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I know you are saying DS3 is easy, but I'm a vet DS2 solo player and DS3 has given me nothing but hard times. It feels like most mobs are mini-bosses and I died a lot more on DS3 bosses then I've ever did in DS2. Not even the DLC bosses gave me as much trouble. The crazy thing though is some of the early bosses in DS3 are harder then some of the bosses near the end of the main game.
Seems like they made bosses tougher for co-op in mind more so then considering the needs of a solo player. Sure, you can rickroll the entire game with friends, but solo there are some extremely, extremely tough bosses that will road block the hell out of you.
First you need all the rings and candlesticks and crowns and bells and whistles to finally do decent damage, and even then a guy with an ultra weapon walks by and does exactly what you do, but with less SL investment and rings and crap and no FP cost to make it happen.
It'll grow on you. Just git gud.
That applies only to the Soul of Cinder, the others are completely formulatic including the last DLC boss.
Just because you can't or won't learn the timings for the other bosses doesn't mean they don't give you any opportunity to heal. They do.
Anyway, the DS3 design emphasis is on mobility. You may not prefer it, but it's what the game's balanced around, and nothing it does is insurmountable (for instance, enemies that combo a lot usually have really bad tracking on followup attacks); you just have to adapt to a new play style.
Nameless King spends most of the fight edge-walking around the arena.
His combos are long and really slow, but once he finishes one, he'll quite often leave you alone for a ridiculous amount of time (a full 2 or 3 seconds where he's just doing nothing).
That's not true at all. I see bosses do attacks as if I'm standing next to them when I'm at a far distance. Clearly they are just performing moves randomly. Wyverns, Dragons, Dancer, princes, Itheral, they all do it. There is no pattern. In the other games if you stood in exact spot, you can 100% reproduce an attack.
Take a closer look. For example you'll see large bosses do stomp even when you aren't under their feet. Or you'll see lorian start spin attack even if you are 50m from him.
Bosses in the Souls Series have worked like that since Demon's Souls. They don't just spit out a predetermined list of moves -- that would be boring and incredibly easy to exploit. Instead they have arsenals of moves designed for different situations, allowing for dynamic and unpredictable combat. In order to beat them, you have to figure out their tells: movements, visual effects, and even sounds they do before certain attacks. Reflexes are certainly a factor, but getting to know a particular boss's techniques plays a much larger role.
Are you saying you'd rather fight bosses that never vary their actions? Heck, even the Bed of Chaos had a varried moveset.