I would avoid it if it is not strictly necessary and I talk about it here: Difficulty and Accessibility (even if we already know that it will be implemented) for me there should be a unified experience at least for the first playthrough.
So actually I wasn’t very clear here, so basically:
Yes, also because the players have already faced and overcome the challenge, and it becomes very simple even after only 3 tries (I’m generalizing).
Both things are true, one does not preclude the other, Different players start out in one of the two experiences and then end up having both together. The path itself is not simple but it becomes so because it is like a puzzle already solved, but being a section in which you have to be careful it becomes heavy and actually consumes part of the player’s attention resources for the boss fight.
In practice in Ori 2 between phase 1 and phase 2 of a specific boss fight there is a platforming section, once completed you get to the second phase with a second arena, and if you die in the second phase you respawn at the beginning of the second phase, it’s an example that incorporates a platforming section into a boss fight and not a runback, so sorry if I wasn’t very clear here a more accurate example is the fight against all the flying creatures before the actual boss fight in NRFTW, the initial section is a bit like a runback but it’s actually incorporated into the boss fight, and it’s clear and well communicated.
If you think about it though, in the case of the plague you have already faced and beaten the boss, so the learning has already been done to a large extent and it is not a big problem if you do a bit of runback.
We are simply weighing the word differently, I use it to indicate the lack of balance between points that I believe should be equivalent, even if the difference is not that much, in fact I am not saying that the falls are in an unacceptable state, I am just saying that the sekiro system is an improvement.
You are very pessimistic, I can understand it but I believe that: if the devs think that it enriches the game, without compromising the artistic vision of the game, they will implement it (and I think that’s the right mindset to give suggestions).
I agree, but falling and losing 70%hp (more or less I think 60%hp to 90%hp is ok) is still frustrating (Especially if there are enemies nearby), just less so, I’m not removing so much frustration that it makes the falls bland.
I don’t think it’s a case of saying that it’s a “cheese” to prepare yourself to overcome an obstacle,
Yes it is very difficult but I think it is correct since as you said you have a way to interrupt the attack, also if you are of the right level you have to be hit 2/3 times to die, you have to mess up the timing 2/3 times in a row, also I don’t know if you knew but if you are hit by the second wave and you spamroll you always dodge the third wave too, without considering that it is an attack that is very easy to understand visually.
And that’s why I say that falling should be less punishing, against the strongest attack of the strongest boss in the game you have many options, and you can make mistakes even 1/2 times and survive while falling gives you fewer options and you always die after just one mistake.
I tried WASD (I played all souls and sekiro with WASD) but I use a controller and I’m fine with it (but as I said, I’m not complaining because I have difficulty with the mechanics, I have 425h and I almost never fall, I’m discussing the thing from a game design point of view)
I played mostly medium and light (like 58% medium - 40% light - 2% heavy) and I agree with you that light is less “maneuverable”.
I played mostly standard mode (Obviously), but I made 2 characters in hardcore. The first one died in the early game due to a problem with the camera during a fight . The second one is not dead yet but I haven’t played it much, and I noticed that the approach to the game is different, and that, if there is an area with moral drops and little loot it is not even worth going (that’s why I mentioned it).