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If anything, bloodborne is more slow and clunkier.
You can't judge a game by "attack animation should be something in my expectation and my imagination".
The right thing to do is catch the timing after saw the attack few times and remember it.
Anyways since you ask for it, I'll judge the game. The animation tend to hold back really contradict with the whole parry and sidestep style they go for imo. That's why it felt wrong to me. If they went for ds roll and block system it's fine, but parry and sidestep works better with fluid movement like sekiro.
Most boss weapons are OP and feel nice to play, you can also make a ♥♥♥♥♥♥♥ of fluid, fast and responsive feeling weapons if you experiment with handle/shaft setups. I didn't experiment too much with the mechanic in NG, but still had an electric coil head/acidic handle and it worked really fine for me.
you have to deflect when the preload -> changes to relase phase.
now ofc preload is different length for every attack.
but inside the attacks it is consistent.
so the same attack always has the same preload length.
This enables a smooth learning curve for players that have a brain
Apparently it's not that clunky since you put 20 hours on the damn thing.
Why is there so much rage bait this week? lol
You will apologize to LoP very quickly for saying that the controls suck...
Putting a lot of hours before critic=you must enjoy the game