Thanks for the response!
So, as I understand it, the MD9000 was intended to ease the punishment imposed on a player who attempted to parry an attack that ended up missing them by reducing the subsequent parry's cooldown. In addition, there was supposed to be some sort of an indicator (sound?) that alerted the player that MD9000 worked.
Anecdotally, I've never heard this sound, and it appears to me that MD9000 rarely works.
For example, in a 1vX, if one of the enemies with a 1h axe just spams LMB (we all know him), likely missing or blasting the back of the heads of his teammates, it becomes really difficult to be able to ascertain whether or not he'll hit me if I don't parry, or miss me and/or hit one of his teammates. If he misses, but I parried, I get wrecked by the maul man who isn't actually terrible. The enemy's swing can hit an object, his teammates, the AIR, and any decent player can't 'read' those outcomes 100%.
Personally, this makes 1VX a nightmare at times (primarily in FL/Invasion). I'm not trying to be self-serving, but the amount of times I've died in 1vX due to the enemy MISSING me and/or hitting his teammates is more often than I'd like to admit.
To add, the lethality of quicker 1-handed weapons in team modes is exaggerated because of this, and encourages & rewards really sloppy play. I've actually replicated this intentionally in frontline by equipping a 1-handed weapon, entering Xv1s, swinging closely with the intent to barely miss (baiting the parry), and allowing my teammates to land the kill. It feels wrong.
TL;DR, sequence of events: Enemy misses you-> ya parried (how dare you)->you are waiting to respawn.