See
jaybirdy, this is what I mean by "Miyazaki fanboy". You people are just divorced from reality, the massive difference that makes DS2 shit in your eyes either doesn't exist or consists of some kind of bullshit minutiae whose existence you can't even demonstrate. I'm fine if you think the worldbuilding, level design and atmosphere are better in DaS1 (they're honestly not better in DeS, but whatever, opinions and all). But you can't be satisfied with that, you have to make up nonsense about combat mechanics and other stuff.
And it sounds to me like you just need to git gud. There is plenty of opportunity to interrupt an enemy in a combo chain, you just have to time it correctly. However, if you try that shit in DS2, you'll get punished for it. But why bother anyway, you already know how the enemy is going to attack because he attacks the same way every time, so you might as well hang back and be patient. DS2 is simultaneously the easiest and most unfair Souls game.
For the record, I've completed DS1 in a little under 2 hours, so I feel like I'm gud enough, thank you very much.
And I'm honestly confused what the fuck you're on about here. Is this about poise? It sounds like it. In any case, all the Souls games have both high and low poise enemies (DeS has no poise and makes up for this with hyperarmor on some animations, yet another example of its shitty mechanics). Where's the major difference? Feel free to go on a stroll in Anor Londo with a fast weapon and see how well you do interrupting the combos of Silver Knights, if you want a direct counterexample.
The "attacks the same way every time" thing is similarly confusing. In terms of attack pattern choice, the AI behaves pretty much the same way in all Souls games. How exactly is DS2 different here, other than not having been directed by Lord Miyazaki?
It's very common in Souls discussions and at 4chan, but the claim is made to defend DS2's mechanics to exemplify that it's intentional and not a glitch. Of course it can't be proven, no developer is going to say "you get hit when you're not supposed to because..." but what else could it be? Officially, those stats affect roll speed and i-frames.
So, it's true because retards made it up? Figures.
When you get hit when you're not supposed to, it's as if the game thinks that your i-frame stat is too low. How else are you literally pulled into the "sword picks you up and slams you" animation and you're three fucking foot away. That's more than just a simple glitch and it happens all the time.
You're aware that the same thing happens in DS1, right? Not so easy to see it, as the only attack in that game that works this way is Super Ornstein's stab, and the grand majority of halfwits complaining about this same thing in DS2 would've never gotten the opportunity to see it. By the way, the reason it happens is simply because it's a static animation that's difficult to orient in such a way that it exactly aligns with the player when they're moving sideways. Doesn't have anything to do with hitboxes. The attack is supposed to home in on you perfectly if you're in range, so if you're not in an iframe then, it connects. It's sloppy, but as you yourself have observed, Souls in general is a bit sloppy when it comes to shit like this.
For the record, it's the same thing with the "Oh ho I got hit by this overhead slam even though I was clear of the blade, lololo B-team hitboxes!". Try dodging Artorias' leap a few times, that shit can floor you like half a meter from where he lands. Of course noticing this is beyond the cognitive ability of the halfwits which make up the bulk of the "Souls community", so instead we have the DS2 hitbox whining.
Another thing you can try is to start up DeS, go onto the battlements in 1-1 and find one of the spear dudes, wait for him to do his sideways backhand sweep, and try to interrupt it. Your weapon will pass right through as he has completely nonsensical invincibility frames there. How's that for bad hitboxes?
In DS2, i-frames are everything, using i-frames is pretty much the de facto dodging system. In DS2, it's smarter to dodge INTO an enemy's strike at the right moment rather than away from it, because dodging away from it is a gamble. The reason why you still get hit after a "successful" dodge is because the i-frame window is closed. I-frames are there to provide a little breathing room and existed as a courtesy for players in the real Souls games (Wild Guns on the SNES uses the exact same system), but DS2 built their whole dodge game around them. That's part of what I mean when I say that DS2's mechanics are fucked.
Yes, rolling into attacks to make better use of iframes is definitely a DS2 exclusive thing. Holy shit, have you even played these games? It's even much easier to do so in DeS and DaS. I'm half convinced the whole Agility idea in DaS2 was an attempt to make this less ubiquitous.