….and without feint->parry you’re bound to have more unpreventable hit-trades because you have no option in this situation but to hit as soon as possible.
This is the reason, 100%.
Before the most recent patch, skilled players often tried their best NOT to hit trade—opting instead to preserve their own health by re-angling their blade from the original swing into a parry motion (via “CFTP”) rather than continuing the swing like a robotic newb which would result in a hit trade. This is why fights used to feel “more fluid” and had “faster paced action” which many players are now lamenting.
With the latest patch, when two people go to swing at each other, it’s basically tick-tack-toe. You get a lot of hit trades. This is also the reason why people complain that they have more difficulty fighting multiple opponents. Real-time control over your actions has been eroded.
While this may seem tangential, it’s honestly similar (in an indirect way) to the new two second stun, including the moments right before the stun when you’re almost out of stamina. If you parry, you’ll be stunned. But if you don’t parry, you’ll be hit. Hence, you’re screwed either way before the stun even happens. Control is taken away from your character and you’re forced to just stare at the screen in a passive way, which is what frustrates a lot of people looking for a deeper (aka “higher skill ceiling”) game.
On Deathmatch maps, bots on both sides will start derping around outside their spawn without advancing on the enemy position at some point in the match. You can then charge solo into the enemy base and engage multiple bots.