Originally Posted by
Talke
It's been a month and I feel I have enough matches and scrims under my belt post the 7.4 adjustment to express that I do not think they solved the fundamental issue, just palliated it. I continue to agree with Atreus that shield break is not healthy for the game at any level, that it takes one of the most fundamental defensive moves in the mode and makes its well timed impact negligible, and that at the higher end of gameplay, it forces two jobs to always exist in lobbies and scrims. Surely Square Enix has some way of gathering not only win rate but also pick rate data on SCH, PLD and DRK. In JP and NA crystal/omega brackets, some of these jobs dominate the lobbies to such an insane degree that sometimes you know you made the wrong pick if you're the sole red job in your game.
For a clearer example, imagine you're playing a Fromsoft game, specially from a melee perspective. You've polished your dodges, you know how to read the boss' moveset, most importantly you've learned to time your parries really well. You're in the middle of an intense boss fight, see that window of opportunity, and land that beautifully well timed parry that ought to buy you a nice little riposte... and then the boss looks at you, grins, says "no", nullifies the effect of your defensive move and sends you and your foolish ambitions flying off anyway. Anyone would wonder "well why would I bother to learn to use this mechanic if it can be negated at any point? I'll just never be in reach instead".
I think it's interesting you'd bring two jobs that have spicy shield piece moves and a third that is infamous for having the form of shield break that is hardest to play around. As already mentioned, the entire point of their gameplay is not to burst into guard, but they also ALREADY have moves that punish guard anyway, and I think that's a better and healthier form of pressure than shield crack is.