I feel like these developers don't understand that a huge part of FromSoft games' appeal is breaking them - and then subsequently determining your preferred difficulty. Picking up an obscure twinkling titanite weapon at the beginning of Dark Souls and obliterating the first act of the game is fun. Stacking multiplicative modifiers in Elden Ring to see how strong you can make one, specific spell or skill is fun.

Most systems in Reforged sounds good on paper, but then you play the mod and it's so anal about being broken in any way. For example:
>runeforging
I didn't read about the runeforging system in advance because I wanted to be surprised. I collected maybe 40 or 50 rune fragments before beating Godrick, which unlocked it. I thought that runeforging would provide interesting buffs that incentivize specializing your character further. I was wrong. Most binding runes simply provide buffs to base attributes: stats, HP, FP, stamina, and properties associated with these. There are only a few interesting and valuable buffs like movement speed, cast speed, and buff duration - due to how hard they are to acquire normally.
But the bigger issue is the cost. Grafted runes (stats) cost 20 fragments, and regular binding runes cost 10. Even with 10 fucking binding runes, the effect is minuscule. You're trading 100 rune fragments - essentially an entire area's worth of rune fragments - for bonuses like
>-5% status buildup received
>8% maximum stamina
>6% maximum HP
The mod is such a fucking stickler with the runeforging buffs, it's insane. Compare them to something like Radahn's great rune (which is commonly considered bad), which provides 15% HP, FP, AND stamina from one, singular buff that doesn't require combing the map for what are, for all intents and purposes, gems of Barenziah. Runeforging has only two outcomes:
>you actively look for rune fragments and go gradually insane for nothing
>you passively accumulate rune fragments for a %1.21 increase to poison resistance