>NG2 has uncheesable shitacular bosses
see, this is one of the reasons why cheese methods existing in a game is a great thing. i can just Holy Water away Arkham in DMC 3 but in NG2 you're just fucked for some of them. these "if i can cheese a game it's fucking SHIIIIIIIIIT because i can't control myself and i hate challenge!!" mentally challenged brothers of mine can fuck right off.
>action games bosses usually range from bad to unbearable
yeah this is unfortunately the case. from what i've played, the action game that has the best bosses by far is Elden Ring. not talking about/can't take into consideration DS3 and the rest of the series yet because i haven't beaten them yet.
ER's bosses are incredible, just so much fun. and they're so much more challenging and complex than the mobs; i know that's how it is in the rest of the series as well but it's the context that's changed. in the prior games it made sense for the mobs to be simpler and not as difficult because it's a war of attrition. so that worked in those games.
but it doesn't in ER: it's not a war of attrition anymore because sites of graces (what bonfires are called now) are everywhere, there's no reason to fight mobs in the open world for multiple reasons, there's barely any mobs on the main path to the boss in the main/legacy dungeons and once you get past them once then that's it because there are no boss runs anymore (you get a site of grace or a checkpoint in another form right before every boss now). so ER has the reverse problem of bad bosses; the game is bosses and nothing else, it's why you play it.
all the usual problems that are being mentioned-- the majority of your movelist being switched off/tools invalidated, 'lumbering hitboxes', et cetera-- don't apply. every single tool that you can use on mobs can be used on bosses. they're not lumbering hitboxes because you can parry, flinch, stagger, and stance-break them. it's beautiful.
i will say that Souls games have an advantage to begin with because the combat system is designed to fight 1 or few amounts of enemies. most action games would start off from a much better place by making bosses that function closer to regular fights-- action game developers need to expand their notion of what boss battles are further than "1 super powerful enemy" or don't even do bosses to begin with if you can't figure out how to make it just as much fun as fights with normal enemies.