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"Easier" is subjective too.
TL/DR:
I never found Sekiro to be hard, just when I forced myself the "non-intended way" (without using deflect) against 2 mini-bosses but other than that Sekiro is an easy rhythm game with paying attention to posture and you dont neeed to pay attention to positioning at all if you are good at it because the intended way is reacting with very lenient methods (deflect, jump and mikiri, that have 0.5s window and deflect is spammable once you land the first one, what is not hard at all and work against 90% of the attacks used by enemies).
Sekiro being more of a reaction game with deflect I, who am not all that good at rhythm games to play properly any music beyond average difficulty, found it to be on the easy side all the way with deflect since the beginning (and I dont like "beating enemies with it", using reaction alone, I dont find it fun) and Sekiro you can rely on just pressing to deflect, to jump or to do mikiri where "attacking" is optional, for that it is just 3 buttons and very spaced out reactions from each other or just being spammy, a rhythm game like MUSYNX or Respect V you need at least 4 keys alternating from each other 4 to 8 times per second sometimes, having to hold one or 2 of these while alteernating the other 2 or 3 keys multiple times per second and alternating the keys held. At these all you need to do is pay atteention ot the keys showing on screen but at Sekiro you need to watch enemy body language but it is not hard at all, it is just far less complex in terms of "following and alternating actions" but it obviously is more flashy and is showing a combat being performed.
Steeelrising as any souls-like (like a Souls game) you need to pay attention to enemy positioning in relation to yours, enemy posture and deal with the slow, fast, average and delayed attacks in different ways even if you play it simple and the difficulty also vary according to your weapon and playstyle too, where here your strategical positioning and approach to group of enemies is even more important than at Sekiro where if you screw up you can just run or spam dash and get away even dealling damage to everyone and maybe killing everyone in the process as the whole deathblow is an iframe with before it begins to after it end, granting you not only saves from hard situations but it also staggers and interrupt enemies that are too close, there is nothing like that at Steeelrising even if you parry and punish the enemy, enemies from behind and sides will still hit you and you will not get iframes against ranged attacks either while doing that.
Despite the combat being "fun" (fast, being a powerhouse since the beginning feeling like a boss, put enemies under pressure all the time and combat being flashy) the fact Sekiro is just that made me not use deflect to have fun (still I used deflect to keep the pressure on my first run, made a second run completely without deflect and as I mentioned I had problem "only" against 2 mini-bosses, centipede at gun fort and elite ashina at the top of the castle) and the skills and prosthetics mean nothing as it consumes stuff and would make combat more flashy and different than just that but also easier too.
Not that I had any trouble at Steelrising but the combat is definitelly different, as you pointed out, but I see how someone could have trouble here and not have trouble at Sekiro and vice-versa, different approaches and lack of adaptability to how the game ask to be played. Sekiro is "more" a reaction game, Steelrising is "more" a strategical/methodical game. Being good at one dont make you good at the other and sometimes the slower paced gameplay is exactly what makes it harder for some players (like some saying the hardest Souls is DS1 or DS2 while DS3 and ER being easier, while I can not agree with it in any way "from my experience", tho many that opened up about their first game mention DS1 or DS2 as "their first" Souls game, while it also depend on how these players played these games in regard to overleveling, using all tools avaliable, using NPCs and player summons...).
It definitely is the comarison of two games that have nothing in common other than "both being animation locked meaning if player start an action such action must be performed to the end before playeer can take other action" and I dont understand why people are so obsessed with comparing Lies of P to Steelrising.
Steelrising is not a "masterpiece" but is not bad either.
All the Lies of P this, Lies pf P that, Lies of P better, Lies of P game of the year, all that at Elden Ring and Steelrising forum is stupid, it is comparing oranges to apples and saying tge fruit you like is better and must be liked by everyone else, it is just stupid.
I am not comparing gameplay mechanics. I say there is more art in Steelrising than in Lies of P. That is not a wrong statement. That is my opinion.
And you can very well compare different games, movies and books in that manner, even if they are completely different in their content. There are richer works and lesser ones. To me, Lies of P is lesser than Steelrising in the aspects that are important to me, which are originality and artistic value (that's a very broad term but it will do for now).
It is inferior compared to a Dark Souls game because it dont have so many mechanics (extra abilities for weapons, not so many weapon types and dont have "spells") but from what I saw of Lies of P at youtube (tho I did not dig so much, I actually lost interest in Lies of P because of so much "Lies of P this, Lies of P that, Lies of P best gasme, etc") Lies of P is not that much complex either and if anything the combination of dual weapons and 2 weapons of different kinds and allowing for both ranged and melee at the same time with specials and all, I would say Steelrising seem "at least" near if not superior in some of these points due to allowing different combinations of gameplay at the same time.
One year and a half from release and they didn't resolve the awful performance of Steelrising.
Nothing, zero effort.
Besides, Lies of P is a brilliant work of art (and excellently optimized).
Steelrising is really nice enough but on a clearly lower level.
Even if you are standing just 5 inch afar from an enemy, you can't hit them unless your face is towards the enemy and at correct angle.
I never seen such a faulty fighting mechanism in any other game.
The complaint you made is related to "hitbox" not being lenient as in "you did not hit but it lands the hit" or "correction of movement to force a hit", play more Dark Souls 2 and you will see you "almost hit" a few time if you ty to attack at wrong distance (and obviously if you fight without target lock on you may miss a llot more too due to lack of auto-correction tof orce your attack to land on enemy).
You can also avoid damage the same way, just by positioning yourself out of the attack hitbox when the attack happen, it is the Souls way.
I played Devil may cry, all Assassins Creed game, and many other action games.
I'm not very much a Dark Souls player though.
other games i played, you DON'T NEED to perfectly align yourself towards the enemy to land a hit. If you are within the attacking distance of an enemy, your character aromatically land the attacks to the nearest enemy, even if your character is facing slightly different direction. The Ai of the game auto-corrects itself.
But not in Steerising, here you NEED to perfectly align yourself towards the enemy to land a hit, otherwise your character will keep attacking sideways (or other direction). Unless you use the ''Lock On'' function.
Souls games are something else entirely and Lies of P is more on the lines of Bloodborne and Sekiro (that are not exactly souls-like while being at the same time).
You are literaly comparing hotdog to fruit (two things that have just 1 thing in common, are edible) and saying fruit is bad because it dont taste like hotdog.