>>718875627
The problem with parrying is that you can parry virtually anything and everything except attacks specifically designed to be un-parriable (which are far and few between) that have HUGE fucking tells.
If your video game is not some jRPG designed anime slopfest with a noodled armed teenager OR a game that blatantly doesn't take itself seriously and instead takes the piss with itself like MGR:R, then it looks beyond fucking retarded seeing some fucking kn'iggit with an estoc perfectly parry a fucking stone giant swinging a giant fucking cleaver that's 1.5 times the kn'iggit's height and pulling some sick ass backstab as you visibly see the fucking models swivel around to do it and lock you in the animation that takes for fucking ever to resolve. And worse yet, either you're invincible the entire time this is happening, or you aren't and some rando faggot with a knife can just unending combo your ass as you're doing it and spoil the whole thing.
It's feast and famine, no alternatives. Either you can parry virtually ANYTHING and now there's no fucking weight whatsoever behind enemy attacks (looking at you First Berserker) despite the animations, or it makes you a sitting duck if it's not a one on one. Either the game's combat ultimately resolves itself around parrying as the only real proactive line of defense and offense at once, or it's a fucking liability and shouldn't have even be put in the fucking at all.
Parrying should only work against enemies your size and in one-to-one combat, and even then, it should have caveats that don't make it a liability but instead one of several tools to handle an enemy at hand. But this takes considerable time, effort, and skill at both designing a game's combat, physics, and enemy AI to properly do when most of these games are just rollsop faggotry aping Fromsoft to begin with in the first place. No shit the whole thing fucking stinks.