redspecter23 wrote: »I like animation cancelling to an extent. It adds an extra element to combat to keep it from being a series of button presses at 1 second intervals. The ability to macro up huge combination chains that can execute in a matter of seconds is what I have an issue with. The ability to cancel any attack with a basic block is fairly important as your blocking ability would be severely compromised without that. Waiting 1 - 2 seconds to execute your next block would have game shattering implications.
redspecter23 wrote: »I like animation cancelling to an extent. It adds an extra element to combat to keep it from being a series of button presses at 1 second intervals. The ability to macro up huge combination chains that can execute in a matter of seconds is what I have an issue with. The ability to cancel any attack with a basic block is fairly important as your blocking ability would be severely compromised without that. Waiting 1 - 2 seconds to execute your next block would have game shattering implications.
Animation skipping = Aborting the ability animation and still landing the ability attack/spell
Ability cancellation = Aborting the animation and aborting the ability effect.
Having block retain its 'on the fly' functionality is not tied to animation skipping.
You can remove animation skipping but still keep ability cancellation, thus allowing you to block whenever needed.
What extra element animation skipping adds to combat I don't know.
Currently you could say that it makes us use light and heavy attacks more.
Other then that it does not do more then having you push button A at point B in the animation instead of point C.
redspecter23 wrote: »redspecter23 wrote: »I like animation cancelling to an extent. It adds an extra element to combat to keep it from being a series of button presses at 1 second intervals. The ability to macro up huge combination chains that can execute in a matter of seconds is what I have an issue with. The ability to cancel any attack with a basic block is fairly important as your blocking ability would be severely compromised without that. Waiting 1 - 2 seconds to execute your next block would have game shattering implications.
Animation skipping = Aborting the ability animation and still landing the ability attack/spell
Ability cancellation = Aborting the animation and aborting the ability effect.
Having block retain its 'on the fly' functionality is not tied to animation skipping.
You can remove animation skipping but still keep ability cancellation, thus allowing you to block whenever needed.
What extra element animation skipping adds to combat I don't know.
Currently you could say that it makes us use light and heavy attacks more.
Other then that it does not do more then having you push button A at point B in the animation instead of point C.
I suppose we agree to disagree. I think animation cancelling/skipping including weaving light and heavy attacks adds an extra element that I find makes combat more exciting. I remember more than 25 years ago another game company accidentally included animation cancelling into one of their games. Instead of "fixing" it, they embraced it and revolutionized the fighting game genre. I'm not sure we'd ever have heard the term combo in reference to fighting games if animation cancelling hadn't been included in the original Street Fighter 2 by mistake.
True, this isn't quite the same thing, but I personally would find combat a lot more boring if animation cancelling were completely removed.
I think they have to go a different route: Provide passives in the weapons that encourages MEANINGFUL COMPLETED ANIMATIONS.
Aka: Your Successful weapon and class ability attacks empower your next heavy attack by 5%, stacking up to 15%, but the additional damage fires off on a fully completed heavy attack animation or something.
It's crap, and we all know it.
Animation skipping by overwriting using skills is fine with me and is part of what makes combat feel exciting.
Animation canceling using block is just an exploit of the system, and is what I think needs changed
Players are using macro's to utilize the block key to cancel animations.
I won't use a macro, therefore I am at a disadvantage to players who exploit. (yes macroing is an exploit)
(op updated)
Aoife32001 wrote: »It's crap, and we all know it.
Animation skipping by overwriting using skills is fine with me and is part of what makes combat feel exciting.
Animation canceling using block is just an exploit of the system, and is what I think needs changed
Players are using macro's to utilize the block key to cancel animations.
I won't use a macro, therefore I am at a disadvantage to players who exploit. (yes macroing is an exploit)
(op updated)
Actually, I think animation skipping by overwriting using skills is also crap and should go. I know it won't, but I can always wish...