It's pretty sad that the only thing MNK LB really has going for it is the ability to ignore/remove guard when NIN, SAM, and WAR all work far better as counterplay while not actually taking that much longer to charge.I mean... If anything Guard needs to either last longer or be MORE spammable... As it is I can't activate Guard on full health before my health goes to at least half because of ping...
Also, you don't want people to Guard Break? If anything there needs to be MORE Guard Breaks! Y'know, the typical counter to Guard Stalling in fighting games is grab, so we need our staple Guard counter!
SAM requires people to be stupid enough to hit the same when the Chiten buff is visible and they have or are about to have full gauge. NIN requires them to be under half health for an extended period of time, server tick delay can completely screw you out of your LB if you try to ult someone that's right at the line because it has a notable cast animation. WAR has a 90 sec charge timer and doesn't actually do damage. RPR and DNC ults also break Guard by forcing actions.
Meteodrive is one of the best LBs in the game, dude. It's a big part of what makes MNK such a relentless, unstoppable monster.
tbh disable respawn on OT if you die in OT lol
half joking, half serious![]()

My longest match has been 12 minutes. Most are under 5. Maybe it's my rank or something but any complaints about match time are laughable to me when pvp queue for feast was hours and frontlines feels like it drags on for twice of what it should. I'll take a 12 minute match with guard countering over running around in front lines any day.


It's not about game length but quality. Watching people run over crystal and use guard, die and repeat with next player is annoying and is not fun. I want to pvp, not to watch lemmings holding the crystal.
That seems like a minor annoyance at best to the winning team, but the best possible hope for the losing team that doesn't want to lose his promo game. And if you somehow manage to get a win out of it, I think it's worth the shot.
100% this it's super boring that it's being used as a back 2 back save haven instead of using it to dodge map abilities or limit breakers
Easy enough to fix without actually changing how guard works. Simply add a debuff when respawning that disables guard for 15 seconds. That would be the equivelance of almost 30 seconds of no guard between the debuff and actually respawning.

I mean if we want to talk about quality it's not really fun to watch server ping/qualify constantly screw you out of Guarding or purifying and sit there stunned while the tooltip literally says "can cure silence" but can't lol.
At least this way we're both being griefed :P
I'll never understand why healers don't have a rescue that can work on enemies and such when WAR can yank you around and so can DRK to a lesser extent. It would allow for things like this to be mitigated by proper class play and using the kits.
If they provided more utility/map control to more classes it would vary that gameplay up but right now it's just stunlock > burst, so guard is really the only counter anyone has against it. :/
Is there a list somewhere, of what abilities penetrate guard?
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