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It weird that they manage to correctly animate and design for bigger/slow enemies but the normal/quick ones makes the combat feel completely off.
I feel like its just an intro problem more so then the entire game but if the intro is this off putting for a lot of people then maybe rework it to get people into the experience better.
A more gradual introduction to how the game is truly going to be like over a every thing kinda just does things that makes no sense unless you spend frustrating amount of time trying to get it would of been better.
Imo DS/ER don't have this problem at all since the enemies has a very straight forward (for the most part) and easily understandable attack patterns. It just feel like the timing on the normal/quick enemies are off and unlike most souls games or even most ARPGs the enemies in this don't stagger with 1h weapons (at least at the start) so that doesn't help either.
I know its not a souls game but they essentially steal the genres combat mechanics so...
Some mobs could be killed almost only if you parry their attacks, some just won't let you come close, so you have to find a way (stagger them) let you come closer
You're not too old and slow, my friend. All it takes is for you to learn the ropes again and you'll be surprised as to how well you'll do. Noone starts off good in any game.
Does the game even have poise compared to a standard stagger system (meaning you hit and they can't until you stop)?
I feel like there's supposed to be a backend stagger system (poise) but there's not or at least not at the start. Which would allow 1h weapons to stagger but it would take either extra hits or higher damaging hits to take in effect.