Jedi main here. The input delay between initiating the swing and the block button registering is what kills me 45% of the time versus gunners. Sort of proving the point that the main method of gunners winning (knockback + fp drain) isn't powerful enough. An experimental week or so of upped drains or stronger knock-back might be, at the very least, entertaining.
This literally proves that no one has any idea what they're talking about lmao, FP drains got a massive buff, sizably more than current levels, a couple patches ago, and Jedi mains (deservedly) got mad. Now that we finally struck a decent balance barring one or 2 guns, people are like "buff knockback". There's literally no consensus within the community unless you look towards competitive open play, where FP drains are generally fine as is barring maybe Deka, EE3, T21 primary, and SBD.
For reference, knockback is 100% better than flinch, because of this:
Shot when swingblocking w/ flinch: No knockback, swing cancelled, can halfswing.
Shot when not swingblocking w/ flinch: No knockback, takes hp damage.
Shot when swingblocking w/ knockback: Jedi pushed backward, swing cancelled, can halfswing.
Shot when not swingblocking w/ knockback: Large push backwards, takes hp damage.
The only difference is that with knockback you don't have to manually space yourself and risk a push up close, since shots automatically generate space, and that slow ROF guns can't just be flinch -> halfswinged on. With flinch, a Jedi can just get shot while swingblocking then halfswing into an instant kill, but with knockback, it creates space so you can back up and actually get away without having to constantly run.
As is, hitting bodyshots and moving backwards (and crouching under jumpswings) is a fairly consistent way for gunners to survive, barring certain utility (blobs/poison/nades) that you can use to drain more HP or FP on the side.
This GIF is a great example of that even with a slow-firing gun, and this was before any FP drain buffs. (Credit to
@A$APRocky for the sick flicks).