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This is not the reality. I swap between stances and parry in different stances all of the time.
I personally believe the parrying timing is not as drastically different as people are led to believe, as I can easily swap between my 3 stances and the parry timing never feels different at all.
There is a sweet spot for all parries that if you get down the timing between the stances/weapons would not effect you.
stop defending this awful parry system.
Some parry animations make certain attacks miss you even when you are literally in the enemy's face.
this is bad design no matter how you slice it.
Why do people call things "bad design" when in reality they are just not very good at timing their parries? STOP MASHING COUNTERSPARK like its Sekiro and you might actually learn how to properly utilize the mechanics lol.
BLOCK AND PARRY are the same button in that game was my point, so 2 core defensive mechanics are mashed into one action, meaning less thinking for the player, and pretty much just pattern recognition is needed to beat that game.
There is not a huge recovery for missed parries like they are in this game and that is where the clear differences lie. In Sekiro there is little risk to missing a parry, in Ronin you are literally stuck whiffing an attack, so at the core the systems are different and that was the point I was making.
In Sekiro the game designed around using ONE button for your entire defense, in this game you have to block and properly time parries.
Boy oh boy how wrong you are. You can go look up a video right now of ninja just spamming block to parry and beat Isshin and it looks as horrible as it sounds. See how the stagger goes up in the video? That is because it was a parry, blocks don't cause stagger increase. Butterfly blocking in Sekiro looked stupid, but rewarded the player. Unless they used the demon bell, there was no drawback to it. You can't do such things in Ronin, aside from with 1 fighting style and to do it, you have to be blocking when you push the counterpsark button.
Sekiro's combat unfortunately shines after you beat the game once, where you get the option to not have Kuro's charm. First run is kind of a forced easy mode. The demon bell increases enemy damage.
True mastery of Sekiro is knowing how to be optimal when handling all of an enemy's attacks, instead of just relying on the parry. RotR is not really much different: it has a more reliable option in blocking and simply avoiding attacks, but the more optimal response is to be able to parry them.
I used ninja as an example because the guy is a shooter player, not an action game player. So I wanted someone who had no practice in parry timing. I don't watch him either, just chose the first wackball streamer that popped into my head lol. I watched a bit of the video and sure enough, he was butterfly blocking like a madman and easing that stagger bar down.
Oh yeah if this is your first TN game, you definitely need to get use to a new style of game and develop new muscle memory as these games usually play nothing like your average souls game.