Title.
Reasoning is essentially that it:
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makes combat less consistent, as you aren't going to know when a teammate is going to hit you most of the time
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is extremely exploitable. A high level play we need to practice doing more, for example, is intentionally accelling into a teammate's block in a 2v2 or 2v1 to give the "focused" player active parry at a lower or no stamina cost, offering an essentially free disengage if you see your teammate is low stamina.
This also has obvious offensive implications/benefits outside of a low stamina scenario due to timing mixups. -
generally feels bad as someone trying to attack the player who just "got active parry out of nowhere" or as someone attempting to defend against neutral timings because you saw someone running outside of the middle of their team and don't know they're actually doing a riposte heavy, for example.