I took part in the all of the tests, open and closed, as well as got the game on release. At this point I am taking a break from this game because of this one mechanic....here is why.
The Guard Breaking mechanic in this game is fundamentally flawed when you stack it in comparison with how this combat system is supposed to work according to the folks here at Ubisoft and it changes the game from being strategic to being everyone guard breaking all the time for instant kills or guaranteed combos.
To begin the combat in this game is supposedly action/reaction with a hint of chess like strategy thrown in to again supposedly mix things up and prevent there from being any button mashing or win all situations or strategies.
Which brings me to my first point that guard breaking is just a mash fest because...
1. the timing and way it works keeps changing and not everyone knows how it works at any given time because the information about how and when it changes is scarce (which we'll let slide, just misinformation)
2. some classes have huge advantages when it comes to guard breaking namely the faster classes.
My point here being that it takes little to no skill at all to use a class like Orochi and press GB, Top Heavy (guaranteed free hit every. single. time.) and just repeat it constantly. This will absolutely demolish newer players without them even having a chance to fight back. 2 simple button presses over and over and over, I equate that to mashing. No risk for a huge reward. Not to mention the free guard breaks into heavies that the Berserker gets, which can arguably be worse. Even skilled players have a hard time getting away from combos such as this when they are using a slower character.
I main the Lawbringer since release and currently have him just past reputation 2 but have played a good amount with the peacekeeper as well during the testing. I'm not the best obviously but I'm a pretty competent player. Over the course of my play time across all the tests and since release this game has literally devolved into a pushing match. The higher the level of play I get to, the more cheese just gets poured over the top. Granted no one can be that high at this point but I've been matched against players of reputation 3 with a gear score above 90 with purple gear and 90% of the time they just rely on the cheesy guard break infinite combos, the berserker especially, or the guaranteed guard breaks into guaranteed heavy hits.
Correct me if I'm wrong here but each character (if not all individually, each 'class') has a variable on the range of their guard break and how fast the animation is performed.
Which further strengthens the fact that faster characters are nigh unstoppable when a skilled player learns how to infinite combo the guard break with free hits especially against a slower character.
So even if your timing is absolutely, positively perfect with a guard break counter(or so you thought) you still may miss it due to the fact that each character's animation timing is slightly different. And to add insult to injury the advantage that faster characters get with guard breaks is compounded by moves like the dashing grabs. Looking at you peacekeepers. They can dodge dash then guard break as well as sprint into a dashing guard break, so essentially guard break someone from almost 15-20 feet away, silly. And then lets not forget that all of characters are in a perpetual state of guarding, so even when you are sprinting around you can be guard broken which is also quite comical.
Which translates into the fact that every time you go to counter a guard break you need to account for 8 main variables.
1.when you press the button
2.when your opponent presses the button (or vice versa)
3.your character's specific animation timing on the guard break
4.the enemy character's specific animation timing on the guard break
5. the distance your specific character's guard break travels
6.the distance your enemy's specific character's guard break travels
7.How fast your specific character can travel that distance
8.How fast your enemy's specific character can travel that distance
Considering nothing is constant in this equation.....ever.....there is no way to reliably combat this mechanic with skill, it is always a crap shoot based on too many variables. It might as well be RNG because it's the equivalent of rolling dice and seeing who gets a better roll. With all 8 of these variables you get one signal on screen (in the form of the guard break icon) that doesn't translate 1 to 1 like every other combat mechanic in the game. Which makes no sense, you can still have all the variables just have the guard break icon appear when you are supposed to counter in each situation..
Compare this to pretty much every other combat mechanic in the game...
Blocking for example, you see the icon for an attack coming from a certain direction = you block in that direction.
Parrying for example, you see the icon for an attack coming in and you press the button the instant the icon turns red = you parry the attack
Both of these examples have some variable like speed and direction but the major difference here is that regardless of the variables there is a 1 to 1 translation on the screen for an action that prompts the reaction that is supposed to take place on your controller at that moment.
You see a prompt, you react to that prompt and you are rewarded accordingly and guard breaking is the only mechanic that doesn't follow these core rules to the combat mechanics which makes it feel out of place and down right broken to a lot of players including myself.
The significance of and the literal utility of mechanics like combos, dodging, unblock-able and uninterruptable attacks is severely diminished if not negated by the end all be all guard breaking mechanic.
You can't dodge a guard break like you dodge every other form of attack even if it's perfectly timed because for some reason it has better tracking than a light attack and will just nab you from the side which is nonsense.
You can't parry a guard break like you parry every other form of attack because the icon is for some reason not synced up with when you are supposed to perform your action like EVERY other mechanic in this game
I don't mind there being a guard breaking mechanic/throw in the game as long as it is implemented properly and with skill aligned with how most everything else is implemented in this game. I think fixing this would be simple, very simple.
Just have the icon appear on screen when you are supposed to press the button for a counter with a small window after it appears.
Again just like every other combat mechanic you built your Art of Battle system around; action/reaction.
Not let the faster character always win because their animation time is shorter and they can travel a greater distance faster. Most people chalk it up to terrible balancing which it very well could be but it seems more to me like a bug or an oversight in the coding than intentionally making the mechanic work the way it does now.





