Just one more random thought.
It seems we have two camps here.
Those who want combat to be based on twitch-skill. (Pro-Animation Canceling.)
-AND-
Those who want combat to be more strategic. (Anti-Animation Canceling.)
I fall into the strategic camp.
We have all of these cool abilities, with different buffs/debuffs, conditions to apply, etc., but what the PvP in this game is really about is straight-up damage/heal output. And in my opinion, this is due to animation cancelling. If you can't tell what your opponent is doing, how can you counter it? There is no point, so just outheal and outdamage. That's a big part of why we have cookie-cutter builds and FoTM builds.
I will concede that animation cancelling does take skill. Happily. But is it really the kind of skill we want to encourage, or the kind of skill that ZoS should be encouraging?
What would you do different to counter
1 light attack anim canceled by one ability attack
versus
1 light attack fully animated and then one ability attack?
The question isn't what would I do...the question is would I even know which ability was used?
The more relevant scenario is when an ability's animation is canceled and no relevant animation is even shown. There is no real counter, because you have no idea which ability was even used.
you will see the ability skill fire either way, because it's the light attack being canceled.
What would you do differently?
Which is irrelevant to what I was talking about...you're trying to change my argument into something that you -can- defend.
Have you ever had someone load up 4 skills to have them all fire nearly simultaneously on a crit charge? You tell me how relevant your light attack example is to that.
Or when you get WB'ed and don't see the animation at all. How relevant is your light attack example?
But those things have nothing to do with AC. Please read my posts from earlier. WB can't be canceled because it has a cast time. You will be able to see it for at least one second because otherwise it will not register. And skill stacking is just a plain exploit which is not related to AC, I will be glad if they fix it.
Those all have the same root cause. No cooldowns. Couple that with the slightest bit of lag, as others brought up, and you will see no animation at all.
There's a .9 second GCD on all skills, and still as we've told you, what you're describing is NOT animation cancelling.
Yes. I understand this.
There are no cooldowns for skills to properly show animations...this is what allows for animation cancelling. It's also what allows for loading up attacks.
Enforce actual cooldowns for relevant animations, this all goes away.
If you force animations to complete you are also forcing your ability to block/dodge and barswap when needed, to go away, because now you're waiting for animations to finish before you can do such.
Which would make us all think a bit more about how you play...it would be a big change, for sure.
You couldn't rush into a fight with an already planned combo in mind.
The game was clearly not designed to be played the way it currently is, and let's face it...Cyrodiil looks like a bunch of epileptics charging around, and people dying for no reason.
Cryodiil is it's own beast in itself. PVE would also be affected, and you'd see a lot more occurrences of not being able to dodge or block damage, resulting in more wipes, because people wouldn't be able to dodge or block when they need to.
Combat is very clunky with out it, you can see it right now if you force yourself to wait for each animation to finish before you perform the next skill.
I'd much rather be able to dodge/barswap/block when I need it.
Animation cancelling was actually designed into the game, so that the mentioned block/dodge/swap could happen fluidly and when needed. What was not intended or maybe better phrased: anticipated- is the speed and effectiveness of it in players hands.
The bottom line though, is that this is not a hotkey style traditional mmo combat system, this is an action, dynamic combat system, and to change the way it works at its core would wreck that. The devs have stated it is to be embraced, and the only people who are hurt by it are those who don't understand it, or are unwilling to do it.
For those who don't understand it, a tutorial should be added to the game.
Oreyn_Bearclaw wrote: »I didnt read all the mess that this post will likely become, but dont confuse skills with a longer cast time, (endless hail) with channeled skills (Cyrstal Frags). If you cancel a channeled skill with a block like crystal frags, it doesnt fire. Some skills with long animations like hail can be cut short with a block or a swap and still go off.
End of the day, AC has a whole is a good thing. It is necessary for fluid combat and adds a layer of skill to the game. There are certainly a few combos (almost exclusively PVP related) that probably need looked at. I do agree that people should generally be able to have an idea of what is hitting them from a visual perspective.
Animation Canceling is about canceling the animation of an INSTANT skill. Majority of skills in ESO are instant-cast. For example Force Pulse or Endless Hail. They deal damage the moment you press the button and their animation is just for looks. And the whole point of AC is to cancel this "useless" animation. Endless Hail has a very long animation with the character shooting the arrow in the air, but the damage is applied right from the beggining of this animation, so if you barswap during the animation - the skill will still be active, because it is instant and fired long before the character shot the arrow.
ESO was never meant to be a strategic game. ZOS developed combat the way it is and changing it now will be pretty much equivalent to remaking the game from scratch.
old_mufasa wrote: »I don't think the op understands the animation canceling issue.
There is no one saying you shouldn't be able to interrupt your own skills to block... the issue is breaking your animation and still doing damage with it. That is core of the problem. If you cancel your attack your attack should not land. You shouldn't be able to cancel the animation and still do damage..
ESO was never meant to be a strategic game. ZOS developed combat the way it is and changing it now will be pretty much equivalent to remaking the game from scratch.
It demonstrably was.
I assume you have played the tutorial at one point. It teaches you about light and heavy attacks, about blocking incoming heavy attacks, exploiting the resulting stun with a heavy attack to cause a knockdown, and interrupting casting targets with a bash. I'm not sure if it also teaches you how to dodge roll and CC break, but those fall into the same line. All very strategic and reactive gameplay.
The tutorial teaches absolutely nothing about animation canceling.
The tutorial teaches absolutely nothing about animation canceling.
ESO was never meant to be a strategic game. ZOS developed combat the way it is and changing it now will be pretty much equivalent to remaking the game from scratch.
It demonstrably was.
I assume you have played the tutorial at one point. It teaches you about light and heavy attacks, about blocking incoming heavy attacks, exploiting the resulting stun with a heavy attack to cause a knockdown, and interrupting casting targets with a bash. I'm not sure if it also teaches you how to dodge roll and CC break, but those fall into the same line. All very strategic and reactive gameplay.
The tutorial teaches absolutely nothing about animation canceling.
Do those things work in PvP? Against an AI all those things are applicable, but are they equally effective against a player? The most important mechanic you mention - block to stun your opponent and exploit the stun to get a knockdown is not present in PvP. So no, PvP combat was not designed that way.
Once again, most skills in ESO are instant. They are registered BEFORE the animation. Always. Even if they are not cancelled the damage will be registered the moment the button is pressed. There is no way to play reactivly against them - AC or no AC. Reactive play in ESO means reacting to things happening to your character. Heal if your health is low, break CCs, dodgeroll from roots and ground targeted attacks, attack then your resources and health allow it. This is the strategic part and AC does not prevent it from happening.
ESO was never meant to be a strategic game. ZOS developed combat the way it is and changing it now will be pretty much equivalent to remaking the game from scratch.
It demonstrably was.
I assume you have played the tutorial at one point. It teaches you about light and heavy attacks, about blocking incoming heavy attacks, exploiting the resulting stun with a heavy attack to cause a knockdown, and interrupting casting targets with a bash. I'm not sure if it also teaches you how to dodge roll and CC break, but those fall into the same line. All very strategic and reactive gameplay.
The tutorial teaches absolutely nothing about animation canceling.
Do those things work in PvP? Against an AI all those things are applicable, but are they equally effective against a player? The most important mechanic you mention - block to stun your opponent and exploit the stun to get a knockdown is not present in PvP. So no, PvP combat was not designed that way.
Once again, most skills in ESO are instant. They are registered BEFORE the animation. Always. Even if they are not cancelled the damage will be registered the moment the button is pressed. There is no way to play reactivly against them - AC or no AC. Reactive play in ESO means reacting to things happening to your character. Heal if your health is low, break CCs, dodgeroll from roots and ground targeted attacks, attack then your resources and health allow it. This is the strategic part and AC does not prevent it from happening.
Of course those things work in PvP. They are just not used because they are that easily countered. Which is one of the reasons why people gravitated towards using their skills for their main source of damage instead, which set the whole changes by ZOS in motion to cater to that playstyle.
But the initial design at release (I've heard the game was much more like a classic tab-target MMO during alpha, so I can't speak for that) was much more reactive and strategic. ZOS also always stressed that they want no division between PvE and PvP gameplay, so I'm not sure why you'd move the goalpost to PvP exclusively.
I'm no expert at AC currently (slowly learning), but this statement pretty much draws on something I've personally noticed: damage is assigned before the actual attack is rendered.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.
And this is the most ill-conceived argument for ending the conversation that could be possible.PandaIsAPotato wrote: »The game's been out three years, animation canceling isn't going away. Learn it or don't, but quit making threads about it.
Don't get me wrong on this - I really don't care about animation cancelling... at all. I am using it up to a certain level.
But can't avoid feeling It's a bit illogical and mind bugging part of the game.
You swing for a long hard strike with a sword at your foe, somewhere along the way while the hand is still about to push the god damn sword at the enemy head, you actually cancel the hit, damage gets applied, and instead you are in block position.
Instead of doing Tornado, I'm just seeing spikes coming out of me, damage applied, I'm in block, x3, x4 - no animation.
Why is there animation at all as it seems to me that we can hit the foe without performing attack move?
Oh yeah - I know - it's just a stupid video game - anything is possible.
Why have a commentary about something already in game and isn't going anywhere? I say we talk about something more pressing... there is ice in Antarctica.
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.
If the devs really will get such issues, then the devs are incompetent.
All such calculations designed to run on the client in all MMO games, the server will not suffer at all.
Yes, give all combat related calculations to the client. That's brilliant.