>>717428407
>nonfunctional stealth
it's not a stealth game though. it's an action game with superficial stealth elements.
>attacking is worthless and only exists to slow down the posture meter
no, the point of attacking is to deal chip damage which, accumulated over time, increases the amount of "posture damage" the foe receives, which makes them easier to deathblow. you're supposed to deflect, true, but you're also supposed to look for opportunities to deal chip damage so you can deflect more effectively.
>middling platforming
yes, I agree about this. it's a shame that the grappling hook is relegated to specific, contextual usage.
>parrying is brainless
https://www.youtube.com/watch?v=GRdHVXfVbfI
parry is 12 frames, it's not brainless, you do have to learn to do it effectively, you cannot just spam it, you will be punished by foes for doing so.
>prosthetics
>battle techs
this I agree with, they seem tacked on or an afterthought, but they do have some functionality. I also agree that they shouldn't have a limit based on consumables/ammunition, I didn't see the point in this.
>middling enemy design, lack of enemy variety
this is somewhat true, but there's enough variety to keep things interesting throughout the game.
>only one select answer against attacks
also true, but that is by design. they didn't want to make DMC or some other dial-a-combo "character action" game. they deliberately set out to craft a souls game set in medieval japan, whose combat is as simplistic as souls games. it's not unfocused, and it's not poorly designed, but it's not perfect either.