Everybody knows by now what a parry is. Or reflecting attacks. You block an enemy attack at the nick of time, and that enemy is stunned while you get some kind of boost that lets you move in for a counterattack. It's a risk-reward move that's satisfying to pull off for sure, but the problem is that it makes a lot of other mechanics redundant.
For the amount of risk involved it's natural that there should be a great amount of reward involved as well, but when parries often come down to being a simple timing check with no downsides to parrying other than missing it, then parrying can easily become the most dominant strategy, which then only encourages more passive play as you're waiting for an enemy to attack first (see AssCreed) before you can deal serious damage.
You should look no further than the party system Ys games. What was a series of frantically moving about now turned into a game of standing in front of the boss' face and parrying every attack it throws at you while you spam attack. When you can parry anything, you don't even need to move around to avoid the attacks, turning each attack no matter what shape of form into a simple timing check, and boss fights into a game of memorizing attack timings. The shittier bosses in Dark Souls are like that where they're simple timing memorization challenges because you have a parry and i-frame dodge move, so the only way they can make the fight harder is to have the boss throw off the attack timing.
You can make parrying harder to do by giving players other unparriable attacks to deal with or directional parrying like in MGR, but all that amounts to is giving the player more shit to deal with and only sidesteps the fact that parrying is still the best thing to do whenever possible.
Basically, you should have a reason why you wouldn't parry, else you're mostly relying on parries instead of the whole system. So what reason could there that prevents parrying from being the dominant strategy?
(embed relates ties parrying to a resource, which is one way of doing it)