The focus is not on being an rpg, it has rpg elements.
The focus is on learning from your mistakes
Hahahaha. What complete nonsense.
It is 100% an RPG. With real-time combat, but the RPG aspect is absolutely part of the core gameplay. This is undeniable.
I already addressed this earlier in the thread. There's a difference between raising a stat to have more hit points, or do more damage and raising a stat to make a core mechanic in a game easier.
There is a difference between raising a stat to have more hit points, a stat to do more damage, a stat to have more stamina, a stat to unlock access to a weapon, a stat to unlock use of spells, or a stat to be able to wear heavier gear without sacrificing mobility, or a stat to... have more i-frames when dodging. Yes, there is a difference... in that they are different stats. xD
Again, I'm not a fan of the agility stat either. I'm glad it's gone in DS3, and I won't miss it.
But it's not the end of the world and it doesn't ruin the gameplay. Just level up your agility to 100 or so, and there, done.
If someone said "Lets have Dante start out with really low Iframes and then have the player find perks throughout the game to improve them" theyd get laughed at big time.
They would because DMC isn't an RPG.
In Dragon's Crown, you need to unlock the evasion skill to be able to chain consecutive dodges. Dragon's Crown is a beat-em-up but also an action-RPG. If you want more mobility you need to unlock the skill, and it's got a minimal level requirement too. The horror!
Hexing involves getting INT and FTH high enough (at least 30), so how are yourself gimped?
Unless I misunderstand, you were complaining that no-shielders were "gimped" early in the game because they need to level up ADP until they're more viable. My point is: so what? Plenty of playstyles and builds are weak/gimped early on because you need a stat investment (or even specific equipment) to make them work.
Honestly I don't like ADP because I don't like tying something as minute as invincibility frames to a stat, not because I have a problem with a stat affecting mobility in general. If agility made the roll
visibly faster or made you roll farther, for example, I'd actually be OK with that. I don't like that the same roll animation at the same timing can have different results depending on a stat, but I'd be OK if the roll animation itself actually changed based on the stat.
That's like saying a katana user is gimped because he has to use curved blades until he finds one...
Indeed. Which is exactly how I read your post.
I'm not coming at you, I'm going to throw at you hundreds of long range lasers from 100m of distance.
No problem. I'll block or dodge them and then snipe back with a bow, a crossbow, or even a spell with binoculars. Or I'll rush you in zigzag and melee you to death in one or two hits.
Utter nonsense.
Taking a hit isn't problematic because it isn't a game about never getting hit, its about winning battles.
Being able to survive taking hits and being able to recover from the damage incurred (i.e tanking!) is just as valid a strategy as anything else.
Evasiveness is a component of the combat system, not its totality.
Yup.
That's what makes Souls games so amazing. You have a wide array of tools to help you win the battles. Sometimes some tools are more effective than others at certain places, which is a good thing, because it means there's no one single winning strategy for everything.
When you say "with no adaptability," do you mean absolutely no investment in the stat? And are you saying it's not possible to beat those 15 bosses, even if you're patient and observant and careful in when and how you attack?
Of course it's possible. I beat the game with a character that never levelled up ADP at all. (Full disclosure, I did use a greatshield, but I still stayed mobile and dodged a lot, not everything can be blocked well).
basically more HP means I have more room for mistakes (or my HP scales with the increasing damage of foes), it really dosn't change how you play as a melee.
It does to me. If I die in 1 or 2 hits I'm a lot more prudent than if I die in 3-4 hits or more. I'm more willing to risk trading hits, for example.