I think they should have buffed the last boss in lieu of the DLC
Gwyn is a husk, a shadow of his former self. He's not supposed to be super hard to kill.
No, sorry, i'm not buying this kind of rationalizations for a second.
It's not a rationalization, that was the actual intention from the devs.
Miyazaki is a bit of a storyfag - i.e. the whole reason he joined the industry was because he was super impressed by ICO and how that game had awaken him to the potential of videogames as an artform.
And the lore for Gwyin confirms what Wunderbard said. When the Fire started to fade, causing the undead curse and his kingdom to degenerate, Gwyin decided to sacrifice himself by using his Lord Soul to prolong the Fire, until someone else (the Choosen Undead) with enough power could Link the Fire and usher in a new Golden Age.
That's why when you kill him you're doing him a favor. I mean listen to his OST:
You could use this music in "Putting down Old Yeller".
It's much easier and better to make a good rewarding action game with good combat than an rpg that has good combat.
Actually it's much harder to do a complex action combat system than to make an RPG system.
You want an action game that's based on twitch skill, muscle memory and trial and error and you also want an RPG and the latter can only go so far before it invalidates the first.
Only the bad action games are about those things.
Reactions aren't a problem because devs barely ever ask you to perform actions above the average human reaction time - Godhand which is one of the "twitchiest" crazy action games out there, always has a telegraph to the enemies attacks and it's never anything lower than the 10 frame mark. So if you can't do that you should do everyone, including yourself, a favor and stop driving.
Even a nutless monkey can develop muscle memory, shit even
handicaps. So that too doesn't bear much impact and besides the learning curve is always part of the fun.
Finally action games that heaviliy rely on memorization and trial and error to teach the player and provide their difficulty/challenge, is a telling sign shit design and a shit game really.
Action are all about knowing what tool/action to use, when to use it and how to use. How to read your oponents and continuously making the best judgments under pressure.
And it's because of that I don't think applying action principles to an RPG is necessarily incompatible, because a big part of an RPG's challenge is making the best choices based on the tools/builds at your disposal.
It's just that From's action systems aren't particularly good.
Also I hope you didn't derive that conclusion from DS2, as that is the game in series where the RPG mechanics have a higher impact and are overall better designed.