@Faulgor do you play with a competetive build? Because if you would, you would know that ressource sustain is an issue and that you and your support have to be at the top of your game to sustain ressources.
For example: If magicka support is bad my sorc runs out of magicka within less than a minute. If it is perfect however i can sustain.
It is not like you could do whatever you want and don't run out of magicka. At least not as long as you don't put cost reduction on your rings/necklace.
xblackroxe wrote: »Fights weren't strategic at the start because ppl didnt really know AC. They were strategic because nobody could have infinite sustain paired with good damage and good defense all the time. People had to think what to use because if they weren't careful they'd run out of ressources and die.
xblackroxe wrote: »Once again the anti AC side proves they really have no idea what they are talking about.
strebor2095 wrote: »Until there are better server options for people who currently have >300 ping, combat should be entirely reworked. If I want to cast Elemental Blockade, bar swap, Liquid Lightning, block cancel, frags, it should take at least 3.6 seconds thanks to GCDs. This would be fair if the block cancel stopped the lightning from going off, but currently it acts as a "free" action.
ZOS could even change it so that only some non-chaneled abilities can be cast while blocking! Let taunts, and other tank abilities work, but if you want to deal serious damage (Liquid lightning, mage's wrath, poison injection) then you can't block until the damage portion has actually started.
strebor2095 wrote: »Yes? Should people just be locked out of content because ZOS balances it around an exploit?
Also, how is it punishing them? Its not like I'm asking every ability to be at my ping, just that the ability to play at a high level is achievable for people without a local server.
@Faulgor do you play with a competetive build? Because if you would, you would know that ressource sustain is an issue and that you and your support have to be at the top of your game to sustain ressources.
For example: If magicka support is bad my sorc runs out of magicka within less than a minute. If it is perfect however i can sustain.
It is not like you could do whatever you want and don't run out of magicka. At least not as long as you don't put cost reduction on your rings/necklace.
Of course. But it is still far, far easier now to regain resources than in the initial combat design.xblackroxe wrote: »Fights weren't strategic at the start because ppl didnt really know AC. They were strategic because nobody could have infinite sustain paired with good damage and good defense all the time. People had to think what to use because if they weren't careful they'd run out of ressources and die.
Correct. Once resources became less of a limiting factor, people relied more on their skills and developed classic MMO rotations, which involved AC.xblackroxe wrote: »Once again the anti AC side proves they really have no idea what they are talking about.
Uh, kay.
xblackroxe wrote: »@Faulgor do you play with a competetive build? Because if you would, you would know that ressource sustain is an issue and that you and your support have to be at the top of your game to sustain ressources.
For example: If magicka support is bad my sorc runs out of magicka within less than a minute. If it is perfect however i can sustain.
It is not like you could do whatever you want and don't run out of magicka. At least not as long as you don't put cost reduction on your rings/necklace.
Of course. But it is still far, far easier now to regain resources than in the initial combat design.xblackroxe wrote: »Fights weren't strategic at the start because ppl didnt really know AC. They were strategic because nobody could have infinite sustain paired with good damage and good defense all the time. People had to think what to use because if they weren't careful they'd run out of ressources and die.
Correct. Once resources became less of a limiting factor, people relied more on their skills and developed classic MMO rotations, which involved AC.xblackroxe wrote: »Once again the anti AC side proves they really have no idea what they are talking about.
Uh, kay.
So we can agree that the problem with strategic play is ressource management and not AC. Good.
Wrecking_Blow_Spam wrote: »There's that one guy who calls anyone who animation cancels a "cheater/exploiter".
Wonder if he'll show up...
Wrecking_Blow_Spam wrote: »There's that one guy who calls anyone who animation cancels a "cheater/exploiter".
Wonder if he'll show up...
It´s not cheating, but its the very definition of exploiting. Unless you want to tell me that breaking an animation is the way the game was originally created.
OnTopic:
Animationcanceling is half the reason pretty much anyone I know quit the game. Not because its hard to do, or because it gives you an edge over another player. But because its not fun to watch your character spasm out like someone on Heroin and Speed at the same time. The beauty of the character, his armor and his combat-animations are a major selling point of ESO over other mmo`s. Without that a lot of the allure fades away.
Animationcanceling is half the reason pretty much anyone I know quit the game.
xblackroxe wrote: »strebor2095 wrote: »Until there are better server options for people who currently have >300 ping, combat should be entirely reworked. If I want to cast Elemental Blockade, bar swap, Liquid Lightning, block cancel, frags, it should take at least 3.6 seconds thanks to GCDs. This would be fair if the block cancel stopped the lightning from going off, but currently it acts as a "free" action.
ZOS could even change it so that only some non-chaneled abilities can be cast while blocking! Let taunts, and other tank abilities work, but if you want to deal serious damage (Liquid lightning, mage's wrath, poison injection) then you can't block until the damage portion has actually started.
So did I understand you correctly? You want to remove AC to ounish ppl with good ping because you have bad ping?
xblackroxe wrote: »strebor2095 wrote: »Until there are better server options for people who currently have >300 ping, combat should be entirely reworked. If I want to cast Elemental Blockade, bar swap, Liquid Lightning, block cancel, frags, it should take at least 3.6 seconds thanks to GCDs. This would be fair if the block cancel stopped the lightning from going off, but currently it acts as a "free" action.
ZOS could even change it so that only some non-chaneled abilities can be cast while blocking! Let taunts, and other tank abilities work, but if you want to deal serious damage (Liquid lightning, mage's wrath, poison injection) then you can't block until the damage portion has actually started.
So did I understand you correctly? You want to remove AC to ounish ppl with good ping because you have bad ping?
You're looking at the book but you can't understand a single word there, do you?
.Yup, in the game your oponent also has the ability to block, parry, and dodge. Just like here, they will mitigate any intended attack. If you do not mitigate every attack, then just like in real life, the damage goes through.
Not exactly the same, because mitigating implies a hit, that is that the movement completed and there was a parry or a dodge. In real-life swordplay (merely the metaphor being used that I didn't bring up, anyway) if whatever striking movement isn't completed and is cancelled, then there is no hit and therefore no mitigation.
Moreover, all movements depend on the visual queues the two opponents are giving each other. Some are feigns some are real, just like in boxing. You still have to land that hit to do damage, though, and for that, the movement has to actually reach the point of connection.
damage should be applied when the animation reaches a point where a hit would make sense. We all know the animations don't line up 100% of the time.
strebor2095 wrote: »@xblackroxe if my ping is 300, then in 1 second I can do an action, and wait .3 seconds to see if the server registered it -observing say .5s of an ability before attempting to cancel, now it has taken 1.1s to do a full animation cancel (as an example). This is fully a server problem I have, and if ZOS won't give us good international servers then I must at least ask them to re-evaluate AC.
Now if I'm doing 2 actions, I.e., a skill then blocking immediately, I can either hope that the server will read it correctly, but as witnessed through chat in the game, sometimes it can get the actions out of order. This can lead to block then skill, which will require another attempt to block, making it still greater than a second.
Since the GCD is 0.9s, I can have a reasonable expectation to use an ability every 1 second (and this makes sense to the game rules.
So my main problem is that the way the combat system is designed to work is being abused and even if ZOS is okay with it, it should not be a part of the game for balancing. They should balance around the way they designed the combat system, or rework it to make AC scripting possible.
If they had said when I bought the game "sorry, players from Australia will be gimped in their DPS, and be forever unable to catch up" then I would not have ever attempted to dps in the game for serious content.
xblackroxe wrote: »xblackroxe wrote: »strebor2095 wrote: »Until there are better server options for people who currently have >300 ping, combat should be entirely reworked. If I want to cast Elemental Blockade, bar swap, Liquid Lightning, block cancel, frags, it should take at least 3.6 seconds thanks to GCDs. This would be fair if the block cancel stopped the lightning from going off, but currently it acts as a "free" action.
ZOS could even change it so that only some non-chaneled abilities can be cast while blocking! Let taunts, and other tank abilities work, but if you want to deal serious damage (Liquid lightning, mage's wrath, poison injection) then you can't block until the damage portion has actually started.
So did I understand you correctly? You want to remove AC to ounish ppl with good ping because you have bad ping?
You're looking at the book but you can't understand a single word there, do you?
No, infact I´m the one having full understanding of what this posts wants to say. The poster him/herself is in denial of what his proposal actually means.
xblackroxe wrote: »xblackroxe wrote: »strebor2095 wrote: »Until there are better server options for people who currently have >300 ping, combat should be entirely reworked. If I want to cast Elemental Blockade, bar swap, Liquid Lightning, block cancel, frags, it should take at least 3.6 seconds thanks to GCDs. This would be fair if the block cancel stopped the lightning from going off, but currently it acts as a "free" action.
ZOS could even change it so that only some non-chaneled abilities can be cast while blocking! Let taunts, and other tank abilities work, but if you want to deal serious damage (Liquid lightning, mage's wrath, poison injection) then you can't block until the damage portion has actually started.
So did I understand you correctly? You want to remove AC to ounish ppl with good ping because you have bad ping?
You're looking at the book but you can't understand a single word there, do you?
No, infact I´m the one having full understanding of what this posts wants to say. The poster him/herself is in denial of what his proposal actually means.
Ok. May I clarify all these discussion in my way then?
If I understand you correctly, you'er thinking that anti-AC posters are blaming every AC-user personaly in all bad things. They can not play the game and they want to ruin every AC-user's life, kill the game and conquer the world. You're afraid that if anti-AC win then all good players would quit the game and there would stay only bad players and RP-players and the servers will be closed soon.
Hm... I think I'm really understand your opinion. It's stupid though.
Therein lies the point many of us have made. It's not, nor was it ever an intended game mechanic. In ZOS' own words it was "unintended, but cool!" Let's not forget they clearly tried to address it in the TG patch but all they really did was make AC feel more awkward and clunky, rather than fixing it.xblackroxe wrote: »Why would ZOS not balance content with an intended game mechanic in mind? It would be dumb to not do that.
Therein lies the point many of us have made. It's not, nor was it ever an intended game mechanic. In ZOS' own words it was "unintended, but cool!" Let's not forget they clearly tried to address it in the TG patch but all they really did was make AC feel more awkward and clunky, rather than fixing it.xblackroxe wrote: »Why would ZOS not balance content with an intended game mechanic in mind? It would be dumb to not do that.
If ZOS wants to treat it as a game mechanic it can't be this sloppy. As I stated in a previous comment ZOS should be embarrassed that a core aspect of their combat system is not taught to players in any way. If they're going to continue to keep it in the game they need to actually treat it like a game mechanic and teach players the basic concepts behind it, just like any other mechanic. A player should never have to read forums, watch videos or read guides to learn about a core aspect of your game's combat system. Ever.
Outside of that issue it's still rather obvious it wasn't a conscious design choice. See fighting games as an example of intentional animation clipping and how it should be done. For competent animation clipping ZOS would have to redesign pretty much every animation in the game in an intelligent way. I don't think that they think it's worth the resources to do so though, probably because it's not an easily marketable overhaul such as One Tamriel or the Champion system. The least they can do is treat it like an intended game mechanic by teaching players the basics.
They've said they want to condense the skill gap by lowering the ceiling and bringing up the floor. Well addressing AC in one way or the other will definitely help them towards that goal. It doesn't have to be removed, just done right.
Therein lies the point many of us have made. It's not, nor was it ever an intended game mechanic. In ZOS' own words it was "unintended, but cool!" Let's not forget they clearly tried to address it in the TG patch but all they really did was make AC feel more awkward and clunky, rather than fixing it.xblackroxe wrote: »Why would ZOS not balance content with an intended game mechanic in mind? It would be dumb to not do that.
If ZOS wants to treat it as a game mechanic it can't be this sloppy. As I stated in a previous comment ZOS should be embarrassed that a core aspect of their combat system is not taught to players in any way. If they're going to continue to keep it in the game they need to actually treat it like a game mechanic and teach players the basic concepts behind it, just like any other mechanic. A player should never have to read forums, watch videos or read guides to learn about a core aspect of your game's combat system. Ever.
Outside of that issue it's still rather obvious it wasn't a conscious design choice. See fighting games as an example of intentional animation clipping and how it should be done. For competent animation clipping ZOS would have to redesign pretty much every animation in the game in an intelligent way. I don't think that they think it's worth the resources to do so though, probably because it's not an easily marketable overhaul such as One Tamriel or the Champion system. The least they can do is treat it like an intended game mechanic by teaching players the basics.
They've said they want to condense the skill gap by lowering the ceiling and bringing up the floor. Well addressing AC in one way or the other will definitely help them towards that goal. It doesn't have to be removed, just done right.
HeroOfNone wrote: »Is animation canceling an intended mechanic by ZOS at this point? At this point it absolutely is. It may have been unintended to start, however they have built hard mode dungeons, trials, and have lowered damage and healing in PVP as a result of it. It is on their minds as they continue to develop this game. That is something where your opinion is just a little off from others..
xblackroxe wrote: »It was not intended the way it was actually implemented. But it is embraced now and fully implemented in the game.
The visual cues are the same though. No animations were changed. They just made it feel more awkward by changing the timings a bit from what they were.xblackroxe wrote: »They didn't try to fix AC. They changed the visual ques.
xblackroxe wrote: »ZOS can only carry your ass so far. At some point people should start thinking for themselves. Most people I know just found it by accident and didn't have to learn it from other people. You get taught you can block dodge and lightattack. The ACing comes from alone.
*snip*
*snip*
xblackroxe wrote: »Therein lies the point many of us have made. It's not, nor was it ever an intended game mechanic. In ZOS' own words it was "unintended, but cool!" Let's not forget they clearly tried to address it in the TG patch but all they really did was make AC feel more awkward and clunky, rather than fixing it.xblackroxe wrote: »Why would ZOS not balance content with an intended game mechanic in mind? It would be dumb to not do that.
If ZOS wants to treat it as a game mechanic it can't be this sloppy. As I stated in a previous comment ZOS should be embarrassed that a core aspect of their combat system is not taught to players in any way. If they're going to continue to keep it in the game they need to actually treat it like a game mechanic and teach players the basic concepts behind it, just like any other mechanic. A player should never have to read forums, watch videos or read guides to learn about a core aspect of your game's combat system. Ever.
Outside of that issue it's still rather obvious it wasn't a conscious design choice. See fighting games as an example of intentional animation clipping and how it should be done. For competent animation clipping ZOS would have to redesign pretty much every animation in the game in an intelligent way. I don't think that they think it's worth the resources to do so though, probably because it's not an easily marketable overhaul such as One Tamriel or the Champion system. The least they can do is treat it like an intended game mechanic by teaching players the basics.
They've said they want to condense the skill gap by lowering the ceiling and bringing up the floor. Well addressing AC in one way or the other will definitely help them towards that goal. It doesn't have to be removed, just done right.
It was not intended the way it was actually implemented. But it is embraced now and fully implemented in the game.
They didn't try to fix AC. They changed the visual ques.
ZOS can only carry your ass so far. At some point people should start thinking for themselves. Most people I know just found it by accident and didn't have to learn it from other people. You get taught you can block dodge and lightattack. The ACing comes from alone.
strebor2095 wrote: »So even if its in the wrong order the game will interpret it correctly if its within a certain timeframe), or remove it from the game, or create a west coast USA server cluster.
strebor2095 wrote: »@xblackroxe if my ping is 300, then in 1 second I can do an action, and wait .3 seconds to see if the server registered it -observing say .5s of an ability before attempting to cancel, now it has taken 1.1s to do a full animation cancel (as an example). This is fully a server problem I have, and if ZOS won't give us good international servers then I must at least ask them to re-evaluate AC.
Now if I'm doing 2 actions, I.e., a skill then blocking immediately, I can either hope that the server will read it correctly, but as witnessed through chat in the game, sometimes it can get the actions out of order. This can lead to block then skill, which will require another attempt to block, making it still greater than a second.
Since the GCD is 0.9s, I can have a reasonable expectation to use an ability every 1 second (and this makes sense to the game rules.
So my main problem is that the way the combat system is designed to work is being abused and even if ZOS is okay with it, it should not be a part of the game for balancing. They should balance around the way they designed the combat system, or rework it to make AC scripting possible.
If they had said when I bought the game "sorry, players from Australia will be gimped in their DPS, and be forever unable to catch up" then I would not have ever attempted to dps in the game for serious content.