not how to alter them or modify them for their benefit over others.
But isn't THAT skill? It's not like every skill in this game can be canceled the same way. You have to wait for a certain point in it's animation or you WILL actually completely deny its effect.
And some skills can't be canceled at all. One has to know and have the skill to use these things to his/her advandtage. Otherwise we just all press buttons every 1-4 seconds and hope the other one forgets to do so.
This way you have to think and react fast
not how to alter them or modify them for their benefit over others.
But isn't THAT skill? It's not like every skill in this game can be canceled the same way. You have to wait for a certain point in it's animation or you WILL actually completely deny its effect.
And some skills can't be canceled at all. One has to know and have the skill to use these things to his/her advandtage. Otherwise we just all press buttons every 1-4 seconds and hope the other one forgets to do so.
This way you have to think and react fast
not how to alter them or modify them for their benefit over others.
But isn't THAT skill? It's not like every skill in this game can be canceled the same way. You have to wait for a certain point in it's animation or you WILL actually completely deny its effect.
And some skills can't be canceled at all. One has to know and have the skill to use these things to his/her advandtage. Otherwise we just all press buttons every 1-4 seconds and hope the other one forgets to do so.
This way you have to think and react fast
No doubt, THAT is skill. That is not a game skill, but it is an exploiting skill. And MMO game with officially allowed exploiting is very frustrating to me. ZoS admitted their impotence when they let AC stay as it is.
xblackroxe wrote: »Please not this again.
If you´re unable to press two buttons every second to execute light attack + skill this game just isn´t for you.
I do however agree that animations should be sped up to make animation canceling no longer a necessity. Just let us *** use lightattack + skill without canceling it.
There is no need to disqualify to prove a point of view.
On the other hand and by way of example, I am going to present a situation that reflects what is happening.
If I have a sweet roll and a pitcher of ice cold beer, I usually try one, then the other, and so on. Of course, I can get in my mouth all together and gain time doing it, but it is something unpleasant and unsatisfactory.
Someone can sit next to me and do it telling me that I do not have the capacity to do it, but the truth is that it is not that I can not but that it is unpleasant to have to do it, does not feel normal, it takes away all the grace and force me to focus only on the final result, to have a full stomach in less time.
Ok and bc you don't like it it should be removed?
From the point of view of its execution if, I agree, it requires mental ability and an outstanding synchronization to be 100% effective, but I do not consider that modifying the way in which the skills of a game are executed is a skill as a player, For me the real skill is born from the moment that a player can stand out over others through an efficient use of basic skills without being altered.
The correct execution of a standardized system that offers the same advantages in each one of its individual uses.
A skill generates x% damage and its execution takes xseconds for all players, now let's see who makes the most efficient and intelligent use, that is for me the perfect scenario to define the real skill of a player.

From the point of view of its execution if, I agree, it requires mental ability and an outstanding synchronization to be 100% effective, but I do not consider that modifying the way in which the skills of a game are executed is a skill as a player, For me the real skill is born from the moment that a player can stand out over others through an efficient use of basic skills without being altered.
The correct execution of a standardized system that offers the same advantages in each one of its individual uses.
A skill generates x% damage and its execution takes xseconds for all players, now let's see who makes the most efficient and intelligent use, that is for me the perfect scenario to define the real skill of a player.
Pretending to be fouled in a football (soccer) match also takes skill. It is, nevertheless, still an exploit as it tries to fool the referee into giving an unfair advantage.
From the point of view of its execution if, I agree, it requires mental ability and an outstanding synchronization to be 100% effective, but I do not consider that modifying the way in which the skills of a game are executed is a skill as a player, For me the real skill is born from the moment that a player can stand out over others through an efficient use of basic skills without being altered.
The correct execution of a standardized system that offers the same advantages in each one of its individual uses.
A skill generates x% damage and its execution takes xseconds for all players, now let's see who makes the most efficient and intelligent use, that is for me the perfect scenario to define the real skill of a player.
Pretending to be fouled in a football (soccer) match also takes skill. It is, nevertheless, still an exploit as it tries to fool the referee into giving an unfair advantage.
With the big difference that, while FIFA did not intend this would be possible, they don't allow it and don't want us to use it.
In my opinion AC is fine if used for defensive purposes. However AC should never be allowed to completely hide outgoing damage. If someone needs to animation cancel a skill then they should not receive the benefits of the skill they animation canceled.
Try to imagine NPC's (especially Bosses) AC'ing all outgoing damage. How many players do you think would complain about being instantly killed over and over again because there are no visual cues indicating outgoing damage is coming their way?
Anyways the way I look at it.. any game that relies on visual cues to avoid incoming damage should not have mechanics in place (IE animation canceling) to completely hide said visual cues. Some players are so skilled at this that the only thing you might see is a slight twitch in their character before you are dead on the ground.
PS. This is just my opinion on the subject, some may agree with me and others may disagree!
xblackroxe wrote: »Please not this again.
If you´re unable to press two buttons every second to execute light attack + skill this game just isn´t for you.
I do however agree that animations should be sped up to make animation canceling no longer a necessity. Just let us *** use lightattack + skill without canceling it.
There is no need to disqualify to prove a point of view.
On the other hand and by way of example, I am going to present a situation that reflects what is happening.
If I have a sweet roll and a pitcher of ice cold beer, I usually try one, then the other, and so on. Of course, I can get in my mouth all together and gain time doing it, but it is something unpleasant and unsatisfactory.
Someone can sit next to me and do it telling me that I do not have the capacity to do it, but the truth is that it is not that I can not but that it is unpleasant to have to do it, does not feel normal, it takes away all the grace and force me to focus only on the final result, to have a full stomach in less time.
Ok and bc you don't like it it should be removed?
And because you like it then you should be stay?
Different tastes, different opinions.
I respect your position and although I do not share it I understand it and not because I think differently I have the authority to say that you are wrong.
You express what is the way you like to play the game, I express mine.
We both have the right to do it because we are part of the same community and we use the same game.
I prefer a game where each skill is respected in its integrity and not one that forces me to push them one on top of the other by canceling and cutting them for personal gain.
Block or interrupt an enemy as a form of strategy with its consequences in my rotation, perfect.
Block or interrupt the air in a crazed way to achieve performance?
No, it is not something that I can find a logic more than that of focusing on numbers and I do not want to do it, I want to achieve a good performance without detracting from the rest of the content.
I'm Russian but I'm not drinking alcohol. I don't like it at all. It's nonsence, I know, but it's true.not how to alter them or modify them for their benefit over others.
But isn't THAT skill? It's not like every skill in this game can be canceled the same way. You have to wait for a certain point in it's animation or you WILL actually completely deny its effect.
And some skills can't be canceled at all. One has to know and have the skill to use these things to his/her advandtage. Otherwise we just all press buttons every 1-4 seconds and hope the other one forgets to do so.
This way you have to think and react fast
No doubt, THAT is skill. That is not a game skill, but it is an exploiting skill. And MMO game with officially allowed exploiting is very frustrating to me. ZoS admitted their impotence when they let AC stay as it is.
Go home. You are drunk
ChildOfLight wrote: »HatchetHaro wrote: »There's a different angle we can look at this from, however.
Let's use, say, Snipe, for instance. The entire animation consists of charging up the shot, the moment of firing the shot, and after firing the shot. By your logic, if you cancel the animation right after the moment you fired the shot, the arrow should magically fly back to your hand.
Just... no. It makes no sense.
An animation should be able to be canceled after the point of action has been performed without reverting the effects of that action.
That's how weaving and animation cancelling works; you don't wait for your sword swing to stop completely before you attempt another swing from your combat stance; you chain them together in a flurry of attacks.
Quoted for reference.
Plus, every game with competitive features out there, has animation cancel. So, no.
No, they don't. But that shouldn't be a deciding factor in the matter one way or another.
Having the option to animation cancel is prefered by some people for a more fast-paced game experience, I get that. But the other option is to have a more strategic game where you have to commit to an action, which is just as valid. Many games have elements of both anyway (think fighting games).
But these games usually have a more coherent design for these things, centered around start up, active and recovery frames. ESO's animation cancelling just "happened" without any deliberate intent by the designers to allow certain attack strings, or combos. That just wasn't the focus of the combat system (in the beginning it focused on heavy attacks, blocking, exploiting stuns, and resource management, i.e. a more strategic approach).
Talking about combos and fighting games in particular, animation cancels usually only happen when you actually land a hit, which you can then extend into a combo. Defensive animation cancels are much rarer and apparently not that well-liked (thinking about focus attacks in SF4 specifically, although I liked them). So you can only cancel an animation during the active or recovery frame if you hit your opponent. Canceling startup frames is much rarer in my experience.
Translating this into ESO would mean, when your attack is blocked, you can't animation cancel it. And you can only cancel the rest of the animation after you actually applied damage during an active frame (which is the issue of the OP).
Frankly I'm not that sure how ESO handles active frames, meaning when the damage of an ability is applied. It's different for different skills, but they don't seem to correspond that well with the actual animation. I mean, looking at Dawnbreaker, you'd expect the damage to happen when the sword is slammed down, but it's actually way before that.
I think people would have less of a problem with animation canceling if it at least seemed like a deliberately designed and coherent game mechanic, and not just a sloppy side effect.
ChildOfLight wrote: »HatchetHaro wrote: »There's a different angle we can look at this from, however.
Let's use, say, Snipe, for instance. The entire animation consists of charging up the shot, the moment of firing the shot, and after firing the shot. By your logic, if you cancel the animation right after the moment you fired the shot, the arrow should magically fly back to your hand.
Just... no. It makes no sense.
An animation should be able to be canceled after the point of action has been performed without reverting the effects of that action.
That's how weaving and animation cancelling works; you don't wait for your sword swing to stop completely before you attempt another swing from your combat stance; you chain them together in a flurry of attacks.
Quoted for reference.
Plus, every game with competitive features out there, has animation cancel. So, no.
No, they don't. But that shouldn't be a deciding factor in the matter one way or another.
Having the option to animation cancel is prefered by some people for a more fast-paced game experience, I get that. But the other option is to have a more strategic game where you have to commit to an action, which is just as valid. Many games have elements of both anyway (think fighting games).
But these games usually have a more coherent design for these things, centered around start up, active and recovery frames. ESO's animation cancelling just "happened" without any deliberate intent by the designers to allow certain attack strings, or combos. That just wasn't the focus of the combat system (in the beginning it focused on heavy attacks, blocking, exploiting stuns, and resource management, i.e. a more strategic approach).
Talking about combos and fighting games in particular, animation cancels usually only happen when you actually land a hit, which you can then extend into a combo. Defensive animation cancels are much rarer and apparently not that well-liked (thinking about focus attacks in SF4 specifically, although I liked them). So you can only cancel an animation during the active or recovery frame if you hit your opponent. Canceling startup frames is much rarer in my experience.
Translating this into ESO would mean, when your attack is blocked, you can't animation cancel it. And you can only cancel the rest of the animation after you actually applied damage during an active frame (which is the issue of the OP).
Frankly I'm not that sure how ESO handles active frames, meaning when the damage of an ability is applied. It's different for different skills, but they don't seem to correspond that well with the actual animation. I mean, looking at Dawnbreaker, you'd expect the damage to happen when the sword is slammed down, but it's actually way before that.
I think people would have less of a problem with animation canceling if it at least seemed like a deliberately designed and coherent game mechanic, and not just a sloppy side effect.
To answer your question about active frames and ESO, there are none. If tooltip says that the ability has instant cast time, the damage is applied the moment you hit the button. The whole animation of those abilities is just for visuals.
Anyways the way I look at it.. any game that relies on visual cues to avoid incoming damage should not have mechanics in place (IE animation canceling) to completely hide said visual cues. Some players are so skilled at this that the only thing you might see is a slight twitch in their character before you are dead on the ground.
HatchetHaro wrote: »There's a different angle we can look at this from, however.
Let's use, say, Snipe, for instance. The entire animation consists of charging up the shot, the moment of firing the shot, and after firing the shot. By your logic, if you cancel the animation right after the moment you fired the shot, the arrow should magically fly back to your hand.
Just... no. It makes no sense.
An animation should be able to be canceled after the point of action has been performed without reverting the effects of that action.
That's how weaving and animation cancelling works; you don't wait for your sword swing to stop completely before you attempt another swing from your combat stance; you chain them together in a flurry of attacks.
Competent AC will not even have the arrow leaving the bow and the ability will still register.
WalkingLegacy wrote: »So they're canceling the "cast time" (IE animation) but the skill is still executing and doing damage?
WalkingLegacy wrote: »So they're canceling the "cast time" (IE animation) but the skill is still executing and doing damage?
Yes, that's precisely the main point about AC. Competently done, it will register the effect, but not the animation.
I will state again what I said previously: AC should be present to cancel an ability that you regret, to block or roll dodge unexpected target behaviour, but cancelling should not register the effect of the ability (whether it is a heal, a buff/debuff, or damage).
WalkingLegacy wrote: »Yes, it's been this way for a while if not from the get go. This is to appease the PvP streamers. ZOS hasn't fixed it at all, and probably never will. Their integrity on the matter is low. They want to make the game accessible, but the PvP streamers and hardcore's will cry fowl.
Cancelling a cast time should be possible, but the effect definitely should be cancelled as well. This would be a good game design though. Doesn't really belong in ESO
You wanna see server performance REALLY go into the dumps? Start having the server run calculations on whether or not the animation should have an attack value or not, every 0.9 seconds after checking for a cancel, for everyone in combat around you, for all cancelable attacks.
Yeah.
AC is here, it's not likely to be changed, and the devs want us to use it.
You wanna see server performance REALLY go into the dumps? Start having the server run calculations on whether or not the animation should have an attack value or not, every 0.9 seconds after checking for a cancel, for everyone in combat around you, for all cancelable attacks.
Yeah.
AC is here, it's not likely to be changed, and the devs want us to use it.
WalkingLegacy wrote: »HatchetHaro wrote: »There's a different angle we can look at this from, however.
Let's use, say, Snipe, for instance. The entire animation consists of charging up the shot, the moment of firing the shot, and after firing the shot. By your logic, if you cancel the animation right after the moment you fired the shot, the arrow should magically fly back to your hand.
Just... no. It makes no sense.
An animation should be able to be canceled after the point of action has been performed without reverting the effects of that action.
That's how weaving and animation cancelling works; you don't wait for your sword swing to stop completely before you attempt another swing from your combat stance; you chain them together in a flurry of attacks.
Competent AC will not even have the arrow leaving the bow and the ability will still register.
So they're canceling the "cast time" (IE animation) but the skill is still executing and doing damage?