One of the best things about Dark Souls are the bosses. From the very first Asylum Demon all the way through to Gwyn, The Lord of Cinder and beyond, the bosses are beautifully designed, and as tough as they are, we love them. There is just one problem with the boss fights; beating them follows a fairly uniform pattern. Go in, figure out what attacks it has before before dying, then once you've done that, just try (and inevitably, repeatedly fail) to do enough damage until it dies. A lot can be done with the actual physical space and setup of these fights, though. Just look at the Taurus demon as an example of how a slight change in optimum strategy can make a boss a little more interesting. Sure you could struggle on the bridge, poking him until he dies like with so many other bosses, but with the plunging attack/tower strategy you get a far more satisfying battle. What's so frustrating is how perfect an example of great game design the Taurus demon, yet they never did similar again. The game trains you do use plunging attacks against bosses where you can with the Asylum demon, and guides you up to the tower with the crossbow skeletons. Dark Souls 3 needs some more innovative ways to defeat bosses than just hacking away at their health until they fall over. Let's see something like a boss that gets hurt by sunlight that you can get a good advantage over by hacking away curtains, or a boss that's very weak and tries to run away, but takes you through a load of traps (Bloodbourne's encounter/fight with Micolash shows how well this can work). Get some boss fights that aren't just memorable for their difficulty.
Currently living the dream by studying in Wales and writing articles about the things I love for beer money. My proudest achievements are teaching myself Accordion and getting my head round the off-side rule.