garjian said:
Dark Souls really isn't that difficult. You'll only find it difficult if you don't take advantage of your surroundings and the mechanics.
To compare your experience to a recent one of mine, I was able to kill the first gargoyle in 5 hits, and the second in 3... both down in under a minute.
This was because I was using a +5 Halberd, and was two-handing it, and I didn't have to grind for a minute (In fact, the game gives you a new area to explore right next to the blacksmith and a method of risk-free boss practice that also gives you souls).
I don't care how skilled you are, that's ridiculously easy..! Yes, it's certainly not my first time... but that's how easy it legitimately can be at that point in the game. No trainers. No obscure, off-the-beaten-path items. No grinding.
Using other builds and other weapons isn't going to be much harder providing you upgrade and you've got the right stats for your weapon, or the right weapon for your stats perhaps.
Also, what you call on exploit for Taurus Demon, I'd say is what they wanted you to do. You were taught in the tutorial to do that, and I'm sure the aim was for you to recall that, be resourceful, and use the environment to your advantage to defeat the boss... Personally, I feel they missed an opportunity to teach you to dodge, but I guess they wanted to be extra nice for the first boss.
Cheating your way past a hurdle only means you learn nothing from it... so you'll never feel the reward of learning how to deal with these situations.
I did a similar thing myself when I learned about the old Dragon Breath glitch, and in the end, I just ended up not learning how to use my weapon and not learning how to dodge, parry or backstab effectively... and no amount of HP or damage will help if you can't get a hit in and don't know how to avoid damage.
I hate to sound like every Dark Souls player ever but, you need to get good. That's where the fun is... getting good.
Difficult is a relative term - mechanically the game isn't particularly difficult. It is fairly lenient in terms of how many frames you have to dodge and the enemy's charge animation. Compared to say, Q3 on the highest difficulty setting, moment-to-moment gameplay is challenging, but fair and fun.
It is however frustrating due to long iteration times. If you fail, you lose significant progress. The games forces you to redo content on it's own terms. I am okay with being punished for stupid mistakes, such as dodging into magma. Reclaiming your souls and humanity is a good mechanic when the game allows you do to so on your own terms. Normally, if your tactic isn't working, you run back, heal up, change your weapon and try again. Iteration time 15 seconds.
With bosses however, the whole idea is to learn the timings and movement. That is done by trial and error. There's no option to run away and regroup without having to regrind the content immediately prior to the boss fight. While fighting bosses and failing you are not making any visible progress. Iteration time: 10 minutes
Case in point - Sen's Fortress. Unless you are in the habit of hitting every wall, you will not find the bonfire that allows you to save before the iron golem boss. Which means having to regrind through the extremely frustrating platforming segment every time you fail the boss fight. As you, the player, get more and more frustrated you will want to get to the boss faster and faster. Haste will get you killed, PARTICULARLY so on platforming segments.
Regrinding the content I've already completed isn't a test of my skill - that's a matter of difficulty. Instead it tests my patience, which is a matter of frustration.
Blighttown, for example, while challenging, was fair. While I did die tons to blowdart snipers, FS made them non-respawnable, meaning suicide rushes to take out those annoying enemies was a valid tactic that allowed the player to make progress, even at the cost of death. Certainly not optimal, but I can feel I'm moving forward.
In short, I like the real difficulty, I don't like wasting my time with fake difficulty. Dark Souls could well be a mainstream game without changing any of the combat mechanics or values, just by shortening the iteration times.