Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
fred.thomsonb16_ESO wrote: »The diagram is incorrect as far as wind up can be completely negated in the current live iteration outside of skills with a cast time. (except for opening attacks between combos)
Now we are stuck with skills we can only cancel by weapon swap and dodge roll, heavy attacks can still be wound up in the release of a skill animation in PTS.
fred.thomsonb16_ESO wrote: »The diagram is incorrect as far as wind up can be completely negated in the current live iteration outside of skills with a cast time. (except for opening attacks between combos)
Emma_Eunjung wrote: »4) HOWEVER... the timing of hard cast spells (e.g. unprocced Crystal Fragments) HAS been affected. If you were accustomed to holding down the attack button (prime your medium attack) immediately after activating a cast spell, you will find that your cast spell will FAIL to complete!
The solution to point #4 is to wait until the cast time of the spell (1 second in my example) is complete or nearly complete before holding down the left mouse button to initiate your heavy/medium attacks. Without going into a lot of detail, I found that this does not have any adverse effect on DPS as long as you can adapt your timing to the new system.
ZOS_GinaBruno wrote: »In the Thieves Guild update, we wanted to make it more clear which attacks players are using, while preserving the responsiveness and feel of the combat system. So, we started with a simple premise: if an ability is successful, you should be able to see it impact (or launch, in the case of projectiles). Now, every successful attack will display until the moment of impact/launch. Instead of canceling the impact/launch of the first ability, we now obscure the first few milliseconds of the interrupting ability.
The above examples show a Heavy Attack interrupted with an instant ability. The green part is what you see, and the red part is what is not shown. In the first example, you can see the way it is currently on the Live megaservers and has been since launch. The Heavy Attack can be interrupted at almost any time during the wind-up. At the time it is interrupted, the strike happens, but it is invisible because it is obscured by the beginning of the interrupting ability. The second example shows our current method of handling interruptions. Instead of obscuring the strike/launch, we show it up until that point of impact/firing, opting to instead obscure the (less important) first few frames of the interrupting ability.
We believe this visual adjustment meets the criteria we set when we were designing this improvement:
- A successfully-fired ability should not be visually obscured; if an attack lands or an ability is launched, we should show it happening
- DPS and other playstyles should not be adversely affected
- The game’s “feel” should not change
One side effect of this change is that there are shorter (or in some cases, no) blend times to smooth the transitions depending on exactly when you choose to fire an interrupting ability. When you’re dealing in milliseconds and giving players that kind of freedom , you sometimes have to forego perfectly smooth transitions in order to make sure the player is receiving proper feedback and telegraphing to other players exactly what they are choosing to do. Having said that, if you find particularly egregious combinations (ability X interrupted with ability Y), please let us know; there may be some things we can do to help smooth them out.
As always, we welcome your feedback. In fact, it will be instrumental in informing us how to proceed with this improvement. Our internal testing has proven to be very successful, but there are so many different playstyles, builds and rotations, we want to make sure we try to implement this in a way that feels good in all cases and doesn’t need to be taught through a tutorial; exactly what you see is what is happening.
ZOS_EdLynch wrote: »
We'll have to do some testing on our end but if this kind of ability queuing is something you can do on the live megaserver, this may be a legitimate PTS bug. Any change that is more impactful than a visual difference should be reported as a bug.
JackDaniell wrote: »Hello, just wanted to talk about a few things regarding these changes.
Roll cancels and swap cancels seem to work the same as on live. But something has gone horibly wrong with block canceling.
Light attack > Skill > block
On live you can block cancel all skills to get them to fire a few milisecconds faster than before, but on the pts this is no longer the case. Some skills still function the same when block cancelled (channeled focus) while others can no longer be block canceled (purifying ritual, binding javelin, executioner)
Please tell me this is a bug Zenibecause as it stands right now my Templar is feeling very clunky on the pts without the ability to properly block cancel half my skills.
Emma_Eunjung wrote: »
I'm curious, why would you need to block cancel Javelin or Executioner? Both are instant cast, so the next action you initiate (e.g. another ability) is going to start immediately at the end of the 1 second GCD anyway. Even with cast spells, my experience has been that block canceling will shorten the animation time if the animation lasts longer than the actual (tooltip stated) cast time, but it will NOT shorten the underlying cast time. For example, you can block cancel something like Wrecking Blow, but doing so won't let you cast more Wrecking Blows back to back in the same amount of time.
Callidus_Est wrote: »Once again, ZOS pleases the casuals and the QQ'ers. I hate this new system, I miss animation cancelling with block. It was the trademarks of a skilled player, never a sign of a potato player who is cheating. All the good players animation cancelled, while bad players never did.
Zenimax screwed one of the games only awesome systems because of the QQ spam on the forums. Combat feels sluggish now.