>>719651616
No
The core principles of Souls-style combat revolve around timing and spacing, the commitment required by attack animations, startup and recovery frames, hitbox and hurtbox design, hyperarmor and poise, hitstun and frame advantage, and—though less critically—offense and defense limited by stamina. The gameplay is built around these restrictions. Yet, many inexperienced developers instinctively start stripping away these limitations simply because they dislike being constrained, even though those very constraints are what make the combat system engaging in the first place.
Strong parry systems undermine this foundation because they often replace all of the core mechanics—especially when parrying itself becomes an offensive tool. If a parry doubles as a free attack, then positioning becomes irrelevant since you can simply stand in place and wait for the opponent to strike. Startup and recovery frames no longer matter because you no longer need to work attacks into open windows; weapon properties like range or swing shape lose their importance because you don’t need to maneuver or consider spacing. Even hitstun, poise, and stamina mechanics get pushed aside since the parry circumvents them all.