>>715676974That's a balance issue, not a mechanical issue. Some balance issues stem from mechanical issues, directly or indirectly, but the fundamental mechanics of Elden Ring PvP are really good. The R1 R1 true combo from DS3 was removed, true combos are relatively balanced, and there's a lot of untrue combos based on reading defensive options. Rolling also has fewer recovery frames than DS3, meaning rolls can be consistently punished. Everything is viable, even the most obscure builds, and there's an obscene amount of build variety thanks to Elden Ring's massive amount of equipment, spells, buffs, and passive effects. Almost every attack has a purpose and an incentive to use it, even obscure shit like using crouching R1s with buffered movement inputs to set up true combos with throwing knife headshots.
The balance issue is that, in high level invasions, you're consistently forced into 3v1s against players who are dealing way too much fucking damage due to multiplicative buffs. And because hybrid builds are so common in Elden Ring, magic is the best it has ever been, and even pure "melee" builds have access to ranged damage, you're constantly being bombarded by projectiles at the 1 in the 3v1. This is why people recourse to one-shotting other players with multiplicative buffs and one-shots or true combos that leverage them.
If you play the game in the 20-80 range, which is easy to do, it's the best FromSoft PvP has ever been. It can be really good at high levels too, but more rarely.