By this logic, you cannot criticize any aspect of the game.
Like I said Best Souls 2.
The fact that you literally have to waste 20 levels to get a DS1 level dodge is a shitty design, you literally feel bad developing your character.
Of course, you can beat SL1, but it is the most frustrating experience of all From Software games.
Of course, you can always put on shields and not give a damn (like most other mechanics in the game).
It's more RPG than action (get a hint of where you're posting this right now) which means stats have higher importance and value.
Like I said you have multiple options and tools that allow you to face any challenge. And yeah, use shields, perfectly viable, just like in ER.
Of course, shitty hitboxes are not exclusive to DS2, with the difference that it is most visible in this game.
In DS1 there was a unique enemy (he didn't respawn after being killed) in the form of a large headless demon.
Of course they're more visible in in this game since it went through dev hell. And even so it innovated, it added things, some good, some bad. People just consider the bad while ignoring the soul of the game and the passion that went into it.
In DS1 there was a unique enemy (he didn't respawn after being killed) in the form of a large headless demon. What set him apart from all other enemies in the game was his hitboxes, which were so bad that he could damage you when you were several meters away from him at the time of the hit. This was memorable mainly because he stood out in this respect from other enemies.
IDK wtf, we're talking about Best Souls 2 not DkS1.
In DS2, the number of such enemies is exceptionally large.
No, especially when compared to Roll Slop 3 and ER. The example with the catacombs was not singular. You have ulcerated tree spirits, death rite birds, bats and others that appear when you approach apparently a single item just lying there in the middle of nowhere.
Enemies that hit you even if they physically shouldn't be able to stand up
Provide an example of this as I don't remember. You talk about the hollows that lie down and get up to attack you?
grabbing a player who is at the back of the mob
That's the famous mimic. It's not a hitbox issue it's an animation issue. Couldn't understand the technical explanation of it but the short version is that orientation of the chest and the orientation of the actual enemy is not the same. Plus in some cases when the player rolls through the grab attack, instead of the grab animation playing it instead queues up and lets the rolling animation finish before the grab animation starts. That's why it "teleports" the character. It's a bug and have no excuse they didn't fix it.
The difference is that in the case of DS1 there were almost always hordes of single-shot mobs, in DS2 the game can throw a horde of relatively strong mobs at you (e.g. the shitty ambush in Harvest Valley).
Comparing Elden Ring also makes no sense due to the number of additional tools at the player's disposal, but even then there are practically no hordes of dangerous enemies.
Wrong, most of the time they're 1 or 2 shot enemies and in your example of Harvest Valley (unclear which one) you have access to "funnels" most of the time where you can deal with the enemies one by one. Plus you have alluring skulls or yearn to lure them.
Comparison to ER is adequate as before ER DkS2 was known to offer the most amount of tools and options to subdue the threats in the game. Weapons, spells, consumables, armors with different effects etc.
It's not just these knights, although they're probably the most famous shitty enemy in the game due to the fact that they appear so early in the game.
Cool, when you find out more let me know.
About the knights, you can avoid them and if you can't then cheese them or summon, or use spells or other consumables or simply come back later once you gave some way to deal with them.
And the game is nonlinear, go explore other areas, grab everything you can, level up, come back, push through.