ADP is a good idea on paper, but in practice it essentially becomes a mandatory roll stat. With the animations not changing between levels to a noticeable degree, having low ADP essentially results in your rolls LOOKING like they should work, when they in fact don't (I can't remember off the top of my head, but I think low ADP literally has 1 iframe). Rolls that would previously work in DS1 now don't because of the shortened iframes. Given the already questionable hitboxes of the Dark Souls series, this compounds into a frustrating mess of confusion after getting hit where you're not quite sure if your ADP was too low, or the game just flat out broke.
So you don't like that the animations don't change to show different levels of ADP.
Are you serious? There was a ring in DkS3 that increased iframes. I didn't see any animation changes there. Nor in ER. Good in theory, bad in practice. Right?
And if you on YouTube you will find (to your shock) that there are level 1 runs or runs with base ADP. It can be done, it was done.
I don't like to say this but in your case I'll make an exception: git gud!
Also assuming you refer to the grab animations since all mouth breathers do, the problem is with the animation queue not the hit boxes. There's a problem that hasn't been solved by sotfs in that when you roll through a grab and you roll incorrectly the grab animation should interrupt you roll animation but it doesn't. Instead it queues up. So that after your rolling animation is over, the grab animation is started. Again, bug. There are plenty of videos and clips explaining this with hit boxes being shown in DS map studio I think it's the name of the tool.
Light management and torches was supposed to be a good idea too, but the game is so bright there's literally no reason to ever carry a torch. SotFS somewhat fixed this by adding some genuinely dark areas, however the mechanics essentially become "light sconce, put torch away". When there's no enemies nearby, this mechanic is pointless, when there are enemies nearby, this mechanic is tedious and annoying. The Torch being on a timer is supposed to add resource management, but generally the timers are really high to the point where you don't have to worry. If you end up playing badly through a section and DO run out of time, you're doubly fucked because now you won't be able to see, so have fun farming The Gutter to find more.
You need torches for the gutter. There are many torches throughout the game. Genuinely baffled how someone could possibly run out but whatever..
As for light and darkness, how can you say that it's annoying with enemies around? It presents a dilemma that's efficiently solved with the tools you have. You have weapons for different situations. You can choose to hold a torch and fight one handed or go shield or two handing or powerstancing some weapons. Or use spells with a torch. Plus during the sinner fight whether you lit the room affects lock on range making the fight harder. Torches also scare away spiders and those creatures in no man's wharf. Plus you have to be careful when going underneath some water or rolling through water as that will extingush the torch, a mechanic that's not present in ER fyi.
Yeah, it's not as required as in tombs of the Giants but then again once you took the maggot helm thingy in DkS1 it was easy mode in that area. You also had a light spell and a skull lantern (which had to be held like a torch). So what was the point of it then? Why complain about it here and not in DkS1?
Lockstones and Fragrant Branches are also a good idea on paper, since more resource expenditure can be really interesting. Unfortunately, half the lockstones are completely useless trolls, or are MP focused (like dimming the lights in a dungeon, which can actually HURT you in singleplayer), and you won't know which one does what, and since you can't reload a previous save due to the design of the bonfire system, a limited resource is now wasted because you got unlucky. Fragrant Branches aren't as bad, almost all of them always lead to something good, however there is one fragrant branch that leads to another fragrant branch, and there's only enough branches in the game to unlock every statue, meaning if you do them in the wrong order you will be locked out of one of them through no fault of your own. Again, good idea, horrendous implementation.
Half are trolls? Meaning what exactly? MP related? The game has an MP component with a large portion of the playerbase interacting with it. There are also covenants dedicated to various aspects of MP. What's wrong with this?
As for fragrant branches I, me personally haven't heard of someone being locked out if you go on a different order but I guess it's possible. If that happens there's always NG+ unless I'm forgetting something. Going through NG+ is encouraged also by the fact that it brings unique changes and unique items exclusive only to higher cycles. Or you play games once and that's it?
Lifegems are a nice alternative to estus, giving slower life regeneration that's designed to be used outside of combat. And yet they provide more mobility during use than the estus and a faster animation (for some reason), and can be farmed or bought in infinite quantities, resulting in you being able to carry 99 of them at any given time. This was supposed to augment the healing system in an interesting way, and instead just ends up completely undermining it, to the point where you should be able to heal through every fight. The regen ring is also findable very early, meaning that healing between fights is trivial and any sort of long-term health management goes completely out the window. One of the best aspects of DS1 was how limited estus was, making long runs (like the first trip through Undead Burg past the Taurus Demon) extremely challenging for first-timers because few mistakes were permitted. Humanity somewhat undermines this and is farmable infinitely, but outside of the DLC still remains relatively rare for most of the game. In DS2 you can buy lifegems in infinite quantities after completing the first area. DS3 is probably the best here, as it's healing is inherently limited and can't be augmented with farming at all, since Ember only works once per life, leaving you with Estus and the occasional Divine Blessing for healing, which gives much of the same feeling of tension as your mistakes matter as much as they do in DS1.
Don't want options: the paragraph.
Gems heal you slowly, way slower than estus. And you have to use more than one of you want to stack their effects. Doing this mostly results in you getting hit or killed if you try to rely on this tactic. Estus heals you way faster. Mobility doesn't matter much when you move like a snail trying to avoid some attack.
The regen ring heals you even slower. That thing isn't reliable in the slightest unless you pause and wait after every fight to heal which would be madness.
But you know what the best part of this is? You can choose not to buy any of them. What? You think that 99 gems are going to save you when you're ambushed or you're fighting more than 3 enemies at once or you aggro more of them? Maybe estus, barely.
I won't mention DkS3 because that game has iframes instead of healing. You're always rolling in that slop. Taking damage is barely a thing. And 0.1% stamina consumption so you can roll fior days.
DS2 also has a lot of design which I believe actively trolls the player, in a really bad way. There are many instant-death pits that look barely different from the normal terrain (especially in the dark, The Gutter is notorious for this), bosses crammed into absolutely tiny rooms to make them as annoying to fight as possible, "spambushes" where otherwise normal looking rooms have upwards of 10-15 regular enemies crammed into them, which all attack you at once (often from behind), floors that give way to lava, killing you instantly, and numerous other traps like doors that lock behind you. DS1 obviously had these too, but most were limited to Sens Fortress (which was inherently designed as a trap-laden labyrinth), and were generally rare outside of that location. Probably the most egregious sin of DS2's design is hiding the main blacksmith behind a semi-secret area that's easy to miss, which just completely fucks over new players entirely.
You can avoid almost all of the traps if you look around and using your eyes and......*collective gasps* going slowly, not rushing through areas. That shit only works in DkS3 and ER where there's no sense of sp-- no sense of anything really.
Also I'm curious, which room has you fighting 15 enemies in? I honestly don't remember. But usually if somehow that is the case then those enemies are rats (you can use horizontal attacks to kill them easily), skeletons (use yearn or alluring skulls to distract them), spiders (have a torch out, you know, that useless thing?) and other such easy ones to fight.
A few bits: floors that give way to lava. Are you talking about the ones on iron keep with the turtle knights and allobe ones? The ones you can clearly see together with the pressure plate that you can avoid? And doors that lock behind you? Oh, like the one in ER in stormveil? Like that? I hear no criticism of that.
And the blacksmith? You referring to Ornifex?
You go on some planks and fall through. The hole is huge. It's very hard to miss if you go normally through it.
Btw, in the gutter you should be using torches (that useless thing again) and look around whee you go.
Why didn't you mention shrine of Amana? Those ledges that you can fall through in deep waters of you go too far? How do see those? Hmmm.......
Also even when playing DkS1 you need to pay attention to your environment for holes, pressure plates and other traps. Including mimic chests. Hmm, didn't those pose a problem for you? In DkS2 even more so, considering that traversing and surviving the hostile environments you traverse are far more insidious and punishing than before. Getting to a boss fight could be seen as reward in itself. But also very satisfying.
Also why didn't you complain about the guys that sit in some places and push you off a ledge? You can avoid that by....turning the camera around a corner, see the enemy and use a fure bomb or yearn, or an aide spell, or shoot an arrow in a nearby wall to distract them. Well look at that, seems like they're avoidable and you have options and tools to deal with such cases.
Also, in DkS3 there's also a guy in the prison area that pushes you off a ledge, slugs falling from the ceiling in the demon ruins area, mini boss that spawns once you get on the bridge to Irithyll. And many more. So many more. Spambushes should be DkS3's middle name. The game is filled with them. No complaint there. Why? Because you can simply roll your to the credits screen and nothing matters. You can't do the same in DkS2, you have to stay your ground, pick your battles or prepare when you see a possible ambush location. You do have an infinite inventory after all.
The TL;DR is, don't play DS2. It's not worth it. If you want an interesting game with lots of build diversity that doesn't hold your hand without being total bullshit, play DS1. If you want a fun Soulslike with really good combat and smooth gameplay, play DS3. Just don't ever play DS2 for any reason, other than completionism or to explore it from a game-analysis perspective.
And here we go. Bandwagon hater retard speak. Nothing but easily debunkable arguments that parrots like you bring up over and over. You hate the game because it's not an exact copy of DkS1. Well, not you, you're a lost cause but the veterans, those who started with DkS1 or *yet another gasp* Demon's souls. Although there's a remake now for the likes of you unfortunately.
The only thing and I mean the only thing that DkS3 does good is the boss fights and the boss fight music. That's it. But that's a boss rush game anyway. That doesn't have the possibility for you to refight bosses. DkS2 had bonfire ascetics and Sekiro had a idol menu to select basically what boos you want to fight, or fight harder versions of some of them and get rewarded with outfits for going through a boss rush gauntlet.
Yet another aspect that Roll Slop 3 lacks, besides an identity of any kind.