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I think it is a bit too punishing.
I'd love an auto "Guarding" that removed the active part and just gave a flat damage reduction like @stoibs suggest...
I get what you're saying with the all or nothing approach but I believe that's exactly what they wanted since they equate fighting with dancing in the tutorial.
I guess that where you see a problem I see the core of their design.
As a rule I hate QTEs because they are synonymous with useless padding and they are not fun since they establish a barrier preventing the player from continuing with the game but here I can't see how fighting would work without them.
After watching the trailers I expected the game to feature real time events so I wasn't surprised but I agree that it can throw off people who expected a pure turn based system.
With that being said I have to point out that I personally have a harder time with minigames in Yakuza Like a Dragon.
Lune has a build that can pretty much clear any fight in 2 turns while playing solo. Just 1 lumina required.
Basically, it's the combat is kill or be killed. You need to stay focused and engaged for the whole fight, but the game doesn't waste your time with 15 min+ boss battles.
Only issue in my opinion is that a lot of the game's systems are trivialized by itself; your stats are practically worthless, any healing pictos or skills are also worthless imo, etc...
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To answer the question, easier difficulties make the dodge/parry timings more generous, enemies deal less damage (but can still sometimes one-shot you), and I believe have less health.
Most people are just too lazy to do it.
And for the record, I hate Soul-like games and have never played one. So the BS excuse that only action-gamers are good at this is just that: BS.