@Anonona, why did you delete your previous post?
It was cool and I tried to brofist it...
Sorry, when I was rereading my post I realized the point I was making wasn't quite right and didn't want to post something I didn't believe to be truth, but I had to go to bed early so I thought best to erase it and fix it when I had time. After discussing it with the pillow there was also some points I wanted to expand upon.
Sorry in advance if this reads out of place now, the conversation has continue and pretty much ended without me.
It's not that there has been any actual shift in combat sensibilities... It's not that they "failed" to follow up from Blodborne, it's that they didn't want to. FromSoft doesn't seem to share your belief in the inevitability of the direction their games were meant to take after Bloodborne. In many ways, Elden Ring was actually an attempt to return to form after Dark Souls 3, which came out a bit compromised from sharing so much code with Bloodborne (for instance, the completely fucked poise system).
I disagree. Bloodborne main design tenets not only are very much alive, but they went to influence every single From Software game released after it.
Bloodborne's main goal with its changes to Souls combat was to promote and reward aggression. The Rally system is often cited as the main reason for this, but Bloodborne also had the first iteration of what would become the posture system. In Bloodborne, big enemies will stagger after you have hit their limbs or head enough times, making them stagger and in some ocassions opening them up for Visceral attacks (critical attacks). This system would be reused in DS3, perfected on Sekiro, and extended to regular enemies and would then be adapted to ER and AC6. And, is obvious by now that all of these games share the same thing; all reward aggression, just as Bloodborne did (with, ironically enough, the one that does so less being DS3, the one that "ripped it off").
This isn't even something exclusive to From's games, it actually looks like a market wide tendency for Japanese ARPGs and Action games. Square Enix for example, actually predates From with its Stagger system in FF XIII, an ATB combat system. While it has some differences to From's posture system, it is very similar and have the same goals of promoting aggression with damage being the reward. The Stagger system would be used in the FFXIII's sequels and most of the mainline single player FFs (FF 7 remake/rebirth and FF XVI, and ARPG and action game respectively). Tales of Arise also had a similar stagger system for bosses, which no previous Tales of had. Nioh's stamina system doubles as their "posture" system. And I'm pretty sure I'm forgetting more examples.
Now, about ER being a "course correction" from DS3 and Bloodborne, I don't find that to be true. Actually, is quite the opposite, DS3 is the foundation upon which ER's combat system is build.
First, if you look at the iframe data of Bloodborne, you will be surprised to see that Bloodborne dodges have less iframes times than ER, and if we count AoWs, the iframes ER are ridiculously high compared to Bloodborne's. Even taking into account the Old Hunter Bones (the "equivalent" of Bloodhound Step in Bloodborne)
Bloodborne iframes -> Regular dash/roll = 11iframes, recovery at 18 frames for foward dash (7 frame of recovery), 20 to other dashes (9 frame of recovery). Old hunter Bone= 8 iframes, recovery at frame 16 (so 8 recovery frames), lower iframes but much lower recovery time, consumes bullets when used (similar to Sekiro's emblems).
Elden Ring iframes -> Light Roll = 13 iframes, 8 frames of recovery (While the animation is longer than OHB, you are invincible for longer too and take the same time to recover, and ER's roll is free). Medium 13 iframes, 8 of recovery (but lower distance). Heavy= 12 iframes, 16 of recovery (yes, heavy roll still has more iframes than regular Bloodborne dodge but the recovery is too long and distance is bad). The equivalent of Old Hunter Bone in ER is Bloodhound Step (they use even a similar animation), Bloodhound Step -> 16 iframes, 5 frames of recovery (which go up to 11 without FP)
But what about DS3? Well, as it turns out, DS3 and ER have
the exact same iframe data. The data is in the Bloodborne wiki, in the link down there.
Sources:
https://www.bloodborne-wiki.com/2015/10/movement.html
https://eldenring.wiki.fextralife.com/Dodging
This means that ER and DS3's combat rolls, despite having only slightly longer animations, actually offer you much better iframe data, and that is without entering in AoW territory. And the longer length is easily explained by the dodges covering more distance, making them even better at avoiding damage. You can also roll in bloodborne and is actually weaker than ER, because while it has the same lenght of animation and distance, it has less iframes.
The bosses in Bloodborne look slow when put side by side to ER's bosses and even some of DS3's. ER's bosses are faster, with longer combos and more fake outs. But also they follow a more similar design philosophy as Bloodborne, specially the DLC of The Old Hunter in the kind of moves and attacks they can use (gap closer, extreme jump attacks, long reaching attacks, etc). Is hilarious to call ER a course correction when, if anything, Bloodborne lost its "fast Dark Souls" title long ago. If anything, ER's bosses are the logical conclusion you get when you want to make Bloodborne bosses harder.
All of this, together with the fact that many of the movesets of DS3 where reused for ER with improvements actually indicates that
ER's combat is build upon DS3's and improves it, which in turn is a continuation of the design tenets stablised by Bloodborne. ER is, a the end of the day, an amalgamation of all of From's games up from DS1 up to that point. DS3 is the foundation, the RPG system instead is based on DS2, with bits of DS1 and DS3, offering good poise system that combines DS1's with DS2/3s, build variety and the AoW system, and has sprinkles of Sekiro and Bloodborne both in fundamental mechanics and some niche ones. This is probably the reason Myazaki said in an interview that the game was almost his perfect fantasy game, but not quite (Source:
TechRadar's interview). ER is kind of a "culmination" of all of From's works in the past years, and that very much includes Bloodborne and DS3.
tl:dr: ER's iframe data and weapon movesets indicates that is actually build upon the foundations of DS3. ER is an amalgamation of all of From's past games since DS1, including DS2, DS3, Bloodborne and Sekiro. Bloodborne's main design tenets (promoting and rewarding aggression) are pretty much alive and influences all of From's games, including AC6, and even had an early incarnation of the posture system with the "break limb system".
Now i'm sure you gonna tell me i played the game wrong by failing to take advantage to all the "choices" offered by the combat system
This is an interesting statement because I'll argue that no, the way you played Nioh is fine. When I played, I did so closer to something like DMC (combo heavy). You may be surprised to know that almost any action games worth their salt, DMC, Bayonetta, God Hand, Dragon's Dogma, Ninja Gaiden, etc... are actually very flexible on how it allows you to play. Want to keep it simple and practical? You can. Pop DMC in, pick Rebellion, never change your style from Trickster (maybe to Royal Guard and back from parrying) and you can beat the whole game by using only stinger and avoiding damage. You want to squeeze every drop of the combat system? Go ahead, combo to your hearth content. It is usually a virtue of a combat system to be able to be as simple or deep as the player wants to while still being challenging.
It is important to understand that those "combos" you see are little more than the player using the tools given by the developer in a creative manner, not so different as when you use the tools provided by ER to tackle bosses. DD in reality doesn't really play like those videos for the average player, but in hands of a skilled one willing to do so it is possible. Even in Souls you can do "combos" of a sort if you chain moves in a smart way, specially if you keep mental note of when the enemy will stagger to extend the combo. There are also numerous moves and spells in ER that actually are meant to be used as combos, many having in the description that can be chained after any other attack. Combos are just the result of player ingenuity and tools provided by the developer. Ongway is living proof of this, with its amount of creativity he injects in his videos, despite how limited the combat can be, creating combos using different AoW and weapons. Yet despite this, you can still play it how you want and it works perfectly. More depth or options won't take this away from the games.
edit: correction on some of the numbers