Because of extreme boredom and the fact that I only got a day-off per week despite my city being on a semi-lockdown due to continuous pandemic first wave and dangerously rising curve, I went back to Bloodborne on a whim. And let me tell you, I think I've been spoiled by all the QoL features and improvements Sekiro has.
If you really think about it, compared to Soulsborne games which preceded it, Sekiro is actually a pretty streamlined game. As a whole, the experience compared to From's previous recent titles was casualized, albeit still far away from outright dumbing down. While its own main gameplay mechanics has just as steep, if not more, learning curve, the very fact that you can't get a help from another player when dealing with boss fights, or even simple clues in messages (since it's a singleplayer-only game) is quite a BIG deal. And yet, in regards to noncombat aspects, like exploration for example, Sekiro is much, much easier compared to Soulsborne. Actual jumping mechanics AND actual stealth mechanics, instead of some convoluted means of doing so like holding the sprint button then press it again to jump, and walking instead of running to 'sneak' like in Soulsborne, significantly simplified Sekiro's moment-to-moment gameplay in comparison. It's really great that they weave it into one another, with how you can have your back against the wall or a cliff, or even hang on to a ledge to sneak around. And then there's the fact that you won't outright die if you fall off a cliff, instead losing chunks of health as a result. AND the fact that you could loot off ALL corpses around you with a simple holding down a button, instead of having to come up to each corpses one by one if they aren't piled up. Also, the fact that there's no stamina bar which commonly exhausted by sprinting and jumping also streamlined exploration. Unfortunately with all this streamlining and implementation of actual jumping and stealth mechanics, the amount and quality of the content they've made didn't really make it worth it for exploration in comparison to Soulsborne.
And also, I've been meaning to say this for a while, but genuine improvements From achieved with Sekiro that really spoiled me, is in regards to overall AI behavior and camera. I'm pretty sure many of you who've played this game for a while must have also noticed: more skilled enemies behaved alot like human players, or at least a pretty well simulated version of it. One example of this is how, in my experience of which too many to count but unfortunately I didn't capture in a clip, is how more skilled enemies would attempt to block/deflect at the *exact* same time as I do, because I attempted to attack at the *exact* same time as they do, but we both animation-cancelled at the same time. This kind of behavior is, as far as I know, the very first to appear in Sekiro. It happened so many times, and it never cease to amaze me.
As for camera, I know that even in Sekiro there would be times and places where the camera can kill you and me. However, just the other day I fought Bloodstarved Beast. One of his moves is a dash attack where he raise his right hand while crouching a bit, and then dashed in the direction of our character's right hand side. When I try step-dodging past this move, the locked-on camera would always, ALWAYS breaks. And yet, this very, VERY rarely happens in Sekiro. Even if some enemy do a dash attack and I step-dodged or jumped past it, the camera NEVER breaks. The only time it ever happens in Sekiro is when I was fighting Demon of Hatred, specifically his sweeping charge attack where you have to jump to dodge it, and DoH is largely regarded as an enemy/boss that should've been in Soulsborne instead of Sekiro.
Anyway, here's more ONGBAL video where he use some really niche set of prosthetics and combat arts: