Of all the "changes" they could have made...
Seriously! Why not just let the damned bone girl sell unlimited Twinkling and Dragon Bone for upgrades once she starts selling inf Chunks, geez... Also a speedy sequence break for that "event" would have been nice too. Grinding certain weapons/armor is bad enough, let alone the upgrade materials. Only reason I never Plat'd Demon's, not tediously grinding one damned stone for hours, waste of fucking time.
Honestly imo, a great improvement would be a background % effect that regulated drops rates on the "skill" of taking down enemies (parrying/not dying or losing health, killing them in a certain way) or doing a certain "challenge" on a enemy type for a guaranteed drop. Would have made things nuanced, interesting and not so fucking tedious...aka fun! But I guess too much thinking would have been required for that to be realized, after the first two games no less.
I'm starting to think seriously that this game and it's design in every aspect is sort of the Pendant from DS1, it's a huge troll on the futility of sequels. A kind of self aware facepalm, from the phoned in OST to the ripoff bosses from DS1 (horribly done by comparison) and which is kind of cool, but doesn't exactly inspire much "progress" or fun. And with the issues that everybody has been complaining about since Day 1 mechanics-wise compared to DS1, and Namco/From's utter refusal to fix or even acknowledge any of these, this seems literally true. Crazy!