Poll Which is the best Modern RPG on this list? (117 votes)
The list is in the poll.
The list is in the poll.
Geralt's Axii skills are strong, just looking at all the votes ?
lol.. (Geralt): say "The Witcher 3: Wild Hunt is the best modern RPG on the list" ..yes The Witcher 3: Wild Hunt is the best modern RPG on the list. :P
Geez. What passes for an RPG these days?
@the_master_race That's a good list
All these wildly popular, well-reviewed RPG's.
I've played them all. All great games. I think it's funny that all these wildly popular, well-reviewed RPGs are mainly Action games with lite role-playing elements.
It's cool. I just thought it was funny. No hate.
'Souls isn't really much of an RPG game, 'Scrolls afer morrowind is like baby's first RPG with low difficulty and given the location of everything same with fallout, Dragon Age I gave up on after the second game I played for 10 mins then uninstalled.
My pick would be Dragon's Dogma, not an easy game, good combat, completely retarded AI which makes the game even more funny/harder. Too many fetch quests though other than that I can't fault it. Witcher would be a close second but the combat and customisation isn't as good obviously.
Skyrim is almost 10 years old mate. Not sure I'd list it as modern, although it's influential and people still get salt over it.
Skyrim is almost 10 years old mate. Not sure I'd list it as modern, although it's influential and people still get salt over it.
skyrim is as overrated as witcher 3.
Some day we'll have Nioh level combat in open world rpg's, Dragon's Dogma is literally the only open world rpg where melee combat isn't mediocre at best
No, it's just repetitive as hell.
I thought Witcher 3 combat was better than Dragon's Dogma.
Although I liked the combat in both games, Dragon's Dogma did become a bit of a chore at times just because enemies were so bullet spongey in certain spots.
Dark Souls is better than both combat wise, but barely offers any freedom whatosever with story and world exploration.
I voted Witcher 3, overall.
I find RPG to be a pretty broad term.
This is a topic I've often tackled, how do we really define RPG? Which at the core of it is asking, "what really distinguishes RPGs from other genres?"
It used to be we went by stats and xp leveling. But this is a mechanic we see implemented in so many games; The Force Unleashed, that Wolverine movie game, Dead Rising, Batman Arkham, Assassin's Creed, the new Tomb Raider, and even COD. Yet hardly anyone would consider these to be role playing games. Of course stats and XP has its origins in tabletop games with dice rolls, it's the reference point used in making this argument, which it does serve a function in making the genre work the way it does. But that alone doesn't make an RPG.
There was a time that story was the domain of the genre but now that can be seen among a plethora of action and adventure games, even some rare shooters (Spec Ops the Line, Zelda, Alan Wake, Last of Us, Half Life 2...). The medium has just progressed to make it more possible to implement with most any gameplay design.
People often make the argument about the "RPG elements" but mechanics are only part of the equation for any genre. What really sets each one apart is the "experience" they give us. And that experience is derived not only from our interactivity (the mechanics) but a combination of the goals we're trying to achieve that is the purpose for the action (whether that's destroying as many enemies as possible, establishing an empire, saving the world or that one important individual, winning the racing tour circuit, defending against an invasion, surviving the night, surviving a plague, slaying evil, achieving honor or stature...) along with the tone & atmosphere to evoke our senses. How mechanics, with goal/purpose and tone/atmosphere come together is the formula for an experience.
With trying to really deconstruct how games incorporate the design of role playing into their gameplay I've come to the following criteria:
THE PLAYER DEFINES THE ROLE: This is probably foremost what differentiates RPGs from any other action/adventure game. Even when some make use of the xp leveling and powering up, it's more often linear and ultimately still attached to a fixed character, one that's been designed by the game makers in a very specific way. Take for example so many established icons; Link, Samus, Master Chief, Marcus Feenix, Solid Snake, Nathan Drake, Lara Croft, Ezio, Mario, Kratos, Dante... you get the idea. In all cases their personalities and traits have been completely pre-scripted by the devs to determine their behavior and attitude in how they'll approach any given situation, react to other characters words and actions, and present their outlook to the world they live in. Even with TR where you can assign skills to Lara, her emotional responses are still determined by the devs. Kratos will always be an angry man, Drake will always crack wise and flirt with the ladies... the player has no say in their character development.
This is where RPGs make their mark, where the player can shape the character to be how they see that person's role in the world and how they take to the quest. When it's done really well the player has a real connection to the character through which they can express themselves, either to play as them self in the role or adopt a new identity and assume that role as a way to explore alternate sides of their self and create an alter ego in the world. In either case it's the player directing the character development. Or to put it another way, it's when the gameplay makes the character to be an extension of the player.
It does help when a character is fully customizable, from gender to race, facial features, fashion expression and so forth, that it executes making the character an extension of the player, either as their own self adapted into the world or their alter ego. But even in cases with the Witcher, where Geralt is pre-determined in name and appearance, the developer control ends there and once in the players hands they shape Geralt as they see him, or to put it another way can determine their own version of Geralt unique from other players. Who Geralt sides with that determines his political alignment, who he decides to save, who he's friendly with or antagonistic, to commit to a romance or wildly sleep around, his attitude in conversations... all this the player still has agency to shape his role in the story.
You've probably heard the argument, "all video games are RPGs because you're always playing the role of <character X>" Not only does this make the genre meaningless, but it's flawed in its assessment of what makes role playing. Just because you can direct the combat for Lara, Ezio, Kratos, Chief, Snake, etc... doesn't mean you're role playing as them. Not when their roles are pre-defined and not player defined. It's the difference between controlling a character and role playing that character.
WORLD INTERACTION: If we're talking about defining a role, that means there's more to exploring the world than simply traversing it from point A to B. That's what happens in any given action game. Having freedom to define the role means the freedom to have meaningful interactions with the world and its populace that has an effect on it. In other words the world isn't just a visual backdrop for the action, or just a set of obstacles to navigate to reach a goal, the world is in itself a character, and one that your interactions with will shape it, that in turn shapes your role in the story.
CHARACTER PROGRESSION: So yeah, while I did say that xp leveling and stats do not alone define the RPG genre, I do still recognize that it serves a function. But with so many games adopting the mechanic it's important to remember what purpose it has. There's a reason I refer to "character progression" and not simply "stats and levels". In those other examples, the stats/levels does empower the character, but it's also separated from shaping their role. Progression isn't just about getting stronger, more indestructible, and attaining better spells/abilities. It's the progression of growth to develop a skill set that lets the player adapt a play style for how they see their character, as brute force, tactical, manipulative, defensive, offensive, stealthy, controlling, charming, threatening, or any number of unique specializations. Essentially it's about how the player has the flexibility to overcome varying challenges, and in what ways they'll interact with the world.
By no means does this have to be reliant on the formulaic old school stats (STR, CON, DEX, INT, WIS...) as it should be contextual to the setting, if it's magical, technological, historically thematic, futuristic, and of course what abilities that circumstances of the story have created, and what's needed to meet different challenges. Ultimately the progression shapes the experience with a sense of growth that is more than just a rise in power, but the means to explore the world in how the character grows to fill their player determined role.
aaaaand yeah, there's another long ass post by AdobeArtist. But hey.... this is the role I choose to play in System Wars ??
The Witcher 3. Great list though, TC. I haven't played them all and probably wont but wish I could. Still, what about Danaganronpa?
Some day we'll have Nioh level combat in open world rpg's, Dragon's Dogma is literally the only open world rpg where melee combat isn't mediocre at best
No, it's just repetitive as hell.
I thought Witcher 3 combat was better than Dragon's Dogma.
Although I liked the combat in both games, Dragon's Dogma did become a bit of a chore at times just because enemies were so bullet spongey in certain spots.
Dark Souls is better than both combat wise, but barely offers any freedom whatosever with story and world exploration.
I voted Witcher 3, overall.
What dragon's dogma has over witcher is that the game feels lot snappier and hit impact is better, the combat system isn't exactly deep, but it is fun and the spells are just great, as overall game I would not rank it over Witcher as everything beyond the class system and combat in Dragon's dogma is trash
I find RPG to be a pretty broad term.
This is a topic I've often tackled, how do we really define RPG? Which at the core of it is asking, "what really distinguishes RPGs from other genres?"
It used to be we went by stats and xp leveling. But this is a mechanic we see implemented in so many games; The Force Unleashed, that Wolverine movie game, Dead Rising, Batman Arkham, Assassin's Creed, the new Tomb Raider, and even COD. Yet hardly anyone would consider these to be role playing games. Of course stats and XP has its origins in tabletop games with dice rolls, it's the reference point used in making this argument, which it does serve a function in making the genre work the way it does. But that alone doesn't make an RPG.
There was a time that story was the domain of the genre but now that can be seen among a plethora of action and adventure games, even some rare shooters (Spec Ops the Line, Zelda, Alan Wake, Last of Us, Half Life 2...). The medium has just progressed to make it more possible to implement with most any gameplay design.
People often make the argument about the "RPG elements" but mechanics are only part of the equation for any genre. What really sets each one apart is the "experience" they give us. And that experience is derived not only from our interactivity (the mechanics) but a combination of the goals we're trying to achieve that is the purpose for the action (whether that's destroying as many enemies as possible, establishing an empire, saving the world or that one important individual, winning the racing tour circuit, defending against an invasion, surviving the night, surviving a plague, slaying evil, achieving honor or stature...) along with the tone & atmosphere to evoke our senses. How mechanics, with goal/purpose and tone/atmosphere come together is the formula for an experience.
With trying to really deconstruct how games incorporate the design of role playing into their gameplay I've come to the following criteria:
THE PLAYER DEFINES THE ROLE: This is probably foremost what differentiates RPGs from any other action/adventure game. Even when some make use of the xp leveling and powering up, it's more often linear and ultimately still attached to a fixed character, one that's been designed by the game makers in a very specific way. Take for example so many established icons; Link, Samus, Master Chief, Marcus Feenix, Solid Snake, Nathan Drake, Lara Croft, Ezio, Mario, Kratos, Dante... you get the idea. In all cases their personalities and traits have been completely pre-scripted by the devs to determine their behavior and attitude in how they'll approach any given situation, react to other characters words and actions, and present their outlook to the world they live in. Even with TR where you can assign skills to Lara, her emotional responses are still determined by the devs. Kratos will always be an angry man, Drake will always crack wise and flirt with the ladies... the player has no say in their character development.
This is where RPGs make their mark, where the player can shape the character to be how they see that person's role in the world and how they take to the quest. When it's done really well the player has a real connection to the character through which they can express themselves, either to play as them self in the role or adopt a new identity and assume that role as a way to explore alternate sides of their self and create an alter ego in the world. In either case it's the player directing the character development. Or to put it another way, it's when the gameplay makes the character to be an extension of the player.
It does help when a character is fully customizable, from gender to race, facial features, fashion expression and so forth, that it executes making the character an extension of the player, either as their own self adapted into the world or their alter ego. But even in cases with the Witcher, where Geralt is pre-determined in name and appearance, the developer control ends there and once in the players hands they shape Geralt as they see him, or to put it another way can determine their own version of Geralt unique from other players. Who Geralt sides with that determines his political alignment, who he decides to save, who he's friendly with or antagonistic, to commit to a romance or wildly sleep around, his attitude in conversations... all this the player still has agency to shape his role in the story.
You've probably heard the argument, "all video games are RPGs because you're always playing the role of <character X>" Not only does this make the genre meaningless, but it's flawed in its assessment of what makes role playing. Just because you can direct the combat for Lara, Ezio, Kratos, Chief, Snake, etc... doesn't mean you're role playing as them. Not when their roles are pre-defined and not player defined. It's the difference between controlling a character and role playing that character.
WORLD INTERACTION: If we're talking about defining a role, that means there's more to exploring the world than simply traversing it from point A to B. That's what happens in any given action game. Having freedom to define the role means the freedom to have meaningful interactions with the world and its populace that has an effect on it. In other words the world isn't just a visual backdrop for the action, or just a set of obstacles to navigate to reach a goal, the world is in itself a character, and one that your interactions with will shape it, that in turn shapes your role in the story.
CHARACTER PROGRESSION: So yeah, while I did say that xp leveling and stats do not alone define the RPG genre, I do still recognize that it serves a function. But with so many games adopting the mechanic it's important to remember what purpose it has. There's a reason I refer to "character progression" and not simply "stats and levels". In those other examples, the stats/levels does empower the character, but it's also separated from shaping their role. Progression isn't just about getting stronger, more indestructible, and attaining better spells/abilities. It's the progression of growth to develop a skill set that lets the player adapt a play style for how they see their character, as brute force, tactical, manipulative, defensive, offensive, stealthy, controlling, charming, threatening, or any number of unique specializations. Essentially it's about how the player has the flexibility to overcome varying challenges, and in what ways they'll interact with the world.
By no means does this have to be reliant on the formulaic old school stats (STR, CON, DEX, INT, WIS...) as it should be contextual to the setting, if it's magical, technological, historically thematic, futuristic, and of course what abilities that circumstances of the story have created, and what's needed to meet different challenges. Ultimately the progression shapes the experience with a sense of growth that is more than just a rise in power, but the means to explore the world in how the character grows to fill their player determined role.
aaaaand yeah, there's another long ass post by AdobeArtist. But hey.... this is the role I choose to play in System Wars ??
Jesus ........
Yeah , we should ban champ
==========================
you know what RPG is = it's the abbreviation of Role Playing Game
I find RPG to be a pretty broad term.
This is a topic I've often tackled, how do we really define RPG? Which at the core of it is asking, "what really distinguishes RPGs from other genres?"
It used to be we went by stats and xp leveling. But this is a mechanic we see implemented in so many games; The Force Unleashed, that Wolverine movie game, Dead Rising, Batman Arkham, Assassin's Creed, the new Tomb Raider, and even COD. Yet hardly anyone would consider these to be role playing games. Of course stats and XP has its origins in tabletop games with dice rolls, it's the reference point used in making this argument, which it does serve a function in making the genre work the way it does. But that alone doesn't make an RPG.
There was a time that story was the domain of the genre but now that can be seen among a plethora of action and adventure games, even some rare shooters (Spec Ops the Line, Zelda, Alan Wake, Last of Us, Half Life 2...). The medium has just progressed to make it more possible to implement with most any gameplay design.
People often make the argument about the "RPG elements" but mechanics are only part of the equation for any genre. What really sets each one apart is the "experience" they give us. And that experience is derived not only from our interactivity (the mechanics) but a combination of the goals we're trying to achieve that is the purpose for the action (whether that's destroying as many enemies as possible, establishing an empire, saving the world or that one important individual, winning the racing tour circuit, defending against an invasion, surviving the night, surviving a plague, slaying evil, achieving honor or stature...) along with the tone & atmosphere to evoke our senses. How mechanics, with goal/purpose and tone/atmosphere come together is the formula for an experience.
With trying to really deconstruct how games incorporate the design of role playing into their gameplay I've come to the following criteria:
THE PLAYER DEFINES THE ROLE: This is probably foremost what differentiates RPGs from any other action/adventure game. Even when some make use of the xp leveling and powering up, it's more often linear and ultimately still attached to a fixed character, one that's been designed by the game makers in a very specific way. Take for example so many established icons; Link, Samus, Master Chief, Marcus Feenix, Solid Snake, Nathan Drake, Lara Croft, Ezio, Mario, Kratos, Dante... you get the idea. In all cases their personalities and traits have been completely pre-scripted by the devs to determine their behavior and attitude in how they'll approach any given situation, react to other characters words and actions, and present their outlook to the world they live in. Even with TR where you can assign skills to Lara, her emotional responses are still determined by the devs. Kratos will always be an angry man, Drake will always crack wise and flirt with the ladies... the player has no say in their character development.
This is where RPGs make their mark, where the player can shape the character to be how they see that person's role in the world and how they take to the quest. When it's done really well the player has a real connection to the character through which they can express themselves, either to play as them self in the role or adopt a new identity and assume that role as a way to explore alternate sides of their self and create an alter ego in the world. In either case it's the player directing the character development. Or to put it another way, it's when the gameplay makes the character to be an extension of the player.
It does help when a character is fully customizable, from gender to race, facial features, fashion expression and so forth, that it executes making the character an extension of the player, either as their own self adapted into the world or their alter ego. But even in cases with the Witcher, where Geralt is pre-determined in name and appearance, the developer control ends there and once in the players hands they shape Geralt as they see him, or to put it another way can determine their own version of Geralt unique from other players. Who Geralt sides with that determines his political alignment, who he decides to save, who he's friendly with or antagonistic, to commit to a romance or wildly sleep around, his attitude in conversations... all this the player still has agency to shape his role in the story.
You've probably heard the argument, "all video games are RPGs because you're always playing the role of <character X>" Not only does this make the genre meaningless, but it's flawed in its assessment of what makes role playing. Just because you can direct the combat for Lara, Ezio, Kratos, Chief, Snake, etc... doesn't mean you're role playing as them. Not when their roles are pre-defined and not player defined. It's the difference between controlling a character and role playing that character.
WORLD INTERACTION: If we're talking about defining a role, that means there's more to exploring the world than simply traversing it from point A to B. That's what happens in any given action game. Having freedom to define the role means the freedom to have meaningful interactions with the world and its populace that has an effect on it. In other words the world isn't just a visual backdrop for the action, or just a set of obstacles to navigate to reach a goal, the world is in itself a character, and one that your interactions with will shape it, that in turn shapes your role in the story.
CHARACTER PROGRESSION: So yeah, while I did say that xp leveling and stats do not alone define the RPG genre, I do still recognize that it serves a function. But with so many games adopting the mechanic it's important to remember what purpose it has. There's a reason I refer to "character progression" and not simply "stats and levels". In those other examples, the stats/levels does empower the character, but it's also separated from shaping their role. Progression isn't just about getting stronger, more indestructible, and attaining better spells/abilities. It's the progression of growth to develop a skill set that lets the player adapt a play style for how they see their character, as brute force, tactical, manipulative, defensive, offensive, stealthy, controlling, charming, threatening, or any number of unique specializations. Essentially it's about how the player has the flexibility to overcome varying challenges, and in what ways they'll interact with the world.
By no means does this have to be reliant on the formulaic old school stats (STR, CON, DEX, INT, WIS...) as it should be contextual to the setting, if it's magical, technological, historically thematic, futuristic, and of course what abilities that circumstances of the story have created, and what's needed to meet different challenges. Ultimately the progression shapes the experience with a sense of growth that is more than just a rise in power, but the means to explore the world in how the character grows to fill their player determined role.
aaaaand yeah, there's another long ass post by AdobeArtist. But hey.... this is the role I choose to play in System Wars ??
Jesus ........
Yeah , we should ban champ
==========================
you know what RPG is = it's the abbreviation of Role Playing Game
Yes we should ban champ.
Jesus ........
Yeah , we should ban champ
==========================
you know what RPG is = it's the abbreviation of Role Playing Game
Yes we should ban champ.
The vote is IN! Champ is a Banned Man Walking ?
why cant I find persona 5 here?
Bias. Not one JRPG on that list lol
Bloodborne, Dragon's Dogma, Nioh, and Dark Souls III are there. :/
Adobe's been making long ass posts way before I blessed you fucking heathens with the truth. That shit is BC. Before Champ.
Champ posts being a "blessing".... now that's lowering the standards for divine intervention ??
Definitely Witcher 3. It's the closest an RPG has got to creating a GTA-like, living, breathing world for me, and the side missions are a step above anything else. You can see how its going to influence future games by reading about Ass Creed: Witcher Origins, by Ubisoft Magpie inc.
The Witcher 3 and Horizon: Zero Dawn are the best RPGs of this generation.
They both have a good narrative and beautiful graphics but calling them best RPG's of this generation is simply over the top
The Witcher 3 and Horizon: Zero Dawn are the best RPGs of this generation.
They both have a good narrative and beautiful graphics but calling them best RPG's of this generation is simply over the top
They're my favourite RPGs this generation.
Better?
The Witcher 3 and Horizon: Zero Dawn are the best RPGs of this generation.
They both have a good narrative and beautiful graphics but calling them best RPG's of this generation is simply over the top
They're my favourite RPGs this generation.
Better?
wb
@DragonfireXZ95: Bullet spongy?... Also, the combat in Witcher 3 is nowhere near as good as DD, objectively, you just do the same moves over and over again, there are so many options in Dragon's Dogma with so many different skillsets and ways to fight it's insane, hell, if you wanted to you could just beat the game by throwing exploding barrels at enemies, or throw oil on them then light them on fire with your enchanted fire sword, or create a giant tornado that sucks up enemies.
The combat has some of the most depth I've seen in any game, there are so many different mechanics working together it's insane.
The boss battles are reminiscent of SoTC. You have not experienced epic boss battles until you've climbed onto a drake or dragon in DD and have it fly you across the sky as you continually stab it in the heart over and over, then after you land, switch to a staff and have a giant ice pillar come out and stab in it the chest.
There's also stuff like pinning your opponent down for others to gut him, using the launchboard attack or your pawns using it so you get extra leverage to climb on a monster.
Witcher 3: Block, attack, block, attack, block, attack, over and over, it's so boring.
I enjoyed Dragon's Dogma the most out of that list.
No, actually Nioh but I don't consider that an RPG. Why? I don't really know... I'll have to think about that.
Hmm I foolishly voted for what I liked best instead of for the best. I do recognize that The Witcher 3 is a better RPG than Dragon's Dogma, but I enjoyed it less.
I'll be honest... I've played more Skyrim than I ever have Witcher 3. Got burnt out on Witcher 3 before finishing it.
Witcher 3 is definitely the best modern RPG on that list though. Bloodborne I don't really consider a true RPG for some reason so I didn't choose it based on that.
@DragonfireXZ95: Bullet spongy?... Also, the combat in Witcher 3 is nowhere near as good as DD, objectively, you just do the same moves over and over again, there are so many options in Dragon's Dogma with so many different skillsets and ways to fight it's insane, hell, if you wanted to you could just beat the game by throwing exploding barrels at enemies, or throw oil on them then light them on fire with your enchanted fire sword, or create a giant tornado that sucks up enemies.
The combat has some of the most depth I've seen in any game, there are so many different mechanics working together it's insane.
The boss battles are reminiscent of SoTC. You have not experienced epic boss battles until you've climbed onto a drake or dragon in DD and have it fly you across the sky as you continually stab it in the heart over and over, then after you land, switch to a staff and have a giant ice pillar come out and stab in it the chest.
There's also stuff like pinning your opponent down for others to gut him, using the launchboard attack or your pawns using it so you get extra leverage to climb on a monster.
Witcher 3: Block, attack, block, attack, block, attack, over and over, it's so boring.
Yes, bullet spongey meaning you have to hit some enemies a billion times. It becomes a slog after a while.
Let's just get one thing straight here. Objectively, you have no grounds on this.
The Witcher 3 requires a more in depth approach to combat, especially on the death march difficulty. It's a bit like Dark Souls, except more clunky. You have to dodge, counter, and cast the appropriate signs to defeat many enemies. Some wraiths are impossible unless you dodge, and cast the Yrden sign to trap it and defeat it within the circle on death march difficulty. Same with alghouls, they are impossible unless you cast the axii sign and make them put their spikes away. (Unless you're super high level compared to the enemies of course, but for a real challenge, put it on death march difficulty, and make enemies scale with you.)
Whereas Dragon's Dogma, you basically just latch on and spam attack. Don't get me wrong, Dragon's Dogma is fun, but it doesn't provide much difficulty in the combat. You basically heal when necessary and just keep spamming attack away.
Meanwhile, on death march in TW3, one wrong move can get you killed in 1 or 2 hits.
They are too different to compare directly, so you can throw your objective crap out the window. Because it's all about mostly preference in this case.
@DragonfireXZ95: Sorry for the long wait, I couldn't get into my account.
Anyway, I can agree with you in terms of the bullet sponge part.
Also, difficulty and being in-depth, are 2 different things.
It's like, yeah, you said you can perform signs and such, but dodging and countering are a thing in Dragon's Dogma, it just isn't a built-in mechanic, which is why its more difficult to pull one off, you have to rely on yourself for everything you do. Wanna dodge? Better do it yourself, cause we don't have a button for that. They do have counters, and stuff like perfect blocking adds a bigger dynamic to it.
Yes, you're right, every opinion is subjective.
But when everyone in the world you've seen so far is saying Dragon's Dogma has better combat, even people who love Witcher 3, it's really saying something. I'll tell you this, there are far more people who believe Dragon's Dogma has better combat, and I can provide plenty of proof if you want.
Lastly, the reason Witcher 3 isn't as in-depth is because there aren't as many options, you can't customize your moveset to the extent you can in DD, you don't have to pay attention to weaknesses, and yeah, you do climb on monsters and spam attack, but you have to get into a good position, and the fact that the game even allows you to climb on monsters is one of the reasons WHY its better. It revolutionized boss battles in a big way, just climbing onto a monster, trying to avoid its attacks and trying to stay on as it tries flying through the sky, flinging you off, knowing that if you get thrown off, it'll die massive damage or possibly even death. There are also mechanics like throwing oil on a monster so they are more susceptible to fire, hitting a griffin in the wings will make it unable to fly and force it to stay grounded. The climbing on monsters adds more dynamics to it, and you have to keep an eye on your stamina, can't carry unlimited things to replenish your stamina either, as you need to watch your weight to make sure you aren't over-encumbered, which will make you lose stamina faster... which makes you use more stamina replenishers.
Also, adding healing doesn't make a game easier, there were many times were I thought I wasn't gonna need to heal, only to get killed by the next hit of the enemy.
You want a challenge? Play hard mode in DD and go to Bitterblack Isle, sure there are some who do very well, but the majority of us get one-shotted at some points, the living armors will destroy you even at max level if you're playing a melee class.
From your description, it doesn't seem like you thought Shadow of the Colossus was any good either, and it's one of the best games of all time, they have almost the same mechanics in terms of climbing, watching your stamina and stabbing at their weak points.
Enchantments add even more depth. I know I said this already, but I'm going to say it again, difficulty and depth aren't the same thing.
Climbing onto a Griffin and having it fly around the sky as your struggle to hold on, while stabbing it repeatedly in the eye, is more exhilarating then this:
All you're doing is dodge, counter, attack, cast sign, counter attack, thats all you do, and its simply not enough or not nearly as much as you can do in-game in DD.
If you aren't convinced, here are some very famous and well-reputed reviewers singing the praises of the combat:
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