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It depends on the boss. Margit/Morgott for instance is pretty weak to bonking.
That said, the reason parry is faster is that if the boss is flying around doing endless combos with infinite stamine you have no time to smack them in the head so it's difficult to build up posture damage.
The trade off of course is that with parry you either get good or you get wrecked. In reality, i find most bosses have at least one or two moves that are actually quite easy to parry. Someone who isn't skilled enough to just parry everything can still focus on those few they are comfortable with to still get an advantage. Elden Ring makes this easier than past Souls games since you can have the best parry frames on 100% physical reduction medium shields, so it's a bit "safer" to do than with just the buckler. If you aren't sure about the timing you can at least still block.
It's not worth it to you because you aren't good at it or are not willing to put in practice to get better at it.
The more comfortable you are with an enemy's timing, or with parrying in general, the less risk there is that you fluff it up and take a hit. Less risk = superior risk/reward ratio.
Rolling costs nearly no stamina and provides the most generous, cuddly blanket of iframes in the game.
It's genuinely quite silly that folks consider no-shield / no-parry playstyles where you're just tumbling around in the dirt to be the 'gud' playstyle, but I suppose it's important for their self-confidence or something.
Right from the first time you meet Margit it should become clear rolling isn't the easy mode that it was before. All those "delayed attacks" in particular means rolling is now a lot closer to parry than it used to be, or least feels similar in how you just have to get the "timing" right.
I mean sure, rolling is likely still safer as a general rule, but it is no longer guaranteed that is always the case. There's also something to be said about the fact parry can cut down a fight by a considerable margin. On enemies like Crucible Knights that are so beefy it takes forever to kill if you rely on rolling alone, parry just seems like the far preferable option.
While its somewhat subjective, its also somewhat quantifiable. There are factors like parry frames vs i frames, stamina cost, startup and cooldown, damage output that can be measured. There are also less quantifiable measures like the positional advantage of rolling and execution requirements.
While not all of these things can be easily quantified, you cannot convince me that it is not easier to block with a great shield vs parry. And if the reward of parrying is roughly the same as blocking and poking, then there is imbalance between the styles.
Is it so wrong to want to attempt for balance between the different playstyles? I don't care how you want to play the game, that's none of my business, but I would like my preferred way of playing not feel like I am doing a challenge run.
Hmmm I could try some other parry tools. You also reminded me that I should look into getting a better riposting tool than what I am using. Thanks
I'm going to say yes, because the game is not intended to be balanced for playstyles. The game is designed with counters in mind. They put no effort to make every approach be "viable" in every situation. They designed the game specifically to make certain approaches be more "viable" than others depending on the what it is that you are fighting.
For some bosses, parrying can be one of the easier ways to deal with them like the final boss of the DLC, where some even consider parry-strats "cheesy", despite it being considered the hardest (or most bs, depending on who you ask) FromSoft boss yet. The final DLC boss, like many parryable bosses, they like to follow up a stagger from your parry with another attack, that can usually be parried too, getting you into a sort of rythm not dissimilar to Sekiro in feel. It's not 100% consistent and there are bosses that can be parried, but where parry strats aren't worth doing imo, like Messmer or Malenia, who like to use their parryable moves rather sparingly or are hard to predict or react to.
(edit: If you have trouble parrying after a boss staggers or because the initial attack is too fast, also consider "setup parries", where you block or roll a difficult to react initial attack or two and then parry the followup. But not all followups can be parried! It's sadly a bit trial and error, until you figure out what can be parried, like the final DLC boss' cross-slash, which cannot be parried if performed as follow-up move, but if done standalone, it can be parried and is easy to react to.)
Parrying is a great tool to have, but i agree, that parrying should have been generally more useful tool. Spell parries, too. Carian Retaliation is fun, but mostly useless against spells, that aren't just a single projectile (or multiple very close to another).
However, more alternatives to iframes (and the ever OP blocking) are a different topic and is definitely something i hope a future FromSoft RPG explores more, like expanding parries, deflecting or why not just the option to be a tank with a BB rally mechanic and regen.
Miyazaki himself has stated that he wanted to focus on player freedom for this title. If you want people try try playing different ways, then they should all feel like worthwhile endeavors. While it is impossible to make every possible build equally viable. You should still strive to make general playstyles feel close if player freedom is what you are going for.
Well, playstyles are certainly viable, but to me it seems some things are just easier than others depending on the situation and it feels like it's intended to be like that.
Because of that, i ended up developing the habit of just carrying different tools with me. If a boss is easier with parry, i use parry. If it's easier with rolling, i use roll etc. The fact you get different skills, talismans or crystal tears that bolster this or that approach means it is not hard to change style on the fly to adapt to a particular problem.
Yes, parrying is obviously going to be harder. That's the whole point of it. I am not going to contest that. But you should be able to kill bosses faster if you do land parries. The amount of effort you have to put in should get you a proportionally bigger reward, and I don't feel like the reward in this game is suitable given how much more is asked from a player in this game compared to previous entries.
I do agree that in some games like DS1 and BB, parrying was too easy for how strong it was, but DS3 hit a really good balance, and that's what I would like to see ER strive for.
In some cases, there's a certain logic in why some approaches work better in some situations. Take the Kindred of Rot. Those are fast moving enemies that are often hard to hit because they scurry around so much and have a ranged attack that can track you even around corners and is incredibly annoying to deal with.
At the same time, the Kindred of Rot is actually very frail and his posture will break quite easily if you manage to land an hard hit.
Now what's the best defense against the pest threads? A shield. What's the best way to get an hard hit on an enemy that's difficult to pin down? You let them hit you and slam them with a guard counter, which sometimes will break their stance right there on the spot.
This is an overt case of an obvious counter but i think most enemies in the games have an intended "preferred" approach even if it's possible to do it in other ways, and often that approach involves parry. Take Commander Niall for instance. Those stupid slow swings that are super annoying to roll through but give you all the time in the world to ready a parry (and if you miss the chance on the first there's the next one he does) just seem to beg for the latter. Also that spear Crystallian. Why subject yourself through the torture of trying to roll through that damn endless jump stab he does when you can just parry it?
For DLC vs. Rellana and vs Radahn its definitely worth it !
Those are the only 2 bossfights were parrying is significantly easier than not parrying.
For the other bosses in base game and dlc parrying is just a slightly worse option than powerstance dodge and bleed
There are situations where parry is easier in the base game as well. Crucible Knights are easier with parry. Bell Bearing Hunter is easier with parry. Margit/Morgott would also be easier with parry if they didn't fold so easily to bonking.