I describe it as a false difficulty because its a mechanic forced onto the player in order to make a fight more difficult, in my definitions, real difficulty is improved AI, mobs using consumables and heals and mobs not having to follow a script anything which mechanicly restricts the player is a false difficulty imposed to counterbalance the lack of the aforementioned AI/Consumable/adaptations, how often do we see guides where it says X always swings her sword three times, then is open to a hit and then she will do an aerial attack, now imagine how much better that would be if X reacted to the fight and your attacks and didnt always swing the sword 3 times, pause and then do an aerial attack. What about if sometimes she swung her sword 1 time and then did an aerial attack, or swung it twice, didnt pause, immediately did an aerial attack and then swung the sword a 3rd time - that would be real difficulty. Sadly, as I say, we arent yet at the point of adaptive AI, so instead the bosses have these scripted set move patterns, which once learned, can be beaten by a player almost every time, with any class. Take the first boss in this, Pieta, once I learned her patterns I was able to beat her first time with every class. I'd like to see the challenge of adaptive, unpredictable AI but we arent yet there.....but we will be at some point in the future, once AI develops more, we'll get mobs in games which can think , move and react like a human and that unpredictability will make for some truly challenging fights.