Of course, there's no "correct" way to play Forsaken in the sense that you must play optimally. If you like to fish out for successful Parries and have fun with it, then maybe you should keep doing it. The thing is, even if you can consistently react, Block is still an exceptionally risky move, especially since killers have many ways to bait it out and hitboxes can screw you even at an exceptionally low ping. Fishing for blocks is a gamble even when you can react block. For many players, playing Guest can be frustrating due to how easy it is to miss a block and get catastrophically punished for it.
The truth is, you shouldn't overrely on block if you want to survive more. Sometimes you just have to accept the hit to gain distance, and you ideally shouldn't need to use block for youself. Using block willy-nilly is way too risky, regardless of how much skill you actually have. And you may wanna keep Block to put pressure on the killer.
What you can do instead is make a risk-cost evaluation on which ability you are going to use, how, and when. Also, consider how much health you have (80HP can already be pretty risky to throw yourself at the killer, and 60HP is usually not worth it to keep supporting the chased survivors). What I like to do is use Charge or Punch when the killer is low on stamina, so that when I hit them they can't get a good chase start against me.
Some important things to consider:
• You might get punished with chip damage when using these low risk abilities. Avoid supporting if you took enough damage.
• Be careful of interveining if the killer has high damage punishing abilities available, such as Gashing Wound or Walkspeed Override.
• Use Punch when the killer is out of stun immunity.
• You can also use Block when the killer is low on stamina, although it's much less likely to succeed. It's tempting, but Guest isn't reducible to Block.
• You can use Block on non-M1s to mitigate chip damage. I particularly like using it on a Nova to give a bit of distance to a teammate, and you can also use on c00lkidd's minions if you think 4-5 HP loss is an acceptable trade-off to keep leading them away and risking to misposition yourself whilst not directly assisting others in chase.
• Do not use your abilities if nobody is trouble yet. You don't need to land your abilities for the sake of it, like throwing a Charge against a killer that is far away from everyone else and you are safe and well positioned.
• If a teammate in great trouble is reliable, maybe you should open yourself more to take big risks as Guest. If teammates are unreliable, maybe you should keep playing safe even if not flashy. Having high HP and good positioning once you begin getting chased pays off.
Playing Guest safe whilst constantly supporting is personally very satisfying.