I meant the fact that you lose health permanently when you die. It's a great game, but a mechanic like that needs you to have mastered the game before actually playing it...
Actually, it's not a permanent decrease. It lowers your max health a little bit each time, but you can get it all back by using one item (Human Effigy, fairly common) or get a significant portion back by wearing a ring (as in the other ones). The older games actually had an even harsher mechanic: you die, your max health is now 50% (but again, use a semi-rare item or wear a ring). Demon's Souls was especially brutal: every time you died in human form, the world tendency would gradually shift towards black, making it get more difficult and even spawning more difficult versions of monsters in.
So in summary, Dark Souls 2 is actually a lot more forgiving than the previous ones, even if it's still harsher than other games. I'm not crazy about punishing the player that harshly when they die, but the mechanics of it in DS2 are actually a good improvement in that regard.
To stay on topic somewhat, the reason I did Minecraft combat so lacking is that most any weapon feels the same. It's all about spamming left click and jumping, no matter the melee weapon. I do think the bow is really nicely balanced, but it still feels the same mechanically unless you use Tinker's Construct bows and different arrows.
As a counter example, every one of the dozens of weapons in Dark Souls has several attacks: light, heavy, forward+ light (usually a push or a kick), forward+ heavy (usually a jumping attack), and light after rolling. Every one of those moves takes time to complete, and your character puts their ensure body into each swing. Battles feel intense, and there's a lot of mind games involved in each attack and approach.
I'm not saying Minecraft combat can't be good (there are definitely some UHC/RFW videos that illustrate that), but its core design makes the combat feel like an after thought. Which, primarily being a building game, mashes sense. You can do a lot to improve mobs and weapons with mods, but the basic movements in the game (left click attack, right click block or special) make it difficult to do a lot with it.
Tinker's Construct and Ars Magicka do a lot to add mechanics, but because of the power creep in Minecraft, it seems like most players get to the top tiers always and so most of the balance is thrown out of whack. It'd be interesting to see a good, balanced arena/gladiator setup using them though.