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You're mainly parrying, by hitting L1 in time with the attack, if you do it too early you get block and take chip damage, similar to Sekiro. When you parry you build a hidden posture bar. Attacks build it as well.
You have a dodge with iframes, but almost everything you can parry.
Malenia though, really has no place in ER, she would fit better in Sekiro.
You also have different legion arms and grindstones to use.
The guard system is *really* good. There's a lot more emphasis on guarding, but nothing has 100% physical reduction. You take a portion of your health as permanent damage and a portion as health you can regenerate. It's sort of like Bloodborne's rally system but only for damage you take while guarding. If you perfect guard, you don't take any damage. So you want the perfect guard, but there's mercy for missing it.
Enemies also have regenerative health, but they get it for all damage received. This makes it so you want to stay aggressive and in the fight, and the regenerating health from your own missed guards does a lot to enable.
There's no parry/riposte system. Instead, enemies have posture that you contribute to breaking with either heavy attacks or perfect guards. The latter means that if a boss is boxing you in and you're on the backfoot, you can still break the boss's posture from perfect guarding to reset and regain some momentum.
I don't think they've pushed their formula nearly as far as Dark Souls'. Elden Ring felt like it was nearly coming apart at its seams, where Lies of P definitely has some room to innovate. Supposedly the game was a lot harder at launch though, so maybe they just pulled it too far back. I didn't play it then so I don't really know.
So i'd say:
Sekiro > Lies of P > Bloodborne > Elden Ring = Dark Souls 3
Dark Souls 1 is the most different, because everything is heavier and slower. It works well, but feels different enough from the rest to not be ranked the same way.
I don't really get what you mean by the terrible movement. It does feel like it requires a bit more intention, but the controls are very responsive and intuitive.
I'd say, safe and grounded describe LoP rather well.
Can't say I had any of these issues. Obviously there are attacks that are better to block than dodge (and vise versa), but I would say that's just the game making better use of its mechanics than Dark Souls.
I never played Bloodborne due to a lack of a playstation, so I can't compare it to that, but dodging definitely works. Maybe you're just trying to rely too heavily on it?
If anything, I felt like bosses can die *too* quickly in this game. A lot of bosses feel like they just fall apart if you get a well timed stagger or two.