>>723073695
It is always easier to "crack the problem" than it is to come up, let alone code, a satisfying solution.
There's just too many variables to "fix" a game with only a single aspect.
A game where you are forced to take damage even with the best parry, mean players will either only favor dodge (if health is too precious), or favor DPS to end the fight quickly then replenish health.
And avoiding "instant" mechanic mean either making attack/parry timing less flexible, or forcing the player to give up attack until an opportunity open.
Some people DO like playing heavy shield capable of holding their line.
Complexifying parry/tank/dodge so you must do the "right one" mean giving visual tells, dedicating at least one more button to it and arguably giving extra time.
It also restricts more and more the number/type of enemies you fight as you spend more time per enemy.
No problem with that myself, but it's more work for developers.
My only problem with the Dark Soul formula is that it is good against average enemies., but when it comes to bosses those are usually gigantic or possess a bullshit gimmick that require an entire build to counter.
At least Elden Ring going open-world avoid the problem of getting stuck.
As for Armored Core, AC6 is only failing in that everything was rebalanced for "AC duel" when it should have been encouraged adapting your design to match the terrain and the mission.