Yeah the game is very easy even on Hard. It's very different from Zestiria, which I found could be quite difficult on Hard. Like if I fought the wandering enemies in Zestiria on Hard upon first discovery it would be a battle filled with deaths and life bottles thrown everywhere. I just fought a code red demon in a new area in Berseria and had no deaths and I was playing as Rokurou whom I haven't even played much as. I think Zestiria was harder because 1. The AI 2. Enemies just hit ridiculously hard, 1 or 2 hit KOs were plentiful. 3. They probably made it harder because you could swap out Seraphs and they would heal (even though it took forever). Berseria's AI alone makes the game quite easier I find since they're not always dead. They still die occasionally from an enemy soul break or from getting ganged up on during link encounters but their survivability is overall much higher than Zestiria's AI.
Also you can issue commands to go all out or prioritize defends using R3. I got a tutorial for it like 20 hours in, so I'm not sure if it was available way beforehand or not.
How is Hard mode compared to Zestiria's Hard mode?
I found ToZ on hard to be extremely frustrating. Some battles took me a few retries to gather a plan of attack (which was rewarding) but more and more made me feel like breaking the controller (especially bosses suddenly spamming their most powerful artes with 1/4 HP left and becoming staggerproof). In the past I would sit back, grind, or practice moves before reattempting but in ToZ grinding didn't help too much when HP was tied to orbs and herbs.
How's the party AI on hard? Are they dying 30secs into battle like ToZ and you have to solo a 20k HP boss, or can they dodge and help out?
EDIT: Thanks Bladenic! You answered most of my questions before I even posted them!
Yea, the big problem with Zestiria on Hard(spent most of the game on the difficulty myself) is how stiff your reactions to almost anything related to combat were. Spells took too long unless pushed out at end of combos(which could be easily broken by off screen hits or back attacks. Blocking was very sluggish due to almost frustrating animation priority. It was a game where you literally were forced in cases to trade small combos and block to avoid forced counter-measures, the flow was rough.
But the most damning offense was the free immunity enemies received after major chain combos. You hit stun them and have a tight window to do extra damage before the game puts up a game-breaking magic barrier that blocks any and all attacks for a short duration. It's meant to prevent spam, but its a cheap and tactless solution, and severely punishing to the player when you are trying to keep the combo chain active only to suddenly be wasting SP on an unflinching foe that you cannot break the animation cycle to respond. It infuriated me constantly.
Thankfully Berseria doesn't seem to suffer from any of these issues so far. It is a bit too easy given how absurd Velvet's Break artes can be against fodder. I barely even notice what the AI is doing as I just decimate almost everything myself. Only Rokurou seems to have issues with dying against major foes so far though. It's not constant(unless facing an optional Dire Foe, but lifebottles seem reserved exclusively for him in my playtime).