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https://forums.elderscrollsonline.com/en/discussion/684716

Do you think ZOS should eliminate animation cancelling?

  • Frawr
    Frawr
    ✭✭✭✭✭
    Yes get rid of it
    Frawr wrote: »
    From reading responses, I see 2 separate issues.

    1 is whether or not skills should be able to be cancelled by other skills while mid-animation

    2 is whether damage should fire off without performing an animation.

    In my opinion, preventing anyone from, say, using block while mid swing would create a very clunky combat experience and would not be fun to play. For this reason, I say that you should be able to cancel 1 animation with use of another because it creates responsive gameplay.

    The important thing to me, however, is as follows:

    The damage that fires on a skill should be tied to the animation of the attack as far as possible. This would mean that the damage would not be done until the swing makes contact with the enemy. If the animation has a 1 second timer from start to connection with enemy then there should be a 1 second delay on the damage (I appreciate that lag etc could cause a mis-timer but hey, it will never be perfect).

    If the skill is cancelled before the swing connects with the enemy then no damage should be done.

    The skill should be cancellable, however, it should be a choice between damage and no damage.

    This already happens with skills that have a cast time in game. Crystal Frags hard cast for example, dark flare or any channel. With these skills if you hit block/bash/dodge before the advertised cast time has ended the game will cancel the skill including any remaining damage. The problem lies with the instant cast abilities that do damage as soon as you hit the skill button. How do you cancel the damage from an instant cast skill without removing the instant aspect of that skill? If my frag procs the game tells me that I can now cast this skill instantly, and I can. If I hit block/bash/dodge immediately after an instant cast frag it's too late to cancel the damage because the projectile is already in flight. There are two ways I can see to fix this; shorten the duration of the animations of instant cast skills so that the animations are also instant and therefore don't need to be cancelled, or just remove instant cast skills from the game and replace them all with cast times *to match their animations*.

    But you can't have damage cancelling with the way that instant cast skills currently work in the game.

    *edit*

    That is exactly the problem. insta skills have animations but the damage goes off at the start of the animation. This should be changed so that there is a delay, causing the damage to go off in line with the animation (as far as is possible in lagsville).

    This would allow cancelling but still force people to 'follow through' if they wish to do damage.
  • johu31
    johu31
    ✭✭✭✭
    No let it stay
    I'm not good at it, but they want it to be a feature. I'm sure a lot of things by now have been scaled and designed with AC in mind. Re-work the entire game? Or make people learn it? It's an easy choice for them.
  • Chair
    Chair
    ✭✭✭
    No let it stay
    Just... Sigh the people saying get rid of just... My brain hurts.
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