I think complaining about "too many bonfires" fails to take into account the differences between DS and DS2. While their basic "refresh" function is the same the way they interact with the rest of the games mechanics and their "design purpose" as such are different. To give an anecdotal example, playing a pure sorcerer character, generally in DS1 magic was stronger and there were less enemies but the longer gaps between bonfires meant that I was generally out of spells and maybe estus by the time I hit one. In DS2 magic is weaker and there are more enemies, so again I'm generally out of spells and maybe estus by the time I hit a bonfire (and durability on my main weapons as well). So in terms of resource management they feel pretty similar, though in general I find DS2's pacing/distribution to be smoother than its pre-decessor. The relative rarity of bonfires in DS made them feel like a stopping point, whereas in DS2, given the increased number of enemies, etc. they feel more like a staging point, I enjoyed both, but they do feel different which is why I think directly comparing the two without acknowledging their different context feels off.