Update: LIfe was too short to play the Archthrones mod legit and the balance is better when you play at max level.
Yes, meaning 99 in all stats.
Some of the bosses were a little too easy, primarily in the War-torn village, but overall the balance still felt better.
There are a lot of people who seem to be saying it isn't that hard or the balance isn't so bad. These people are liars.
The devs seem to be listening to feedback and working on improving the balance. So here are my complaints anyway:
At the moment, enemies have too much hp and too much poise, and they drop too few souls. Imagine vanilla DS3 with all enemies replaced by the black knight at Farron Keep, except they each drop 120 souls at most. Even looking at the health bars of some of the "challenge run" type youtubers who have played the demo, I just don't believe that they got those levels through legitimate means. This is probably the biggest issue with the game, because it turns exploration, runbacks, and leveling into an awful chore.
Titanite shards can be bought in infinite supply at the Nexus. Why are they being sprinkled around as pickups and crystal lizard drops in difficult areas? Why are there barely any upgrade materials otherwise? (I never found any shriving stones to upgrade the two staffs I found, and I think I only picked up enough large titanite shards in the entire demo to bring *one* weapon to +4.)
Bosses have way too much health. Really, it feels like they put a lot of work into giving the bosses evolving movesets as the fight went on, and they want to force the player to appreciate how much work went into each and every phase. The Siege Golem is probably the easiest boss fight in the game (after the Carthus sandworm, which doesn't really count) and his move set expands at least twice over the course of it. The hardest phase, where you have to dodge multiple different types of projectiles at the same time, along with his melee attacks, should probably only kick in when he's at a quarter health, if at all.
Bosses need to be more susceptible to poison. If they're going to have Vendrick health bars and Sekiro movesets I should at least be allowed to play like a treacherous little bastard.
Praise: great aesthetics and some very conceptually cool fights. The Cathedral of the Deep looks gorgeous when Aldrich is around and the fight with Kremmel in Eleum Loyce is particularly brilliant.
The kindling system incorporates aspects of great runes and embering/reverse hollowing, and is arguably an improvement on both. Equipping different kindling will activate different bonuses while embered, which in turn would open the player up to the risk of invasion (PVP is not currently enabled in the demo.) Elden Ring's multiplayer would probably have benefited if activating great runes worked the same way.