Gameplay Design Rants (tm) - Counter Play - Losing is fun

What is Counter-Play?
Try this video for a brief introduction with examples.
Simply put, Counter-Play states that for a multiplayer game to be enjoyable, most if not all the characters ability should provide some way of countering them.
The reason to this is that no one feels good in finding themselves in a completely hopeless situation. ...but that's realism some might say, life often does that to everyone, puts you in a situation of disadvantage and you just can do nothing about that... well let's be honest, it happens, but it sucks (aka 'not fun').
Counter-Play however does not mean invulnerability against everything. Counter-Play means that one or more logical responses should exist to a given attack / ability. Counter Play generates engagement (you think about how to counter in a specific situation) and satisfaction (when you find your strategy counters that of another player) and that in turn is fun.
As always in my threads this is theory, I haven't had the opportunity to engage in PvP still so feel free to correct me where I'm wrong, but from what I see in the wiki there is a "Parry" move. That could have been a nice example of Counter Play against direct attacks, only it seems not viable since it forces to stay in the 'en garde' stance and that is overall not beneficial. I would like some veterans thought on this one.
Now let's discuss how other mechanics in Salem allow or prevent Good Counter Play. But what is Good Counter Play made of?
Tom Cadwell, at GDC discussing Counter Play in League of Legends indetifies 3 core elements of Counter Play:
a) Possible - self explanatory
b) Clear - it should be implicit or intuitive that action B counters action A
c) Interesting - it should produce variety of strategy and style allowing for epic moments
Does this, for example, apply to Parry?
a) Possible - If you have fencing and a sword. Also not really accessible if you have to give up too much mobility => Poor?
b) Clear - It is very clear: You face an enemy about to trust with a sword, you hit parry... => Excellent
c) Intertesting - Your thoughts on this one... => ?
What if a Parry was possible regardless of stance and "en garde" meant that performing a Parry would be faster / easier to pull. Would that increase the "Possible" aspect a bit?
What if a successfull parry had the effect to stun or greatly imbalance the opponent, giving an advantage to the defender if well timed?
Now what about a Counter Play to Parry? There could be a "Feint" move, where the animation looks like a thrust but then results in a... Feint. Attempting to Parry a Feint would unbalance or stun the defender, so the attacker could mix in couple of Feints here and there to balance out the advantage of a character that is really good at Parry. Variety of strategy in this case means that the thrust and parry mechanics became more Interesting because of a third mechanic that helps Counter Play. And that could be fun.
Feel free to take on where left on Parry mechanic or to discuss any other mechanics in the game from the point of view of Counter Play.
Try this video for a brief introduction with examples.
Simply put, Counter-Play states that for a multiplayer game to be enjoyable, most if not all the characters ability should provide some way of countering them.
The reason to this is that no one feels good in finding themselves in a completely hopeless situation. ...but that's realism some might say, life often does that to everyone, puts you in a situation of disadvantage and you just can do nothing about that... well let's be honest, it happens, but it sucks (aka 'not fun').
Counter-Play however does not mean invulnerability against everything. Counter-Play means that one or more logical responses should exist to a given attack / ability. Counter Play generates engagement (you think about how to counter in a specific situation) and satisfaction (when you find your strategy counters that of another player) and that in turn is fun.
As always in my threads this is theory, I haven't had the opportunity to engage in PvP still so feel free to correct me where I'm wrong, but from what I see in the wiki there is a "Parry" move. That could have been a nice example of Counter Play against direct attacks, only it seems not viable since it forces to stay in the 'en garde' stance and that is overall not beneficial. I would like some veterans thought on this one.
Now let's discuss how other mechanics in Salem allow or prevent Good Counter Play. But what is Good Counter Play made of?
Tom Cadwell, at GDC discussing Counter Play in League of Legends indetifies 3 core elements of Counter Play:
a) Possible - self explanatory
b) Clear - it should be implicit or intuitive that action B counters action A
c) Interesting - it should produce variety of strategy and style allowing for epic moments
Does this, for example, apply to Parry?
a) Possible - If you have fencing and a sword. Also not really accessible if you have to give up too much mobility => Poor?
b) Clear - It is very clear: You face an enemy about to trust with a sword, you hit parry... => Excellent
c) Intertesting - Your thoughts on this one... => ?
What if a Parry was possible regardless of stance and "en garde" meant that performing a Parry would be faster / easier to pull. Would that increase the "Possible" aspect a bit?
What if a successfull parry had the effect to stun or greatly imbalance the opponent, giving an advantage to the defender if well timed?
Now what about a Counter Play to Parry? There could be a "Feint" move, where the animation looks like a thrust but then results in a... Feint. Attempting to Parry a Feint would unbalance or stun the defender, so the attacker could mix in couple of Feints here and there to balance out the advantage of a character that is really good at Parry. Variety of strategy in this case means that the thrust and parry mechanics became more Interesting because of a third mechanic that helps Counter Play. And that could be fun.
Feel free to take on where left on Parry mechanic or to discuss any other mechanics in the game from the point of view of Counter Play.