Combat indeed doesn't have much to it even with just frames, buffering, etc... Most of it is just for flash, which is very Bayonetta like with the flourish of options. At the core, it is standard combat, dodge and counter. Layering all this stuff on top doesn't change that structure. A more advanced counter system would have done wonders. And the aerials really did need to be fleshed out instead of only used for launchers combos, which can leave you way vulnerable may I add. Your best bet is just to stay grounded, dodge out, and rush-down mixing up hard/soft lock with your specials. And frame cancel so you don't get animation smashed. Anything outside that unfortunately is clowning around. The great action games make style WORTH SOMETHING, not just visual flair. And I'm not talking about style meters but actual combat efficiency. DS2 does not do this.
My biggest disappointment is the enemies though. They have no individualism and just seem like slight variations. I mean some are basically the same enemy with "ranks" assigned to them. Oh, he's a champion... Since I'm seeing this game as a GoW type title, it doesn't have enemy personality that GoW has. It's more RPG where you are just seeing new enemy skins with a bit different attacks but never anything major. Maybe I have to get further but I doubt it will change much.
And I hate Zelda bosses in action games dammit!
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On a positive note...the game is bringing me back. The puzzles and platforming are fucking obnoxious (needed emphasis). However, the difficulty spikes at around the 3rd dungeon on apocalypse, which I like. If I don't start seeing some combat variation though, my interest will start to waver. Then I know I'm just doing rinse and repeat for a lot of hours...which I can do without.
Still a GOOD game though.