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You may have experience but that mean jack shiz if you do not know the game's mechanics.
I feel like if you're complaining about any of the bosses in this game you didn't fight Erlang in Wukong.
The next boss I used the spear again and was much easier, just don't get too atached to an specific build because you can change them easilly without any penalty.
Beating one game has no bearing on beating another.
Dark souls isn't hard, even remotely at all, unless your're saying you've beat it with full fat-rolls and broken sword only.
Elden ring is the easiest souls game in the series.
Sekiro is the most akin to Khazan, but still has a very different flow.
Honestly, I can't speak to any input lag as I'm not personally experiencing any. I don't use any Nvidia boost or framegen stuff, but the game has never eaten any of my inputs... There is some "lag" (Recovery frames) on things, but as a souls player you should be very aware of that mechanic anyways. However you can dash cancel almost anything so it's much more free-form here in Khazan.
The best advice i can give though is don't rest on your laurels or try to play one game as if it's another. Different development teams will have different ideals on how things should be played.
Dark souls for example is very VERY easily beaten with a slow and steady approach regardless of build (Except maybe archer/Mage but those are arguably even easier and in the case of elden ring mages are the most powerful class possible). "Poke-poke-dodge. Poke-dodge-poke-dodge > Stamina regen phase > repeat."
Sekiro is "Block block block block parry > Huge damage > Repeat"
Nioh 2, which I'd liken this game most similar to...well it's a different beast entirely. It's about being the aggressor while also balancing parries and dodges so that you can STAY on offense. And it was very weapon dependent. Katanas had to balance their aggression with parries, Knuckles had to schmix the opponents like mad and never let up, only backing off to recover stamina or to avoid AoE attacks, Switchglave had to use every opening perfectly.
Khazan is a game that pushes boundaries by letting players have more mobility and freedom than most soulslike games, while also keeping the enemies powerful and not falling too far into DMC territory where you just combomax everything to death.
The thing is, if you try to play Khazan like it's dark souls or Sekiro, you'll lose the long game. You're more likely to make more mistakes over a longer period of time, so maximizing the amount of time you can deal damage and constantly wearing the enemy down actually improves your chances of survival because enemy health values in this game are quite reasonable, and with the stamina system, you want to keep damaging their stamina to keep it from recharging in between parries while balancing your own stamina so that you can capitalize on the opening when it presents itself.
It's a different souls game, and so it has to be played differently.
Not only that, you can farm Mastery for skills fairly easily, and if I'm not mistaken it's a shared resource, so you can use your preferred weapon to open up options for your other weapons until you're more comfortable switching to them.
And realistically, Khazan, lacking any form of "Dex/Int" build options, can actually benefit from having a balance of skills instead of just minmaxing into one single stat type. Even as a spear user, I still throw a point or two into strength from time to time for the armor weight reduction. That means later on if I want to use a greatsword, I can switch without much of a drop.
Essentially, there's "one build" and it's up to you to choose how you minmax it.
And Spoilers: There is a NG+ feature that carries over:
Vitality
Endurance
Strength
Willpower
Proficiency
Weapons
Armor
Skills
Accessories
Items
Lacrima
Blacksmith
So any points spent in not minmaxing now are effectively just moving forward towards making your character better for a different playstyle in a future run.
Also, I think people WILDLY undervalue stamina and stamina damage. Stamina is a HUGE resource in Khazan. EVERYTHING YOU DO consumes stamina in some way, and there's not many ways to quickly regenerate it outside of breaks, and even THEN you still risk eating a normal blocked attack if your timing is off so having higher stamina and good stamina regen is important for ANY class, not just for one weapon style.
Plus, Khazan is REALLY forgiving compared to most other souls games. It's rare that you have to run a gauntlet to make it back to a boss, usually your checkpoint (And Lacrima) are OUTSIDE of the boss arena, and you gain Lacrima for every attempt, not just when you win.
So regardless of how many tries it takes, you're effectively farming Lacrima and Skill points.
I kept getting greedy on one particular boss and kept dying to them over and over (I won't spoil which one because it's kind of story relevant) and by the time I left the arena I realized I had gained SEVENTEEN SKILL POINTS and had leveled up FIVE TIMES.
Compared to Souls games where you lose everything and gain nothing until you win, that's VERY forgiving. The actual combat challenge is steeper (Which I actually enjoy) but the "Grief" factor is almost nonexistent unless you're coming at it from a "If I don't win, I'm losing." mindset.
Skill checks are important, and like you said it's the way the game checks to make sure you're paying attention and not just throwing yourself at something until you luck out or getting away with just spamming at enemies and getting lucky with stuns. And for those who just can't seem to cross that threshold, easy mode is RIGHT THERE. There's no shame but the shame you pile on yourself for dropping the difficulty if the challenge is not something you enjoy and just want to see the story.
That's my biggest complaint about this game, it has plenty of artificial difficulty in the form of wind ups, fake outs, and cheap shots. Take Rangkus for instance, some times his attacks are slow with a long wind up, some times they're extremely quick. He has no consistent tempo. His animations and timings were deliberately crafted to trick you. Plus the guy can literally fly, that's the only way to explain the way he can hang in the air for so long. Not to mention his fire attacks will partially blind you and make it very difficult to actually see where he is and when he's landing. Almost every boss will also hit you with a status effect of some kind. It's easy to make a boss fight hard, what's not easy is making it hard while also making it fun.
And I just want to point this out to anyone comparing this game to Sekiro. If you actually did play Sekiro, you will remember Sekiro has no stamina bar. Some might argue the posture bar is the stamina bar, except posture doesn't deplete wen you dodge or take damage when you attack, only when you get hit. That's makes a massive difference that completely changes the dynamic of Khazan. Your posture and your stamina are the same thing, so every time you attack and dodge you make yourself more vulnerable to being staggered. But the bosses are as quick and as aggressive as they are in Sekiro, so you're at a disadvantage. Essentially, the developers were copying mechanics without understanding how they work together and how to create a balance. If Khazan wants to make stamina and posture the same thing, they need to make the bosses less aggressive and need to move realistically, they can't all have a bunch of 10 hit combinations that also add status effects. The game can't include everything all at once and expect to be balanced. And yes Sekiro is a "rhythm" game in a sense, but you could still reliably play the game based on sight rather than timing or tempo. With Khazan you can't do that, you need to learn the exact timings or you simply won't ptogress. Like I said, you need to "ignore the animations" because they will lie to you, the boss doesn't have to swing a weapon like a real person would. That is artificial difficulty.