>>723078054
>this is conceptually fine but it also sounds really simon saisy and canned in a way
Blocking already more or less works like this and nobody has ever suggested that Block vs Dodge is Simon Says. I'm just suggesting extending the same kind of distinction to timed blocks because the regular held block in Souls is too simple and doesn't have enough restrictions so it is either far too easy or far too useless with not a lot of middle ground.
I'm not talking about binary "You can't block/parry this" decisions. I'm talking about this webm. Timed block works, but you get blown back and have extended recovery instead of being able to instantly nullify an attack and hit back. If you remove the posture damage from this interaction in the webm then you have a situation where both dodge and block work, but dodging is "better" if you can make it work without your iframes