There isnt a parry loop if you can feint or morph. Quick attacks did help get pass parries as well but they called them spam attacks and nerf for no reason.
This is also how I feel about this. Quick, low charged attacks were able to get around parries and deal low chip damage and forced the 1v1 situation to develop further than just a parryfest back and forth which was the most common complaint about 1v1 since alpha iirc.
It was useless in team fights anyway, but made 1v1s actually speed up and reach higher skill ceilings. The speed alone was easy to parry, but when combined with being tricky you could get around a strong defense now and then
Too bad they already removed it after just adding it as I felt like we had a lot of unexplored meta within the mechanic when it comes to 1v1s. I don’t understand why it would be removed especially so soon without letting players have time to develop it and find counterplay vs each other.
Now we have attacking speeds where only parry counters has the potential to be quick enough to get around someones parry, similar to the alpha. For experienced players, the quickest possible strikes with noticeable damage are now too slow for 1v1s and players has even time to readjust their block at least once if they happen to parry wrong (within 150 ping+) And then I see this forum thread about parry loops the very next day.
I hope Star Vault considers to think this one over. Otherwise I feel that combat balance is on the right track.