you just take slightly more damage or deal slightly less.
this is literally, objectively, better system design as i just outlined than what these frenchies did
parrying in souls games is substantially harder and less forgiving than this game, not least of all because it has actual movement and angles that matter, the game doesn't just stop and let you watch the animation to time the relatively easy parry window like this does. you are going to get hit in a souls game, and your recovery is limited between bonfires so those hits are going to add up. in this game, it's perfectly feasible if not outright designed that you don't get hit, and you have infinite recovery, no mp system means there's no such thing as attrition we've already established this in dozens of other rpgs that tried to remove limitations and resources on things and the results are pretty conclusive.
If the player wants to make their party's tanky so that they can fail their timings more often, they can.
Sure, they can, but they're not going to is my point. Literally almost every person you speak to is going to play this game the same way, pump the same stats, engage the same style, all without looking any guide up or consulting with one another, because this is what the game design encourages you to do, and there's 0% chance their testers didn't inform them of this. Hell there should be 0% chance they didn't immediately comprehend this would be the result the minute they floated the idea of parrying/dodging like this.
And bearing all that in mind, that every facet of the systems designs pushes you one way, what do you think the damage expectation and hp values are going to be balanced around?
There cannot be a purely upside for parrying when it's fairly easy. Either it has to be EXTREMELY difficult, so that you will give up trying to parry half the attacks in the game and thus have to take damage sometimes, or it has to have conditions