They arent getting rid of ac.
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
You say this like it's a bad thing? Animation cancelling is responsible for the strong majority of complaints about damage in this game, wouldn't be possible to get off 4-5 high damage attacks in less than a second if it wasn't a thing, meaning no "one-shots" (or seeming one-shots).
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
You say this like it's a bad thing? Animation cancelling is responsible for the strong majority of complaints about damage in this game, wouldn't be possible to get off 4-5 high damage attacks in less than a second if it wasn't a thing, meaning no "one-shots" (or seeming one-shots).
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
You say this like it's a bad thing? Animation cancelling is responsible for the strong majority of complaints about damage in this game, wouldn't be possible to get off 4-5 high damage attacks in less than a second if it wasn't a thing, meaning no "one-shots" (or seeming one-shots).
This is a very ignorant statement that just continues to misinform those who want to buy into "Why they lost a fight".
If someone were able to get off 4 to 5 high damage attacks in less than a second, this would be cheating/hacking. Stop spreading this ignorant information and spend some more time understanding game mechanics.
It's not a hard thing to do to test it out yourself... heck, there are a great deal of videos on YouTube demonstrating weaving of abilities.
One of the easiest way to see what animation cancelling is all about is to test it out for yourself... go test it out on a NPC. Take one of your abilities that is instant and perform the following: Light attack, instant ability, bash. This is so very easy to perform once you practice it.
However, bash damage is only good if you use sword and board. But I just want you folks that are ignorant to the mechanics of the game to test this out so you understand...
Doesn't matter... as easy as it is to perform, these ignorant statements will still be regularly espoused because people don't want to take the time to LEARN.
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
You say this like it's a bad thing? Animation cancelling is responsible for the strong majority of complaints about damage in this game, wouldn't be possible to get off 4-5 high damage attacks in less than a second if it wasn't a thing, meaning no "one-shots" (or seeming one-shots).
This is a very ignorant statement that just continues to misinform those who want to buy into "Why they lost a fight".
If someone were able to get off 4 to 5 high damage attacks in less than a second, this would be cheating/hacking. Stop spreading this ignorant information and spend some more time understanding game mechanics.
It's not a hard thing to do to test it out yourself... heck, there are a great deal of videos on YouTube demonstrating weaving of abilities.
One of the easiest way to see what animation cancelling is all about is to test it out for yourself... go test it out on a NPC. Take one of your abilities that is instant and perform the following: Light attack, instant ability, bash. This is so very easy to perform once you practice it.
However, bash damage is only good if you use sword and board. But I just want you folks that are ignorant to the mechanics of the game to test this out so you understand...
Doesn't matter... as easy as it is to perform, these ignorant statements will still be regularly espoused because people don't want to take the time to LEARN.
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
You say this like it's a bad thing? Animation cancelling is responsible for the strong majority of complaints about damage in this game, wouldn't be possible to get off 4-5 high damage attacks in less than a second if it wasn't a thing, meaning no "one-shots" (or seeming one-shots).
This is a very ignorant statement that just continues to misinform those who want to buy into "Why they lost a fight".
If someone were able to get off 4 to 5 high damage attacks in less than a second, this would be cheating/hacking. Stop spreading this ignorant information and spend some more time understanding game mechanics.
It's not a hard thing to do to test it out yourself... heck, there are a great deal of videos on YouTube demonstrating weaving of abilities.
One of the easiest way to see what animation cancelling is all about is to test it out for yourself... go test it out on a NPC. Take one of your abilities that is instant and perform the following: Light attack, instant ability, bash. This is so very easy to perform once you practice it.
However, bash damage is only good if you use sword and board. But I just want you folks that are ignorant to the mechanics of the game to test this out so you understand...
Doesn't matter... as easy as it is to perform, these ignorant statements will still be regularly espoused because people don't want to take the time to LEARN.
I really hope that dodgeroll will now properly dodge things missing you while in the dodgeroll anymation and not projectiles hitting you way after the animation ended
GreenSoup2HoT wrote: »I really hope that dodgeroll will now properly dodge things missing you while in the dodgeroll anymation and not projectiles hitting you way after the animation ended
I don't get what your trying to say.
Your hoping dodge roll properly dodges thing's while rolling but also having projectile's hit you after the animation is complete?
I'm not really sure how dodge roll work's in the first place. You usually can still get hit right before the end of the animation or even stunned. It's fairly easy to time skill's after someone has started to roll.
The only reason i think you might not be hitting player's after their dodge roll animation is over is because of the slight chance that a stamina user is wearing the crusader set for 0.3 second's extra dodge when they roll.
I personally think this animation change is going to effect the broken animation's when you weapon swap. It also could let animation's still play out even if you have canceled them. Not really sure what to expect honestly.
GreenSoup2HoT wrote: »I really hope that dodgeroll will now properly dodge things missing you while in the dodgeroll anymation and not projectiles hitting you way after the animation ended
I don't get what your trying to say.
Your hoping dodge roll properly dodges thing's while rolling but also having projectile's hit you after the animation is complete?
I'm not really sure how dodge roll work's in the first place. You usually can still get hit right before the end of the animation or even stunned. It's fairly easy to time skill's after someone has started to roll.
The only reason i think you might not be hitting player's after their dodge roll animation is over is because of the slight chance that a stamina user is wearing the crusader set for 0.3 second's extra dodge when they roll.
I personally think this animation change is going to effect the broken animation's when you weapon swap. It also could let animation's still play out even if you have canceled them. Not really sure what to expect honestly.
Casts started or projectiles fired at the end of an opponents dodge animation are currently auto flagged as dodged even if the opponent is no longer in the dodge animation for over 1s after the projectile should theoretically hit them.
Due to this it´s possible to dodge up to 5 projectiles with one dodgeroll - which is equal to 5s of total dmg immunity.
Imho dodge should only evade things "hitting" you while your character is in the animation and not a projectile started to cast while you´re mid roll that has 1.5s traveltime afterwards.
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
This ^^
It's going to look cooler and feel smoother but it's going to be slower. I would bet my winning lottery ticket on it.
cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
This ^^
It's going to look cooler and feel smoother but it's going to be slower. I would bet my winning lottery ticket on it.
And not that there's anything wrong with this.
It's essentially a nerf on instant cast spells to allow channels/long cast or duration spells a chance to compete via their animation system; a system shown since start of the game.
RinaldoGandolphi wrote: »cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
This ^^
It's going to look cooler and feel smoother but it's going to be slower. I would bet my winning lottery ticket on it.
And not that there's anything wrong with this.
It's essentially a nerf on instant cast spells to allow channels/long cast or duration spells a chance to compete via their animation system; a system shown since start of the game.
Animation Canceling, while perfectly ok does need dialed back a bit. Channeled abilities and long cast spells are just too much at a disadvantage right now in comparison. I think a game that relies on animations to give user feedback, being able to see those animations or some other form of feedback being put into the game for the user just makes for a better UI overall.
RinaldoGandolphi wrote: »cschwingeb14_ESO wrote: »There's a conflict between showing the impact of one ability and the start of the next ability, if you are doing any animation cancelling. Rich's comment is full of corporate speak, and I worry that we will be more locked into our animations than before
This ^^
It's going to look cooler and feel smoother but it's going to be slower. I would bet my winning lottery ticket on it.
And not that there's anything wrong with this.
It's essentially a nerf on instant cast spells to allow channels/long cast or duration spells a chance to compete via their animation system; a system shown since start of the game.
Animation Canceling, while perfectly ok does need dialed back a bit. Channeled abilities and long cast spells are just too much at a disadvantage right now in comparison. I think a game that relies on animations to give user feedback, being able to see those animations or some other form of feedback being put into the game for the user just makes for a better UI overall.
SmalltalkJava wrote: »They might make it like gap closures. All of a sudden your in superspeed and zoom super speed animation
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"