Well, feel free to grind to level up if you feel like this. Everyone has their weaknesses when it comes to bosses.
100% agree. In fact, every single boss' weakness is actually exactly the same.
Wanna know what it is? Breaks in their patterns. It's very easy to make an unbeatable boss. just give him really fast and powerful attacks that he keeps spamming. Talent comes in creating "stupid" moments in that moveset while still making it feel like player was the one who outplayed the enemy, instead of "did a gloryfied "press f to do damage" during this predetermined moment where the boss is vulnerable". We'd like to think there's more grace to that, but there really isn't every boss is a series of "skill challenges" (dodge,block,avoid) followed by the "reward" that is a window to attack.
The formula is thrown out whack when you have multiple enemies. Unless you specifically program instances where both of them hold back, "windows" to attack become chaotic and randomized. Every single "safe" moment can turn unsafe simply because other enemy started initiating his attack.
Everybody praises Ornstein and Smoug and such, but I found like very singel multiple enemis boss battle in Souls games to actually be fairy poorly designed, as there is no sign of any sort of synchronicity into their AI. They just act completely independently and as such you can sometimes get into entire minutes of just backpeddalling because they ai just happend to get into the rhytm where one starts his attack right as other's ends. (this actually happened to me with some o these bosses. Literally perfect synch. )
And that comes into my distaste for randomness in game design. This will sound really outrageous, but whenever you add something that is based on arandom chance into your game, you create a statistical possibility that somebody someday will not be able to do it at all. For example, if you have a piece of gear that drops with 5% chance, there's a statistical chance that there's a person for whom it will never drop... It's a statistical fact that given enough time, there will be ahuman that can never farm a certain piece of gear and he just will never get it even if he will spend every single day doing nothing but farming it. Now, this is long shot, a huge long shot, I do not claim I am one o those people, but I dislike the fact that game designers even allow that possibility to exist. Every single randomized feature should have some sort of hidden raising value that slowly builds up, eventually growing up to 100% . That way you make it so no person on the planet, no mattter how many quidrillions years will pass, will ever happend to be the unlucky sod that can't get something due to random chance.
Which is why I am always salty about multiple enemies in Souls games. They feel like a complete crapshoot, running completely contrary to deliberateness of Souls games. If I roll under a sword swing of a single enemy, I know I get a hit in. When I fight multiple enemies, that guarantee does not exist. Because second enemy can start his atack and I am forced to roll again... the other attack cancels the "window".
My problem is not that I die, as stated I died like 20 times on Gwyn, I spend zero seconds of that complaining on any forums Because there was an exact pattern to it and I knew where I messed up.
Here, I literally just had a run, where Red eyed Knight kept swinging at the fog door, trying to kill enemies outside of both area that he can't possibly reach. That's not a great design, and it completely collapsed the entire gimmick, forcing me into a fight with enemies that weren't programmed to be fought two at a time properly, due to their aggressiveness. And that's just the most extreme case of how red eyed knight is a complete crapshoot and not an actual deliberate element to the battle.