Sekrio don't
>large amounts of enemies that have attacks to break equipment No? Maybe 10 total.
doesn't make it a good mechanic, it's purely obnoxious and a time and soul waster to go back to the blacksmith or use repair powder. It adds nothing fun to the game.
>You're mad you can't just run past everything and not actually play the game.
I even addressed this in my first post, you can draw them out with bows, that's always been a thing. But it slows down progression and makes it into a dull slow process of drawing enemies out. It isn't fun.