Quote Originally Posted by Valence View Post
Guard is not designed to counter snapshots...

You defend against MCH LB with recuperate and mitigation. Mitigation has to be up when you expose yourself or engage, and recuperate is how you prevent oneshots. Some jobs have obviously an easier time to survive it than others, but all of them can. Spite combinations actually have a lot of variations with proportionate risk vs reward, the lowest damage ones being the most silent, and the highest damage combos being the obvious "you're gonna get nuked, better get prepared if you can, you have 3-5sec" kind of deal. It's not a question of ping (unless you have 500+, but that's a problem for every game anyway). Ping actually has other issues, even at low ping, being the position you see other players at any time versus the actual position they have server side, which is very egregious in this game.
Eh, I'm less concerned about the snapshots of enemy LBs and more about the defensive itself being so slow on the uptake that it falls behind and gets worse when lag comes into play; granted seeing LBs like MCH's fire off even when you're in full cover with no LoS four seconds later is a bit obnoxious but that's technically a separate issue. It's similar to Riddle of Earth from Monk in how it works, you can try and predict when you might need it to be up before the other player does something, but it won't be up half the time before you even start seeing attack animations against you. this is often why people melt so much because the game takes too long to register what it's being told versus what the others are doing.

This obviously is a situation that will differ greatly between players, but the simple point is, animation is a flavor detail and it really could use adjustment with that, or a rework to how Guard and similar defensives function. Like I'd be fine with Guard being a stance rather than this weird bubble where you're not allowed to do anything but crawl. Post 6.1 PvP is going faster, but the input actions that increase survivability are not keeping up with the demand.

Anyways, not intending to sidetrack the main discussion of the thread. Volcano map is one of the few maps where these issues shine the most though, having more LoS inhibiters at least lets people have a chance at contribution with these factors in play, so is the main thrust for why them existing is a good idea and can make for interesting matchups. Stomp matches are far too common in most of the others.