You want to farm a boss to get the levels necessary to farm a boss.
And like hell the dodge isn't a cure-all. There isn't a single attack in the game it doesn't completely nullify yet. The closest you get is the poison clouds. Even further, the game has perfect blocks that ALSO nullify all damage at no cost of stamina.
Timing for the perfect blocks isn't easy to suss out and is impractical for a lot of enemies. Shooting enemies laugh at parry attempts. Players can use a combination of parry, block, dash and backstep to stay alive, but I'm not an expert and prefer to have a HP buffer when things go wrong.
With a health buffer (10 levels invested completely into HP gives an extra 100 points) the boss can be farmed without a problem on base stats after players suss out the attack patterns. Anyone who claims there isn't enough id to get to level 10 prior to getting to the High Inquisitor is lying. On base stats, a single run with base damage takes a little over 5 minutes because of damage limitations and SP constraints.
I just farm the boss since I was at level 60 by this stage and wanted to see how far I could go on multiple runs before farming stopped being efficient.
Back on topic:
Only new H-scene is if she's caught by the log trap and slammed into the board.
Hobos come in three variants: Regular, board thrower and wooden shield melee.
The board thrower's projectile can be parried but the timing is quite tight. Use the motion just before the board hits (not too late or it'll damage). Depending on the arc, it'll be thrown right back at the hobo for 100+ damage.
The regular hobo has three attack patterns: A regular swing, two-handed overhead smash and a run-and-swing combo. The first attack can be parried by waiting until the last moment before initiating the parry. Ditto for the overhead smash but the timing is tighter because of the swing speed (probably try just before he moves his shoulders for the downwards swing). Run and swing can be parried but it's probably easier to poke him just before he makes contact to cancel his attack.
The shield hobo can deflect one hit from a weapon for no damage. Has the same regular attack patterns as the regular version but sometimes hides behind his shield before countering with a three-swing combo. Not much point trying for the counter since he doesn't always swing when hiding behind his shield, probably a better idea to dash behind him and stab him from behind.
The dual-pistol user has three patterns: two-shot pattern, horizontal burst shot and an aimed shot at the ground which will juggle and knock down if it connects. Like the gas-mask hunter in the previous stage, I don't think there's a way to parry his shots (although the two-shot can be blocked). Only notable feature I've found with this enemy is his high HP (Not as tough as the nun hybrids, but close) and his annoying tendency to spawn next to hobos to serve as fire support.