And who decides what is fair? You?
No, not me. They have their previous games as "standards", while flawed, clearly, they provide a base, a direction. Continue with that, otherwise then they just make these games for difficulty only (and we see how they understand it judging by what they added) which also means they're creatively bankrupt.
Other than that I didn't find a single thing that I would call cheap.
Everything I mentioned in that big paragraph falls into that category. With the exception of 3 bosses (6 fights) almost every other boss has at least 4, 5 of those elements. When I finished the game I felt like I fought the same boss, just under a different model and name every time. It's dumb. This is the first time I actually noticed stuff like this.
God forbid learning patterns
Yeah, every criticism thrown at this game is like blasphemy to you people. Other than git gud, skill issue, pattern memorization and other reddit tier insult, what else is there?
You can just pay attention and not spam roll?
I play it melee only + dodge, just like I did in previous games, then on ng+ I switch it up. Only when playing "traditionally (CQC)" they become issues. Sure I could have and I did use OP weapon arts, mimic tear here and there for fun or for testing purposes, I use tons of spells, not many consumables except for sleeping arrows for the Duo Foreskin. I experimented a lot. That's not the problem. Spamming rolls is out of the question. I don't do it most of the time but this wonderfully designed game also has input buffering as well so there's that. Learning, memorization of the patterns has always been the core of this system when it comes to boss fights. You speak like I don't engage at all with this game. I did but unlike some, I also see problems that weren't there before.
The only reason tracking was ever considered a problem in DS2 was because of ADP and people getting clipped by the Pursuer despite "dodging".
Tracking existed in DkS2 regardless of how much ADP you had, the enemies tracked the same. ADP determined the number of iframes, so you had to be more precise with your evasion.
I fail to see how any of the things you listed are objectively an issue.
Taken individually they're not (exceptions: input reading, long combos, movement and attack speed are high regardless of the weight or size of the boss (compare the Duo fight with O&S for example where one was slow and the other was fast, which in turn dictated tactics and approaches)) but the bosses spam them, multiple attacks can overlap and worst of all: every boss has them.
ER doesn't have that issue.
Blatant defense mode. There was a thread on 4chan with plenty of webms showing it. The tracking part that is, the part where you take damage after you exit the roll animation is a thing that's present in ALL Souls games. Including ER. Even without those recordings just watch a side by side video of the games. The tracking is the same. Especially for bosses.
Encounters feel like a proper dance most of the time, instead of bosses being helpless.
Roll and attack, the same it's ever been.
Bosses being helpless? That's what you call them in previous games? Once you gain knowledge of the mechanics every game becomes at least 50% easier on future replays.
Sorry but all I'm getting from your post is that the game was too hard for you, and you insist of argumenting this as some kind of cheap, bad design.
It is bad design. Shit like this wasn't common or widespread in previous games. Bosses usually had one or at most 2 of the types of things I mentioned in my post. And they didn't spam them. But it's understandable, they have nowhere to go difficulty wise and they do have a reputation to uphold so, it was either turn the game into a pure fighting reflex based game, or add cheapness to it or make Sekiro 2 or another game like Sekiro. Going back to the old style was never an option. Future games will probably be straight up anime crap. Again, nowhere to go. DLC for this game will make Malenia feel fair by comparison.
Spectacle over substance? How does a fight like Nameless King have more substance than Godfrey or Mohg for instance? It's the same fundamental system.
The system is the same, it is Dark Souls 4 after all or big Dark Souls 3 with a horse, but some of the attacks are meant to give you this impression of epicness and are spammed to make sure you get the point and it gets very tiresome after a while.
Some examples: Fire Giant 2nd phase he erupts like a volcano raining fire down of you, has a face on his abdomen spitting fire on you while underneath it, spams columns of fire, spams fireballs....like I get it. Looks cool, but don't spam that shit.
Radahn, conceived as a raid boss with free NPCs assisting you (fighting the boss for you), does the meteor attack (very cool and he doesn't spam it) then starts flying all over the place, does the giant AoE pull towards him, floats rocks out of the ground to serve as projectiles, throws black holes at you, after he dies aliens invade....see where I'm getting at? Not to mention the lore of the guy, keeping stars and constellations at bay with his mere willpower.
Rennala, first phase is meh, 2nd phase a complete light show, while cool, that's all there is. Oh and she summons.
Mohg. Blood everywhere, phase transition where the screen turns red then blood that's on fire, everywhere. He also gains wings and charges you. Not much by comparison with other bosses.
Godfrey. AoE spam, has a huge lion attached to him, has an attack where he plants his axe in the ground, pushes it with his foot and pulls a wide line of energy together with earth chunks out of it, 2nd phase is just WWE tier material, grab attacks out the ass, slow motion on one attack, pulls an earth chunk that's an arena wide AoE. Wrestling match.
Radagon And Elden Beast pure light spectacle. Elden Beast arena also meant to get that wow reaction.
Red Wolf of Radagon, just Sif flying everywhere but this time can do magic projectiles and a sword.
Godfrey, disgusting in appearance and shocking transition to phase 2. Plus a dragon head.
Ancestor Spirit. Relaxing fight.
Astel, best looking boss in the game together with Elden Beast. Astel is actually fun to fight though and has nebula attacks with star dust attached to various attacks, the grab it does, the meteorite strike, the teleportation, the levitation/grab attack, cool spectacle.
Crucible Knights, wings, tail attacks, light show.
Placidusax.....I don't even. Lightning, teleportation, lightning claws, lightning strikes, lightning AoE etc. It looks cool. The one thing all these have in common.
Maliketh, not much to say.
Morgott, spawning light weapons non stop, phase transition is digusting. Not much here either.
Tree Spirits, I don't even know what's happening most of the time.
The undead dragon Lich something, also like Placidusax.
I could go on but I don't have all night to go through every boss and I don't even remember most of them. As I haven't played this since April. I'll look at a wiki, maybe. It's just weird that they doubled down of this aspect so much especially when there are other issues to deal with.
Not many, but that's not the point.
Then don't generalize.
they keep upping the pace
Yeah AKA adding bullshit. They have nowhere else to go higher with this system unless they create a new one. Since that requires effort well then, cheap shit is like you said, way easier to do.