Definitely agree; I feel the combat has been actively bad in the Souls games since Bloodborne and Dark Souls 3, and now they've gone even farther in that direction with Elden Ring. I'm sure plenty of people feel exactly the opposite, and that's okay. For context, I have the platinum trophy in all but DS3 (which I beat a couple times but didn't like enough to replay for the platinum; I haven't played Sekiro), so I'd consider myself a 'series veteran' or whatever.
There are too many attack strings that are 4-8 hit combos that you can't have the stamina to block the entire thing (even with a high stability shield and 50+ endurance), so you're forced to dodge, but then some of the attacks follow each other so quickly that you won't even have finished your medium roll to be able to roll the followup and you will get hit. I also hate the design that started with Bloodborne of the bosses all having a million health and flying around the room with big jumping attacks, and everybody having big delayed strikes where they hold their weapon back for like 2.5 seconds and then swing it forward to hit you in like six frames, and every boss doing 360 degree sweeps with every attack and also being able to spin 170 degrees in between every attack to track you and prevent you from finding a safe spot for certain attack strings on their side/back. I also really think this game needs the Monster Hunter system where you can delay your wakeup from a knockdown and you have iframes on the ground until you do so; probably over half of my deaths are me dying without control of my character because one hit clips me and then several rapid followups kill me before I can roll, or one hit knocks me down and then a big followup kills me before I can get up. Why not just kill me with the first attack if you aren't going to let me play the game once I get hit once? So that I can sometimes be saved by the boss's AI not using the followup that was a guaranteed kill? That is not fun to me.
I started as Hero and leveled to 16 str/10 dex for Lordsworn's Greatsword (later 17/11 for Zweihander after Rennala) but other than that I put every level into Vigor until 40 and then every level into Endurance until 50 while wearing the heaviest armor I've found (Banished Knight; still haven't found anything heavier/with more poise 50 hours later), so it's not like my character could've been much tankier than it was already at the start of the game.
I also think it's probably really important for people to kinda outline how far they are in the game when they're giving impressions. I've seen a lot of people posting things like 'I haven't run into any trouble so far!' when I suspect they've probably only done some of Limgrave and/or Liurnia. I've killed some absolutely fucked bosses in later areas (the Fallingstar Beast in the tiny room, the Godskin Apostle in the Divine Tower of Caelid, Starscourge Radahn) that seem to just completely hardcounter the way I typically like to play these games (biggest greatsword, heaviest armor, medium roll, and sometimes a shield (in the earlier games, because they seem to make enemies counter shields more and more as the series goes on)). I had to beat Godskin Apostle strictly by baiting out fireballs, and only punishing fireballs, overhead slams, and the forward spinning attack with the Zweihander rolling attack poke, because even the default 2h R1 was too slow to use without getting hit. Radahn as a melee is almost purely 'hope that he focuses the NPCs long enough that you can kill him and that he doesn't target you with seemingly-undodgeable attacks like the tracking rocks in phase 2 or decide to followup with the oneshot divebomb after he knocks you down' for the average player. I think he's probably replaced Bed of Chaos for me as the most poorly-designed fight in the series. Obviously there are going to be players (and there are probably already videos; I didn't look) that can just stand in front of him and perfectly iframe every attack, but I've been fighting a bunch of bosses and even regular enemies now that have some attacks that are so fast that I literally cannot dodge them on reaction. I only died a handful of times in the Demon's Souls remake last year, rebought DS1, 2, and 3 on PS5 to get the platinums after that (originally played them on PC), and do deathless/hitless Fatalis, Arch Tempered Velkhana, Tempered Furious Rajang, etc. runs in Iceborne all the time, so I don't think it's a 'my reactions aren't what they used to be' thing. I can say that I didn't feel any satisfaction upon beating any of those bosses in Elden Ring; more like 'that was stupid and completely unfun; I had completely solved Godskin Apostle's moveset by the third attempt and it still took me five more because I kept getting unlucky on my dodge iframes and would die to a combo from full health.' In Iceborne, it took me probably 10 or 15 attempts at Fatalis (timing out at 30 minutes each; plenty of deaths mixed in) before I beat him, but I felt like I was actively learning and getting better with each attempt until I beat him, and I haven't lost to him since. That is a fight that feels tough but completely fair; I almost never die on Fatalis to something that I feel like wasn't my fault.
I just never felt so railroaded by bosses in the earlier Souls games as I did in Bloodborne and now Elden Ring, where it really feels like I'm being punished for my build choice. I never got anywhere in Bloodborne while I was trying to use the Greatsword and 2h Hammer and only progressed after I restarted with the fastest cleaver starting weapon. I guess it feels like the difficulty spectrum between builds was much tighter in older games than in the newer ones. The effectiveness highs in Elden Ring are much higher ('lol I am literally just stunlocking this boss to death with Zweihander R1,' or 'lol I just rode around on my horse and shot lightning at the boss until it died without it ever getting near me,' etc.) and the lows are much lower ('lol I literally cannot use an attack other than rolling R1 because every other attack is too slow'). I feel like at some point in the series, the boss design changed from being able to avoid damage by getting out of the way to being required to avoid damage by dodging perfectly; from 'you can avoid damage from 2/3 of the attacks by being in the right spot or dodging to the correct side for each attack' to 'hope you time your iframes right for all of these attack chains.'
Anyway, long rant of complaints, and I want to stop before I write another several pages. I just really like the early games in this series and feel like, other than liking DS1 more than DeS, they've gotten farther away from what I originally liked about them with every iteration. There are a few parts of Elden Ring that I like (the castles really feel like Souls levels, which I didn't think they could pull off, and I think being able to poise break an enemy so that you can crit them is a neat addition), but most of it feels somewhere between middling (the budget, repeated caves that are just Chalice Dungeon-equivalents) and actively bad (the lack of interesting things in the open world, and how you don't know what camps/ruins are actually worth clearing for their rewards, so 90% of the time you go out of your way just to get something irrelevant to your build, and how the horse seems to be force-dismounted/killed after 1-2 attacks by most of the later enemies and seems to have no poise at all or a dodge with iframes to avoid attacks) to me. Again, I'm sure people will completely disagree with that, and that's fine. I'll still finish the game (I would guess I'm like 60ish% done, maybe?), but I don't see myself making another character and having to go through it all again, even though some other builds seem interesting.
I'll see how my final impressions are once I'm done with it, but as of right now, this game is definitely the worst one in the series for me.
P.S.: The fact that you get instant invaded and chain invaded (cooldown seems to be five minutes) when you just want to run around in the open world with a friend is fucked, and it's even more fucked that people can just sprint away in one direction for ten minutes when they get in trouble and you have no way to catch them. Invasions should only be in the dungeons.
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