DschiPeunt wrote: »In fact: shut down the servers and release ESO as a movie.
Weaving allows people to do more DPS and it does not take years to master it. I learned it in 10 minutes, with someone explaining it to me.
Conclusion: Block cancelling != spell weaving. Remove one without affecting the other.
Oh and I want to add: without weaving, macros become much easier to use. "Press button 1 - wait x ms - press button 2 - wait x ms -..."
The combat system becomes so boring, if I can just press 1 skill after the other. PvE without weaving is dead.
On my sorcerer it is NOT possible to block cancel or even weave the light attacks properly with crushing shock. anyone playing magicka character may as well not bother to try to cancel. Please i offer for you to come to the pts and SHOW ME that it still works. It does not.
as far as i can see that diagram says to wait until the attack has hit to press the ability (say crushing shock) so what that means is there's actually no cancel at all and really i am basically just watching the whole animation play out.
I'm medium weaving with crushing shock/force pulse just fine on my sorc.
The timing is unchanged, just the parts you see are. Don't try to change your timing, just use your muscle memory.
That said, I don't block cancel on my sorc, so I can't say if that's working the same or not.
IMO, I really, really prefer the new system. I can clearly see when I am weaving successfully and when I am not so I can make micro timing adjustments. That has improved my weaving from 75%-ish to closer to 100%.
I'm medium weaving with crushing shock/force pulse just fine on my sorc.
The timing is unchanged, just the parts you see are. Don't try to change your timing, just use your muscle memory.
That said, I don't block cancel on my sorc, so I can't say if that's working the same or not.
IMO, I really, really prefer the new system. I can clearly see when I am weaving successfully and when I am not so I can make micro timing adjustments. That has improved my weaving from 75%-ish to closer to 100%.
Personofsecrets wrote: »It seems like some forms of canceling, such as via blocking, can't be cancelled too fast lest the ability that is cancelled become actually cancelled.
I was block canceling corrosive armor and, sometimes, I wouldn't get the buff from the skill as though it didn't "go through."
I hope that I am just late to the party and that others have noticed this.
Kurtrmajorsub17_ESO wrote: »Regardless of what has been stated Animation cancelling should be in but NO DAMAGE if you cancel it, feel free to cancel a attack but do not expect the fruits of no labor.
While this makes perfect sense, ESO's main balance issues revolve around ZOS' implementations of player limitations/performance throttling (or lack there of).Extreme handicaps to balancing the game, (and then add CPs/scope of new:vet players)
- no cooldowns +
- skipped cast times (animation cancelling) +
- unbridled resource management (even before removing soft caps) =
This beast almost seems untamable, but I think this is a step in the right direction.
While this makes perfect sense, ESO's main balance issues revolve around ZOS' implementations of player limitations/performance throttling (or lack there of).Extreme handicaps to balancing the game, (and then add CPs/scope of new:vet players)
- no cooldowns +
- skipped cast times (animation cancelling) +
- unbridled resource management (even before removing soft caps) =
This beast almost seems untamable, but I think this is a step in the right direction.
yes i can confirm this happened to me too, i got stuck for maybe 2-3 secs whilst trying to activate a synergy, the player moves on his feet but wont cast anything - it lasted until i was mashing 'x' for about the fifth time.
the good thing about eso is that it is different from other mmos (granted iv never actually played one, but people have told me its best) is the intiative action based combat. it is real time response based. Meaning if your reaction times are not fast enough you will lose/be interrupted/get burst down. The people here saying animation cancelling should mean the animation is cancelled and the skill does not do dmg - what they want is a game in which we all run around pressing skill after skill, this would make combat extremely slow and simple compared to how it is now. Meaning the same people will be getting facerolled regardless. You must understand that eso is trying to be different from these other *** mmos.
You guys literally are the most stubborn players ever! You refuse to learn a very very simple mechanic of this game (you supposedly play a lot), in reality it would take 5mins to learn and you wouldn't have to complain anymore. So in summary i dont know how you could have reached end game pve or pvp without even a bit of animation cancelling. You must see that it makes for more interesting combos and faster paced play. If you dont have reaction speed for that its you own problem, not the game's! I saw a post where the op claimed removing ac would make for fast paced combat and allow for more pople to use skill combos - I MEAN REALLY?! ARE YOU SERIOUS, ARE WE PLAYING THE SAME GAME???!!!
You guys literally are the most stubborn players ever! You refuse to learn a very very simple mechanic of this game (you supposedly play a lot), in reality it would take 5mins to learn and you wouldn't have to complain anymore. So in summary i dont know how you could have reached end game pve or pvp without even a bit of animation cancelling. You must see that it makes for more interesting combos and faster paced play. If you dont have reaction speed for that its you own problem, not the game's! I saw a post where the op claimed removing ac would make for fast paced combat and allow for more pople to use skill combos - I MEAN REALLY?! ARE YOU SERIOUS, ARE WE PLAYING THE SAME GAME???!!!
While dueling it sometimes felt like I didn't see all attacks by my opponent. I remember one particular fight where I didn't quite grasp why my health went down, and the death recap listed 4 Wrecking Blows.
This is no exact feedback as these fights happen very quickly. Maybe I just missed them. But it's highly unlilely that I missed 4 WB animations.
Also, I am on a Mac. Could be a client issue. The new Mac client is still very buggy overall.
yes i can confirm this happened to me too, i got stuck for maybe 2-3 secs whilst trying to activate a synergy, the player moves on his feet but wont cast anything - it lasted until i was mashing 'x' for about the fifth time.
the good thing about eso is that it is different from other mmos (granted iv never actually played one, but people have told me its best) is the intiative action based combat. it is real time response based. Meaning if your reaction times are not fast enough you will lose/be interrupted/get burst down. The people here saying animation cancelling should mean the animation is cancelled and the skill does not do dmg - what they want is a game in which we all run around pressing skill after skill, this would make combat extremely slow and simple compared to how it is now. Meaning the same people will be getting facerolled regardless. You must understand that eso is trying to be different from these other *** mmos.
!
You guys literally are the most stubborn players ever! You refuse to learn a very very simple mechanic of this game (you supposedly play a lot), in reality it would take 5mins to learn and you wouldn't have to complain anymore. So in summary i dont know how you could have reached end game pve or pvp without even a bit of animation cancelling. You must see that it makes for more interesting combos and faster paced play. If you dont have reaction speed for that its you own problem, not the game's! I saw a post where the op claimed removing ac would make for fast paced combat and allow for more pople to use skill combos - I MEAN REALLY?! ARE YOU SERIOUS, ARE WE PLAYING THE SAME GAME???!!!
AC is not hard to do and to assume those against are unable to pull it off is ignorance. We want the combat to be more fluid and less buggy. If you cancel an abilities animation then it should not do damage. Cancel to your hearts content but at the expense of damage not in the benefit of.
DschiPeunt wrote: »1. Does it feel as fast as before? Can you perform the same number of attacks in the same amount of time? Yes, same amount of attacks. I do think it feels more relaxed. IMO, that's a good thing, because a lot of people trying to learn weaving go too fast rather than too slow.
2. Do the animations look as good as before or is your character doing weird animations? I didn't notice anything I'd call wierd. But weaving destro/force pulse or destro/elemental ring is going to be a fair simple transition. Wrecking blow might be a different story.
3. Do the attacks fire reliable or do some weapon attacks vanish in the void of aetherius? Sometimes my character starts to do a staff attack, but does not fire any projectiles. AFICT, they are firing fine. I'm not running addons so I can't go through the FTC log and check. My overall damage is up, as it should be if I am weaving better
4. Have you tried light attack weaving? How are the answers for light attack weaving?Not sure. 64 bit client won't load at all right now and I haven't been back in on the 32-bit client. I'll try to log in later and check.
ZOS_GinaBruno wrote: »
- DPS and other playstyles should not be adversely affected
- The game’s “feel” should not change
Please look at this very buggy skill... "WB spam" complaints did not become a thing because the ability is actually OP. They became a thing because the ability is buggy as hell, has a 15m range, and can hit behind the use and below terrain in some cases...
Kurtrmajorsub17_ESO wrote: »Honestly they need to take it a step further, and make it so if you cancel a attack to dodge or block the skill you cancelled does not go off.
i want fluid combat, actual spell weaving, the animation plays thru to its conclusion before you fire off another, then use a compatible spell or attack animation to make legit combos, and make it seamless, almost like a dance.
Regardless of what has been stated Animation cancelling should be in but NO DAMAGE if you cancel it, feel free to cancel a attack but do not expect the fruits of no labor.
I totally am against getting rid of animation cancelling. why do you want it to be removed from the game?
If a samurai or some elite warrior in real life was so fast and swift, his hits and movement was so fast you could not even realize and you was dead, so why the heck should animation cancelling be dropped from the game. I just do not get your point people!
AC is a skill and it should stay in the game for sure!!
@altemriel you might want to reread what you just wrote and think about it more, really let it sink in.
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.
I totally am against getting rid of animation cancelling. why do you want it to be removed from the game?
If a samurai or some elite warrior in real life was so fast and swift, his hits and movement was so fast you could not even realize and you was dead, so why the heck should animation cancelling be dropped from the game. I just do not get your point people!
AC is a skill and it should stay in the game for sure!!
Mods please rename this thread to bhlegit's
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