@Arseniy Yavorśkyi I'm glad you answerd me.
About the inclusion issue, I didn't mean it as an accusation to you, but I have had the displeasure of meeting gamers and hobbyists who do want to exclude new people from their circles, and I knew if there were such people participating in this thread they would have mired it in double-speak, so I felt obligated to address them before getting to the meat of the discussion.
Most of what I wrote was about difficulty in general and not you or Ross specifically. Having finished Dark Souls 1 & 2 and being about halfway thorugh Bloodborne, the way I see it, in this kind of game the player doesn't really get good at the whole game at once: at first one learns the basics of how movement, stamina management and stats works, then it's almost exclusively learning the behaviour of each new kind of enemy, the layout of each new zone, and the moveset of each new weapon, but not really learning new things about the game in general. It is rewarding, but your progression is reset every time you meet something new, especially regarding enemies. You and I find it fun, but it's reasonable to dislike having your hard-earned lessons thrown in the bin.
I was referring specifically to how certain thrust attacks can be turned into swipes if you're not locked onto an enemy and use the left stick to turn while the thrust happens: I've seen it used in Dark Souls III's competitive pvp, and I've learned to do it with Ludwig's Holy Blade to crowd control.
The encessity for tactical thinking isn't removed: there's still timing and range to consider. Also the mechanic I was referring to only works with the Lock-on turned off, so the attack isn't aimed for you.
Sekiro would have been better if there was an explicit indication that parrying should be your main defensive mechanic. You didn't refuse to learn: you weren't taught, only given negative feedback.