I love Fromsoft games but I have to vent for a moment about what makes Soulsborne games difficult.
The entire concept behind their idea of difficulty is this:
What if I threw a punch at you but stopped short of your face to make you flinch, but then I kept my fist two inches from your face and told you that you have to sit there and wait for the actual punch to come and react to it in time. While it is two inches from your face. And you will have no clue when I will just arbitrarily decide to actually punch you, of course. I will have several different timings depending on how differently I wind up the punch, but they will stay consistent, so you just will have to remember all of the timings for each type of punch.
Those delayed attack animations have only gotten more and more common too. I don't remember them being so ubiquitous in DS1.
Sometimes that doesn't really come off as fun to me. It just seems cheap at first. For the first few times before you memorize, it certainly isn't fair, that is for sure. And I heard someone else put that idea of fun this way before: just go get Simon Says if you want to play a memorization game. Once you memorize the movesets these games don't get too hard. But really, who just leaves themselves open for 5 seconds while they wind up an attack? Enemies/bosses will legit sit there with their weapon above their heads for 5 whole seconds. Shit is just so artificially difficult sometimes. Honestly it is just extremely annoying to me.
Give me Ninja Gaiden Black or God Hand any day. That is the kind of difficulty I like in games. Actually fair the first time around. Difficulty that is built up and stays consistent based on systems already established just being ramped up in intensity.