>>718083929
>Punishing is very important in sekiro
It's not, who do you think you're kidding? If Isshin or Owl whiff a slash at me I might get one or two hits in but that's relatively small and doesn't affect how the fight plays out. If Vergil whiffs a hit I get to shit on him until he gets knocked back and there's a bunch of other resources I can use to open him up without needing to punish.
Generally the best way to play Sekiro is to play safe, do what the game tells you to do and keep paying your APM tax in the form of R1 like a good boy. There's no risk-reward management or resource allocation to deal with enemies outside of some pre-baked counters, many of which just completely solve certain enemy types on their own.
Like dude, do you think the shielded enemies in Sekiro are well designed? Be honest with me.
>Bosses have enough hp to make the fights last
Not only do other games manage that without Sekiro's mechanics, but why do bosses *need* to last? What's wrong with being able to beat them quickly if you're playing well?
Just look at NG: Ragebound, which just came out. It has a charge attack mechanic that depletes your health, but the trade-off is that it's effective on everything, including being able to insta-stagger bosses. If you manage to be proactive while also keeping your head so you can not be greedy, dodge and find safe points to charge, you can easily dispatch the bosses.
Instead of that Sekiro gives bosses, posture and multiple lives so there's a hardcap to how much you can damage, even though they have plenty of ways to get out of offense. Even the spirit emblems don't do much in the grander scheme of things. You get a second sword and you'd think that'd interact with health or lives in any significant way (since it's supposed to kill you and all) but it doesn't. Again, no resource allocation.