If I understand correctly @wayward wants Perry to be, like in Sekiro and Lies of P (and calls it “modern Perry”).
“The modern perry” has a specific name it is called Deflection.
For those who don’t know deflection is a core mechanic in Sekiro and Lies of P and it works like this:
Your character assumes a defensive stance. Maintaining this defensive stance reduces the damage taken (like a shield). If this stance is activated just before being hit, a deflection occurs, protecting you from 100% of the damage and damaging the enemies’ posture. The deflection is activated at the same time as the enemy would be hit, making this system much more intuitive than Perry, but for this reason the benefit is much less than Perry’s, as it is a much simpler action to perform and less committed since if the window is missed, you are still in a defensive stance and take less damage.
The Perry, on the other hand, is a very committed action, It’s risky and should therefore only be used at opportune moments. It’s not a core combat mechanic but an option.
Proper use of Perry distinguishes the experienced player from the novice, but the player doesn’t need to use this mechanic to finish the game.
Technical details:
Parries work like this: the character going from Start-up animation to Active Fremes to Wind-down animation when an attack’s parryable hit-box collides with the Active Fremes, the perry is performed
Perry, unlike Doge and Deflection, does not make the character invulnerable during the phase of Active Fremes, but during the Active Frames period a perry hit-box is generated that if it comes into contact with the parryable hit-box, activates the perry animaton which makes the character invulnerable and stuns the enemy.
So the developers have to place these parryable hit-boxes somewhere in the attack before the damage hitboxes themselves. If from the player’s point of view it is not clear when is the right time to use the perry or the right time does not seem to follow the same rules for all attacks it is due to the incorrect positioning of these hit-boxes.
Since the placement of these hitboxes is based on the player’s in-game perception of the correct window, they are very difficult to place, and simply placing them right before an attack could lead to a poor gameplay experience.
Many parryable hit-boxes in this game don’t have a shared rule that applies to all of them (which is probably why people are so concerned about the system’s inconsistency), but for the most part they work just fine and To make the semtem perfect it could take months of work for the combat team that deals with these aspects of the game (which would mean no new enemies and bosses for months).
But the game can’t adopt a deflection system, because deflections occupy the same role as dodges, and building the fight around both is unrealistic, in fact in Sekiro and Lies of P dodges only have the role of positioning.