its actually the otherway round because bolt beeing serverside they are "able" to .DeanTheCat wrote: »s7732425ub17_ESO wrote: »DeanTheCat wrote: »One good defensive action a high ping player can utilize is dodgeroll, as the check for dodgeroll takes place clientside, rather then serverside. Which means if lets say someone targets a Snipe at you, you can still dodge it successfully even with high ping as the check to see if you actually get hit by that snipe is client-based, rather then server-based. Also, use and abuse stealth mechanics, as the less time you spend visible, the less chance you have of getting a snipe in your back.
It doesn't make sense for the dodgeroll check to be clientside. Everything should be serverside.
If you put that check server side, you can say goodbye to any hope of high ping players playing effectively. Latency and lag is the reason why it's client side, same with movement. It's also the reason why Sorcs can fly with bolt escape when it's lagging to oblivion.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
its actually the otherway round because bolt beeing serverside they are "able" to .DeanTheCat wrote: »s7732425ub17_ESO wrote: »DeanTheCat wrote: »One good defensive action a high ping player can utilize is dodgeroll, as the check for dodgeroll takes place clientside, rather then serverside. Which means if lets say someone targets a Snipe at you, you can still dodge it successfully even with high ping as the check to see if you actually get hit by that snipe is client-based, rather then server-based. Also, use and abuse stealth mechanics, as the less time you spend visible, the less chance you have of getting a snipe in your back.
It doesn't make sense for the dodgeroll check to be clientside. Everything should be serverside.
If you put that check server side, you can say goodbye to any hope of high ping players playing effectively. Latency and lag is the reason why it's client side, same with movement. It's also the reason why Sorcs can fly with bolt escape when it's lagging to oblivion.
Perhaps the issue here is:
1. Animation cancelling is not in any tutorial in the game.
2. You only notice it for the first time in vet PvP server after being able to tank a ton of hits on non-vet PvP.
3. The players using it are generally long paying well specced and geared v14s
4. The players on the receiving end are generally V1-V5
Aside from the fact a V1-5 perhaps has pretty much no chance 1v1 v any half decent v14 anyway makes for a very unpleasant experience.
DeanTheCat wrote: »An action of a lower priority can be animation canceled by an action of a higher priority, though they must still respect the GCD (Global Cooldown) between each attack cycle. That means in a single GCD attack cycle, I can get off 1 light attack, 1 Ability, 1 Ultimate and 1 Bash. This is in addition to the fact that for some skills (Gap closers mainly), the GCD of the skill triggers as soon as you press the button, rather when the skill actually connects.
For example, I can cast Ambush from 27m away (Thanks to Reach II passive), and while the 1 second long Teleportation animation is playing, I press Surprise Attack. As the GCD of Ambush begins as soon as I press the button (It still has a 0.5 second cast time, no matter what the tooltip likes to state) and the GCD of all skills is 1.3 seconds, both abilities go off seemingly at the same time.
Lufian_Cweald wrote: »DeanTheCat wrote: »An action of a lower priority can be animation canceled by an action of a higher priority, though they must still respect the GCD (Global Cooldown) between each attack cycle. That means in a single GCD attack cycle, I can get off 1 light attack, 1 Ability, 1 Ultimate and 1 Bash. This is in addition to the fact that for some skills (Gap closers mainly), the GCD of the skill triggers as soon as you press the button, rather when the skill actually connects.
For example, I can cast Ambush from 27m away (Thanks to Reach II passive), and while the 1 second long Teleportation animation is playing, I press Surprise Attack. As the GCD of Ambush begins as soon as I press the button (It still has a 0.5 second cast time, no matter what the tooltip likes to state) and the GCD of all skills is 1.3 seconds, both abilities go off seemingly at the same time.
Hi Dean,
Trikki may get annoyed I am hijacking his thread (it's for the betterment of the guild I swear Trikki)
I was testing what you stated above Dean and I have to assume I am doing something wrong. I tried on NPCs over and over to Ambush and while traveling to hit Surprise Attack and it did not work once.
Having said that I have been on the recieving end of DKs Using Leap and me suddenly dead and dead recap saying they had Leaped, Heavy attack, and <insert skill> to do large damage to me. Can you elaborate more on how things work for you. Maybe you can help some of us Oceanic people out here.
I don't have a problem with animation cancelling allowing skilled players who mastered the timing to deal higher damage than without it.
The problem i see however is that this particular timing skill is far too easily replaced with a simple keyboard macro.
I could not help but notice a sharp increase in the amount of 'skilled' players i am encountering in Cyrodiil lately. I would say that of all the times i got instagibbed by a perfectly timed set of abilities since the game was in beta, 90% of those happened within the last 1-2 months, often by players i never heard of before.
The human nature of always taking the path of least resistance, combined with the low probability of getting caught (how do you prove someone used a macro, as opposed to just being good?) means cyrodiil is getting infested with this, and something needs to be done. Wrecking blow->surprise attack->soul harvest (and other combos like that which can deal full HP bar of damage within 0.3 seconds) are too powerful for a 1-button-push attack.
Just give every skill a cooldown equivalent to the animation. THERE, I SAID IT!
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Wow, this is the meat of PvP in this game? Sounds incredibly boring. You know what would help with all this spamming nonsense? Same move damage proration, and some proper scaling. Also, Let's say the same player hits you with the same ability twice in a row and your character is free to use a dodge roll or something in return. Then again I haven't played much of PvP yet, so I can't make an accurate assessment of what needs balanced. I WAS looking forward to it, but you all have convinced me to stay away from Cyrodil.
Perhaps the issue here is:
1. Animation cancelling is not in any tutorial in the game.
2. You only notice it for the first time in vet PvP server after being able to tank a ton of hits on non-vet PvP.
3. The players using it are generally long paying well specced and geared v14s
4. The players on the receiving end are generally V1-V5
Aside from the fact a V1-5 perhaps has pretty much no chance 1v1 v any half decent v14 anyway makes for a very unpleasant experience.
Anyone in a competent PvE guild also learns proper weaving by the time they do their first vet dungeon. It's a core mechanic.
there's no consistency to which animations can be canceled (cut short) and which cant
executioner for example, is a badly desynced animation that registers its damage at the beginning of the swing, so you can ani cancel pretty much the entire overhead swing animation
Also, if you're going to pretend as if this is a skill and not a exploit, then I don't want you around.
You really going to say to anyone that the reason everyone left to the consoles was because they are better than the PC version? Then I will laugh in your face, and I have a really bitchy laugh.
It comes down to a few words to describe this "Skill" Cowardly, Pathetic and CHEATING.
Oh! and believe me, If I used it I could destroy all of you in PVP. I just choose not to be a cheater.