From my perspective as a Monk, or really as any melee job, I tend to use Guard as a preventive tool rather than a reactionary one.
For example, I often use Guard to block the initial CC and burst damage before committing to an engagement.
By the time I launch my own KO burst, I usually try to create a situation where the target does not even have a chance to use Guard.
Under those circumstances, whether Smite can break through Guard is largely irrelevant to me.
I am not trying to judge whether your view about Smite being overtuned is right or wrong.
I just want to share my thoughts on the relationship between Guard and Smite.
I believe many players treat Guard as their last resort bailout button: I'm about to die, so I press Guard.
But I don't think Guard should be treated as a gimped version of Hallowed Ground.
If you always save Guard until you are already in serious trouble, your Guard timing becomes predictable.
And under the typical NA/EU horde stampede, I find that whether Smite goes through Guard often has very little impact on the final outcome anyway.
Unless you are a tank, or have teammates ready to bail you out, once an entire group collapses on you, you are probably going to die regardless.
From a gameplay perspective, I actually think allowing Smite to go through Guard can add some diversity to Frontline.
It means Guard is not an absolute answer that you can always fall back on after getting caught.
There is more incentive to use it proactively such as to prevent the initial CC and burst, reposition, or create an opening; rather than simply holding it until your HP gets low.
At the same time, Smite gives certain jobs a way to punish someone who relies too heavily on Guard as an emergency escape.
So for me, the interesting question isn't simply whether Smite should or shouldn't break Guard. It's whether that interaction creates more meaningful decisions for both players
As a melee player, I think it can.



Reply With Quote






