DaSII was originally in development as another title, and halfway through its development the head director was canned and someone else came in as a replacement. When he showed up, the whole project was a mess, then suddenly they were told to take this broken, directionless project and make it into a Dark Souls game. The dev team had to scrap a lot of assets and work with what they had to meet their deadline. In short, this is why the game seems unpolished. It is. Initially, I hated it, but I've grown to like it for what it is. The major talking points have been talked to death, but for the umpteenth time, here we go:
Okay concept but poor execution; they should've made it so your spent souls contribute to your total and not accumulated souls. This, along with infinite enemy respawn, would've allowed players to control their ascent into higher tiers. That's all they really needed to do, and maybe throw in some algorithm that would manage invaders with high gear so they don't invade some poor newfag with a base level straight sword. I don't know how they could've done that, but Soul Memory was poorly done.
All of this ruined invasions as a concept, and the pvp shifted toward organized "fight clubs". Some hate it, some are alright with it, I think they should've either removed pvp all together or simply carried over DaSI's system
This isn't too bad, you have two different areas from the outset, but as you gradually collect souls, more areas open up to you; get the Silver Cat Ring and head to the gutter, or pay the toll to the prayer bitch and get her to open the way to Hunstman's Copse. Granted, I would've liked a return to DaSI's level design, but even III manages to be as linear as ever. At least the levels tend to have shortcuts and alternate pathways within them.
I don't get this complaint. DaSI had more "dudes in armor" or humanoid types than any other enemy type, so I don't understand what the people who make this "criticism" were expecting. I feel the final product has added enough variety.
In DaSI it was mostly pointless, unless you were using gimmick weapons with special R2s, so I guess it's nice that they thought to give this mechanic some actual point, but I'd rather they have just removed it entirely. It's more annoying than anything; by the time you get to Dragleic Castle you'll have more than enough weapons and materials that you can have at least a few back up weapons, not to mention there are spells you could use and a ring that slows weapon degradation if you really need it. I guess it was supposed to add some survival element, but it's never that much of a problem.
I like the Bonfire Ascetic, but I don't understand why enemies are made to eventually go extinct. It just ruins the player's ability to further build their character. Granted, there are a lot of zones with a lot of enemies, so you'll have to chew through a lot of monsters before you run out, but there's always the chance that you'll spend hours grinding a zone away and then lose your souls over a stupid mistake. The Company of Champions is a decent covenant, I suppose, so at least one good thing came out of it.
I hate them, I prefer the older ones, I'm glad they changed them back in DaSIII and I don't even waste my time trying to do them in DaSII.
Yet another pointless addition that could've had some actual use.
It's fine, it seems to be a better system than DaSI anyway. Even at the maximum level, your HP will only gradually refill, compared to I and III, in which you get instant HP. This is one of the few decent changes that they should've kept but didn't. Then again, in II you can just spam estus in order to make your HP replenish faster, so maybe it's better they returned to the old way.
Pointless item, given that you can be invaded while hollow. In DaSI, humanity controlled your multiplayer experience. In DaSII, human effigies just put yet another barrier in front of co-op, which is pointless.
Not much to be said, Bamco is shitty for pulling a fast one and they're shitty for making DX9 owners pay for access to DX11 version
So that's it. DaSII is a clusterfuck of half finished concepts and poor execution. Even so, there's some fun to be had there.