I don't understand. You say that the game has officially endorsed it and accept it as a game mechanic yet you still are proposing them changing it. You say you understand why they said what they have said and why they won't change it yet you still want them to change it. You call it exploiting yet you explain why it's necessary for game mechanics. You suggest a fix that really isn't a fix but a complete overhaul to combat and for what? So you can see the animations? If that was the case a lot of the content would need to be adjusted for this change to the rate that we can push out skills. Healing for instance would be heavily affected. The game is designed for fast paced combat. The pve content is designed for fast paced responses. If you cant keep up then you are not a skillful player and should play some other game with global cool-downs.
ALSO
If you would rather Wrobel take the time to adhere to your little QQ about ACing instead of balancing the classes then you have no idea about the imbalances of the game at all. Animation canceling is far from what is imbalanced in this game. Are you that blind, casual, and/ or naive to really think this is where ZOS should spend their resources?
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.
But does it really matter which exact ability was used? If I have a stun on me - I will CC break, if I am rooted - I will roll dodge, If my health is low - I will heal and cast some mitigation skills. Isn't that the reactive and strategic gameplay you were talking about? Yes, on a slightly larger scale. It's not so much about reacting to specific abilities, but about reacting to the whole offense and countering after you mitigated the damage.
Johngo0036 wrote: »I sit with latency of around 250,
It is very difficult to animation cancel with this kind of latency,
Even @Alcast mentioned it in one of his youtube videos when connecting to the PTS.
I therefore feel that guys with lower ping have a massive advantage when it comes to animation cancelling,
especially in PVP...
I ran into @Alcast once in pvp and he wrecked me in less than a second... lol...
Animation cancelling is a beast when done correctly but with higher latency it becomes near impossible.
When Zenimax made changes to Animations a few things happened:
1. People still QQ that animation canceling is here (ONLY REASON why it was changed)
2. People get stuck ALL THE TIME in animations
3. So called "MACROSLICES" started happening
4. Animations feel clunky
5. Light/Heavy Attack weaving feels weird and delayed.
6. Heavy attack Wblow is even worse then before now
@Wrobel
So I would LOVE to see that ZOS changes it back to how it was so all those problems disappear.
Never. If you want to play the game with crude battle system, ok, do it. But there are people who want this game to be designed with strong basic mechanics, but not these legalized exploiting it has at the moment.PandaIsAPotato wrote: »Learn it or don't, but quit making threads about it.
I don't understand. You say that the game has officially endorsed it and accept it as a game mechanic yet you still are proposing them changing it. You say you understand why they said what they have said and why they won't change it yet you still want them to change it. You call it exploiting yet you explain why it's necessary for game mechanics. You suggest a fix that really isn't a fix but a complete overhaul to combat and for what? So you can see the animations? If that was the case a lot of the content would need to be adjusted for this change to the rate that we can push out skills. Healing for instance would be heavily affected. The game is designed for fast paced combat. The pve content is designed for fast paced responses. If you cant keep up then you are not a skillful player and should play some other game with global cool-downs.
ALSO
If you would rather Wrobel take the time to adhere to your little QQ about ACing instead of balancing the classes then you have no idea about the imbalances of the game at all. Animation canceling is far from what is imbalanced in this game. Are you that blind, casual, and/ or naive to really think this is where ZOS should spend their resources?
One of the best comments in this thread. Thanks for that @Inig0
I don't understand. You say that the game has officially endorsed it and accept it as a game mechanic yet you still are proposing them changing it. You say you understand why they said what they have said and why they won't change it yet you still want them to change it. You call it exploiting yet you explain why it's necessary for game mechanics. You suggest a fix that really isn't a fix but a complete overhaul to combat and for what? So you can see the animations? If that was the case a lot of the content would need to be adjusted for this change to the rate that we can push out skills. Healing for instance would be heavily affected. The game is designed for fast paced combat. The pve content is designed for fast paced responses. If you cant keep up then you are not a skillful player and should play some other game with global cool-downs.
ALSO
If you would rather Wrobel take the time to adhere to your little QQ about ACing instead of balancing the classes then you have no idea about the imbalances of the game at all. Animation canceling is far from what is imbalanced in this game. Are you that blind, casual, and/ or naive to really think this is where ZOS should spend their resources?
One of the best comments in this thread. Thanks for that @Inig0
That comment is not hold water and you say it's one of the best? Lol.
Johngo0036 wrote: »I sit with latency of around 250,
It is very difficult to animation cancel with this kind of latency,
Even @Alcast mentioned it in one of his youtube videos when connecting to the PTS.
I therefore feel that guys with lower ping have a massive advantage when it comes to animation cancelling,
especially in PVP...
I ran into @Alcast once in pvp and he wrecked me in less than a second... lol...
Animation cancelling is a beast when done correctly but with higher latency it becomes near impossible.
I play at a constant 200-250 ping as well and am able to animation cancel, but it requires different timing, and while it is true that it's not as easy as with low ping, it is still quite possible. I will say though, ESO is one of the more forgiving MMOs I've played, since connecting to an NA server from Europe is usually 400 ping territory. Now if only the servers wouldn't blow up every weekend I might actually appreciate the pingrate more ;p
If ZOS doesn't think it's worth the resources it would require to fix properly and are going to leave in it then they absolutely need to start treating it like any other combat mechanics. They need to advertise it as a combat mechanic; add the relevant information to tooltips, implement tutorials to detail the basic and advanced concepts behind AC. Right now it's just sloppy and frankly ZOS should be embarrassed that a near staple element of endgame combat is completely omitted and players are left to figure it out for themselves or find the relevant information through forums, videos and guides.
Personally I think they need to go through and revamp every animation in one way or the other so that damage applied syncs with when a blade makes contact or a spell leaves your hand/the end of your staff. Then allow players to cancel the recovery or "pointless" frames of an animation. If it's cancelled before that point of the animation it should completely prevent any damage from firing. This is how you make animation cancelling work competently as a developer. I don't expect ZOS to put resources into doing it right, but the very least they can do is start teaching players that it's part of the core combat mechanics. Because it absolutely is at this point.

The biggest complaint I have with Animation cancelling is that it still provides full damage, if the skill is cancelled it the player should not receive full damage from the skill
EpicSpaceMoose wrote: »Animation cancelling is not hard to do and has been stated before by ZOS that it is not an exploit/cheating. In HM Rakkhat my ping goes to about 300 since I connect to the NA server from Europe and I can AC just fine. Please get good and stop whining.
The biggest complaint I have with Animation cancelling is that it still provides full damage, if the skill is cancelled it the player should not receive full damage from the skill
Fudly_budly wrote: »killed in 1.8 seconds