>>714684156
Because he's right. For years Fromdrones would nonstop parrot arguments like
>Soulsgames aren't power fantasies. It's about planning, patience, learning from your environment, and taking each encounter slowly
Wow, seems like an interesting idea. When I started ER and got my ass beat by a Godrick Knight, I hatched a plan. I would bait one to a nearby ledge so I could safely attack down while the terrain impeded his attacks. Wow, this game is so cool. I'm using my patience and intuition to defeat a more powerful foe! And then his attacks fucking clipped through the hill. Ironically, it's way more effective to just tight circles around him on Torrent and he'll just stand there spinning and not attacking. And there's loads of this type of bullshit. Runebear fucking pirouettes 180 degrees mid-attack, you can't get behind him. FallingStar Beast's hitboxes are so janky, you can't even exploit his weakpoint.
The actually good parts of the game are when it focuses on the level design like Volcano Manor or Haligtree. The enemies and combat design is fine when it's blended into the environment. "Be careful around those blind corners!" type of stuff. When the game expects you to manfight enemies, the combat sucks. It's a fucking psychology trick. The giant healthbars, high damage attacks, and precise timings make it FEEL but there's no real planning or tactics involved at all. You're just memorizing movesets and dealing chip damage until the boss dies. You can't pressure enemies because every powerful attack has hyperarmor and just ignores stance breaking.