How people will perceive the gravetender boss will be based on how efficient they were at killing the crap enemies quickly before the giant wolf spawns. It's not much of a fight if you can kill them fast enough.
With that said, despite the giant wolf feeling like some more dejavu, it was decent fun for the eyes. The animation on the wolf and his attack patten looks fucking epic visually. It feels like the type of thing they probably had in mind when they made fights like Sif but didn't have the chops to do right the first times around. It's not a particularly innovative boss, but it was far more enjoyable than the other type of recycled content in DS3 (did they really need to bring back the asylum demon?).
Ashes of Ariandel may only have one thoughtful boss, but it's arguably one of the best piece of content of DS3 though. There's finally some really fucking good level design, and by good level design I don't mean the whole circlejerking from DS1 fans about looping on itself and shiet, more like there's actual thought on enemy placements and making the areas feel really threatening without using one off gimmicks like the second dlc does (angels, judicators, turtle garbage room and corridor filled with billion easy enemies that have humongous hp that require plunging attacks to kill without losing patience or skipping).
The way wolves mobs interact really gives off that wild animal vibe better than anything done before in the series, or maybe even generally in video games? if you didn't immediately rush into them you notice how they actually act cautious and probing and becomes more murderhobo when they surround you or look at your back when you're skipping through the area. They have a more advanced AI pattern than the vast majority of what has been done so far in souls games, apart from tiny scripted but still cool events like hollows running away from you or warning larger groups.
There's some decent synergy among groups of humanoids too with the knight/spear/flamethrower mobs or the snow niggers when they're around wolves.
And then there's the corvian settlement.. the first time you go through it, it feels like threat could come from any corner.
Ashes of Ariandel is something of a double experience. If you replay through it again in a new game or ng+ and go for rushing toward bosses, the level design is still capable of giving you some good stressful moments before you manage to reach the contraption to gain access to father ariandel. Quite seriously, it's easily the hardest bit of the game to speedrun through despite having solid previous knowledge of the areas. Comparatively the main game feels very tame and the second DLC is nothing if you already know the paths because it's so reliant on the gimmicks which won't hurt you if you aren't there to explore.
Ashes of Ariandel is proof enough that there's still some ability to push out good content after the mediocrity that was DS3 overall outside of its epic boss fights. Unfortunately, they reverted to the DS3 pattern of making amazing bosses and making trash levels in The Ringed City.. when I reached Gael, I was like, that was it? they couldn't even be arsed to make a proper street area and quickly put you through YET ANOTHER SWAMP after you realize there's no point in sticking around too long with the large bloated fuckers? From. Please. And that skeleton area pseudo catacombs feels like just an excuse to have another sequence of patches kicking you. There's just no decent content in there. Angels are a complete joke gimmick and if you really want to explore the worthless area they just disappear after you kill their summoner and the entire area loses all meaning.. the first bit of the ringed city is just a large open arena for what is really a single enemy, the judicator.. once dead you go collect your loot and marvel at how much work they put into a single area just for that one enemy that's not actually hard and is just like some fancy bed of chaos thing. Rush toward it, kill it, area complete. it's just garbage all the way.
It's hard to believe it's even the same people who may have made Ashes of Ariandel and the ringed city. How can someone make AoA and then look at the work put into TRC and feel the latter is actually worth it as literally the last piece of content we'll see in the souls franchise for a long while?