What I mean by the core premise being flawed, is that the Souls combat system just doesn't lend itself to aggressive play. In an attempt to change this, From basically ended up making the player much more powerful without making any real adjustments to enemy capabilities or AI. Combined with the focus on combat and a relative lack of environmental hazards of any kind, this makes BB the easiest Souls game by far, save for situations where it employs very extreme or cheap enemy and boss design. For example, it has, by far, the most enemy attacks which hit for 80%+ of your max health (in fact, I think the majority of bosses have these, but I'll have to confirm on a replay), and also the most oneshot attacks consequently.
In terms of world and level design, the first half of the game is excellent, perhaps rivalling DS1's sense of open ended exploration. I would've liked the game to open up a bit earlier, but Central Yharnam is such a good level that it's hard to complain. The whole Central Yharnam - Cathedral Ward - Old Yharnam - first half of Forbidden Woods axis is really well made, fun to explore, and there's always multiple places to go, especially if you're like me and get abducted to Yahar'gul early. Unfortunately, about halfway through Forbidden Woods (just as you open the windmill shortcut and the snake area starts), the game seems to lose steam. Hemwick and Cainhurst are cool looking, but rather small and linear, Byrgenwerth and Lecture Building (so much potential in this idea and such boring execution) are even smaller. Post-Rom Yahar'gul is actually challenging, but the level design isn't that great and the boss is shit. Nightmare of Mensis is similarly linear with the sole exception of the Brain of Mensis side path, although at least it has some hazards other than just enemies in corridors. I was rather disappointed in the Nightmare areas aesthetically if nothing else - From has excellent artists and I would've loved to see their take on something like Unknown Kadath, but instead it's just a bunch of boring rocks and buildings with a different skybox.
I also have the same complaint about BB as I did about DS3 - that the focus seems to be on combat almost exclusively and all the other elements that made previous Souls games so varied are essentially streamlined away to make room for more cordoned-off corridors and arenas filled with enemies. There are precious few environmental hazards or enemies requiring tactics other than running at them while mashing R1 (and the ones there are, again, really over the top, like Winter Lanterns), and few of the areas really have any kind of gameplay-defining identity, they're just paths filled with different types of enemies. Bloodborne is a bit better at this than DS3, and while it's not, strictly speaking, less linear, it has a ton of optional content available quite early. The game also has some unnecessarily clumsy moments, like when killing Blood-Starved Beast inexplicaply opens a door in Oedon's Chapel, or when the player is teleported in front of the open Yahar'gul door after killing Rom. Is there really a need to do this? Why not show the door open in a cutscene, or better yet, drop a key with an interesting description for it? Like the DS3 teleport to Emma after killing all the Lords, this seems to be blatant hand-holding for idiots, which is anathema to everything Souls stands for. What's next, maps and quest compasses in the next game? Or maybe complete linearity even worse than in DS3?
Bosses were a big disappointment for me, their design feels regressive relative to previous Souls games, and just focused on aesthetics over gameplay. They all look very cool and are well animated, but are pretty boring to fight. Part of the problem is, of course, that the player character is extremely overpowered with his dodge and 20 super-fast healing items and ranged parries and ability to stagger huge monsters with a shitty cleaver, so they don't pose much of a challenge, but at the end of the day all of the "beast" type bosses play very similarly and are vulnerable to the same tactics. Gascoigne and Logarius are the only bossfights in the base game that I genuinely enjoyed, maybe Shades as well. What remains are ineffectual gimmicks like Witches of Hemwick or Micolash, outright shit like The One Reborn, and potentially cool designs let down by passive AI, like Ebrietas or Wet Nurse. In general, this game has really passive boss AI. I mean, I know they'd probably fail at stopping the player from healing with how fast the animation is, but they could at least try. To the contrary, most bosses seem content to just slowly walk towards the player and lack quick gap-closers seemingly by design. I mean, this is the studio that made Sanctuary Guardian, Kalameet and Manus. We're supposed to be fighting crazed, bloodthirsty beasts for the first half of the game, so why are they so slow and immobile? With how fast the dodge move is and how little Stamina it costs, they could've gotten away with having Champion Gundyr at like 2x the speed and it still would've been a fair fight.
Don't have a good enough grip on the character system and weapon variety after one playthrough, but it seemed to me that there weren't a whole lot of weapon choices in the base game, and a lot of them were simply quality weapons only somewhat tilted towards either stat, and weapon use was primarily gated by upgrade material availability (not even being able to buy chunks for echoes after killing Wet Nurse is just dumb). The weapons themselves have a good amount of variety and are fun to use, even though they're kinda just fusions of Souls weapon movesets, and I wish there was more reason to use transformation attacks in actual combat. They're a really cool idea, but completely unnecessary in most situations. The DLC helps A LOT here, I just wonder how early you can go there and maybe pick up everything up to Ludwig...
Perhaps this is the relative quality of the content colouring my view, but I feel like I would've preferred the game to stay as classical gothic horror and not go the Lovercraftian route. I don't think Lovecraftian themes are a very good fit for a game where you spend most of your time violently killing monsters, and this is also reflected in how irrelevant Insight is as a mechanic, given that it's supposed to represent our character's growing eldritch knowledge. BB does subvert Lovecraft majorly by casting the Great Ones as sympathetic figures and blaming humans for their own failings, but generally speaking, everything that happens after killing Rom (and the actual need to kill Rom is not communicated anywhere, or obvious, as far as I'm aware) is confusing more than anything else. I honestly do think the games were better off which the much simpler and easier to express themes of DeS and DS1 (the SotFS additions to DS2 help that game become less of a confusing mess, but it still has a lot of extraneous elements).
I do like Bloodborne more than DS3, as it at least tries to be its own thing and manages to build a distinct identity for itself, but as with DS3, I feel like these games are moving in directions I don't appreciate. I personally find the Souls combat system fun, but not nearly deep enough to carry a game by itself, and if From keeps focusing on it to the detriment of everything else, I think I'll just wait for a sale next time.
Oh, and the framerate is fucking bad to the point where it sometimes negatively impacts gameplay. If you really want to make twitchy action games, From, at the very least make sure they run at a consistent framerate.