MeChaNiZ3D said:
Try faith/int or finding a use for the Darkmoon Catalyst.
Which is something you get from an optional boss that is rather late in the game. A new player isn't going to build a character around that item. And you still need heavy investment into intelligence to do the better scorceries that now scale with faith. You really can only invest heavily into 4 attributes unless you grind for souls; you'll want vitality, endurance, strength or dex, and then there's only 1 left to invest in. You can't solely use magic to get through areas so you can't ignore strength or dex.
I refuse to believe you blocked either Smough or Sif's spin with a Spider Shield without stacking End, and on that note, Dark Souls' difficulty is largely optional. You can do things the easy way or the satisfying way, but the point is you have the choice. The weapon movesets are different enough to create a fair bit of variety, but even giving similar movesets in classes of weapon, there are enough classes of weapon to create sufficient variety to be called 'deep'. As for Heavenly Sword, having a combat system that essentially amount to Rock Paper Scissors in the case of certain enemies isn't deep, it's narrow (although my memory isn't too good, it was years ago). Dark Souls doesn't force you to do or use anything combat-wise except choose a build and dedicate to it. If you want to block everything, they have Havel's Shield, which essentially makes that viable everywhere - assuming you have the 50 strength. If you want to dodge, that requires more skill, and appropriately less stat investment.
Sif was easy and I fought him way underleveled as the only thing I had at the time that did any damage was my lightning spear and that takes some time to do. I had to wait for Sif to do a certain attack as there was the only one of his attacks that gave me a big enough window to do my lightning spear. I don't remember if I blocked or dodge Sif's attacks, but his attacks were so telegraphed. I fought Smough in co-op.
Games either have counters to things or they don't so you are either playing Rock Paper Scissors or basically just rock (which is Dark Souls); there's really nothing else but those 2 options. It really pisses me off when people say "well, it's just Rock Paper Scissors, it's not deep" when that is literally as deep as it gets. Go find whatever the deepest strategy game of all-time is and every single tactic will have a counter because if there wasn't a counter to a certain tactic, it would result in everyone using the same tactic and it would be a horrible strategy game (yeah, there will be more than 3 tactics but at it's core, the game will basically be Rock Paper Scissors). I don't understand the logic in saying one game has enemies that require different combat strategies while another game's enemies require only one combat strategy, and the later game has more depth, that doesn't make sense. You shouldn't be allowed to do one thing over and over again. If a pitcher just threw curveballs all game, he would get lit up.
In fact, I had to basically force myself to riposte enemies in new areas because I could generally play it safe with a shield instead of learning new timings (Darkwraiths and Serpentmen come to mind), and this all ties into my point: You have a choice. I feel like I'm getting more out of the game by soloing, riposting and rolling.
At the end of the day, we both played it, you don't have quite as high an opinion of it as I do and I think it's the bee's knees, neither of us are going to change the other's mind and we've both made valid points. Agree to disagree?
Just for balance and game mechanic purposes, the riposte should have more upside. I think the backstab probably yields a very similar amount of damage dealt while having far less risk. The more risk, the more upside something should have; that's just a general rule.
The game should force you to get good, not the other way around. Playing the game with one hand tied behind my back is harder as well, but I shouldn't have to limit myself to get a challenge out of a game, especially one that is advertised and marketed as being a hard game. Bayonetta gives me a challenge without taking anything away from me because it makes me use and master all its mechanics.