I would say yes, because animation cancelling has many problems and positive, and negative things also.
1. Not all skills can be used with any other skill and cancel the animation. This would be like a disadvantage for some builds.
2. It breaks the real time battle time. To make battles more realistics, it is logical, that every skill needs some time between to be abble to cast the next one, even skills that are instant.
3. Not all instant skills have the same animation time... this is a huge problem. They should think on this.
and etc etc etc
duncan_cougarpreeb18_ESO wrote: »This isn't about L2P. Sure, there is a bit of that involved to get AC working for you. However, there is no SKILL involved.This isn't skyrim people, I don't care how ugly animation canceling looks.This is an MMO and animation canceling adds a layer of skill to the game. It separates nubs from the pros. And if you want to learn how to do it look it up on youtube. And then practice it... Its not even hard
L2P
Seriously, picking which attack type to use and if picking wrong, the decision to cancel it or just let it go and make a better choice with the next attack or counter, now that's something to do with skill.
Choosing your set-up of abilities and how to use them to the max (always taking into account your passives and what your opponent is and has been using, together with his/her class and abilities passive: There you have what distinguishes a pro from a casual.
Using skill X that completely nullifies whatever by some (unbreakable or nearly so) CC (stun, immobilze, snare) so you can do Y and Z by animation canceling before anyone can react, counter, ie. actually fight.
Rinse and repeat. There is no skill involved in that.
That sequence is so short and - due to the inability to counter - nearly fail safe.
You could just as well macro it, it's so damned easy.
Point is: Without animation cancelling you would see (pun intended) a lot more skill in the game.
A lot of things would become harder (for those relying on animation cancelling), but for the casuals, it would be actually the same (if not easier). For the skilled players, they will learn and adept in no time.
Only those relying on AC to get that extra advantage (and the easy mode in PvP by extra burst damage with the added stun to ensure no counter play happens) will have a hard time. Learn to adept.
In short: PvP would become much better without AC. PvE would be a lot more interesting / challenging. The game would be better for it in either case.
Without animation canceling players wouldn't be able to dodge, block, or sprint reactively. Even buff dismounting to be buffed before engaging would not be possible. PVP would not be better with sluggish and unresponsive combat. It would be rather unplayable having lost of semblance of modern standards.
Imagine having to wait for the forward motion of your character's sprint to stop before being able to use any other actions. Quite literally having to cease interaction with the input and wait a moment before inputing another action. It's animation canceling that allows actions to interrupt one another, creating a seamless flow. Animation canceling has been the cornerstone motion fluidity in videos games for a very long time. Clearly there's a great deal of misunderstanding of this fact among ESO players.
You don't actually want animation canceling removed. You want the priority system altered in a way that actions will not have an effect (example: attacks would not deal damage) unless the animation is allowed to play out in full.
Frankly, it's really hard to take the anti-AC crowd seriously when they don't know enough to make the above stated distinction.
Blo0dstorm wrote: »duncan_cougarpreeb18_ESO wrote: »This isn't about L2P. Sure, there is a bit of that involved to get AC working for you. However, there is no SKILL involved.This isn't skyrim people, I don't care how ugly animation canceling looks.This is an MMO and animation canceling adds a layer of skill to the game. It separates nubs from the pros. And if you want to learn how to do it look it up on youtube. And then practice it... Its not even hard
L2P
Seriously, picking which attack type to use and if picking wrong, the decision to cancel it or just let it go and make a better choice with the next attack or counter, now that's something to do with skill.
Choosing your set-up of abilities and how to use them to the max (always taking into account your passives and what your opponent is and has been using, together with his/her class and abilities passive: There you have what distinguishes a pro from a casual.
Using skill X that completely nullifies whatever by some (unbreakable or nearly so) CC (stun, immobilze, snare) so you can do Y and Z by animation canceling before anyone can react, counter, ie. actually fight.
Rinse and repeat. There is no skill involved in that.
That sequence is so short and - due to the inability to counter - nearly fail safe.
You could just as well macro it, it's so damned easy.
Point is: Without animation cancelling you would see (pun intended) a lot more skill in the game.
A lot of things would become harder (for those relying on animation cancelling), but for the casuals, it would be actually the same (if not easier). For the skilled players, they will learn and adept in no time.
Only those relying on AC to get that extra advantage (and the easy mode in PvP by extra burst damage with the added stun to ensure no counter play happens) will have a hard time. Learn to adept.
In short: PvP would become much better without AC. PvE would be a lot more interesting / challenging. The game would be better for it in either case.
Without animation canceling players wouldn't be able to dodge, block, or sprint reactively. Even buff dismounting to be buffed before engaging would not be possible. PVP would not be better with sluggish and unresponsive combat. It would be rather unplayable having lost of semblance of modern standards.
Imagine having to wait for the forward motion of your character's sprint to stop before being able to use any other actions. Quite literally having to cease interaction with the input and wait a moment before inputing another action. It's animation canceling that allows actions to interrupt one another, creating a seamless flow. Animation canceling has been the cornerstone motion fluidity in videos games for a very long time. Clearly there's a great deal of misunderstanding of this fact among ESO players.
You don't actually want animation canceling removed. You want the priority system altered in a way that actions will not have an effect (example: attacks would not deal damage) unless the animation is allowed to play out in full.
Frankly, it's really hard to take the anti-AC crowd seriously when they don't know enough to make the above stated distinction.
Most of the 'remove animation cancelling' crowd look like they don't actually want the animation cancelling removed but rather the 'full damage being applied' removed.
Let's say in a fight, you start casting a skill when your opponent casts one of these red circles upon you.
It's fine to stop casting and dodge out of the red circle.
Staying there motionless, waiting for your cast to complete and then dodging would look rather dumb.
What isn't fine is that skill you have just cancelled still landing damage on your opponent.
I noticed I did that with dawnbreaker a couple times accidently. Would suck for that to go to waste considering it's an ulti.Blo0dstorm wrote: »duncan_cougarpreeb18_ESO wrote: »This isn't about L2P. Sure, there is a bit of that involved to get AC working for you. However, there is no SKILL involved.This isn't skyrim people, I don't care how ugly animation canceling looks.This is an MMO and animation canceling adds a layer of skill to the game. It separates nubs from the pros. And if you want to learn how to do it look it up on youtube. And then practice it... Its not even hard
L2P
Seriously, picking which attack type to use and if picking wrong, the decision to cancel it or just let it go and make a better choice with the next attack or counter, now that's something to do with skill.
Choosing your set-up of abilities and how to use them to the max (always taking into account your passives and what your opponent is and has been using, together with his/her class and abilities passive: There you have what distinguishes a pro from a casual.
Using skill X that completely nullifies whatever by some (unbreakable or nearly so) CC (stun, immobilze, snare) so you can do Y and Z by animation canceling before anyone can react, counter, ie. actually fight.
Rinse and repeat. There is no skill involved in that.
That sequence is so short and - due to the inability to counter - nearly fail safe.
You could just as well macro it, it's so damned easy.
Point is: Without animation cancelling you would see (pun intended) a lot more skill in the game.
A lot of things would become harder (for those relying on animation cancelling), but for the casuals, it would be actually the same (if not easier). For the skilled players, they will learn and adept in no time.
Only those relying on AC to get that extra advantage (and the easy mode in PvP by extra burst damage with the added stun to ensure no counter play happens) will have a hard time. Learn to adept.
In short: PvP would become much better without AC. PvE would be a lot more interesting / challenging. The game would be better for it in either case.
Without animation canceling players wouldn't be able to dodge, block, or sprint reactively. Even buff dismounting to be buffed before engaging would not be possible. PVP would not be better with sluggish and unresponsive combat. It would be rather unplayable having lost of semblance of modern standards.
Imagine having to wait for the forward motion of your character's sprint to stop before being able to use any other actions. Quite literally having to cease interaction with the input and wait a moment before inputing another action. It's animation canceling that allows actions to interrupt one another, creating a seamless flow. Animation canceling has been the cornerstone motion fluidity in videos games for a very long time. Clearly there's a great deal of misunderstanding of this fact among ESO players.
You don't actually want animation canceling removed. You want the priority system altered in a way that actions will not have an effect (example: attacks would not deal damage) unless the animation is allowed to play out in full.
Frankly, it's really hard to take the anti-AC crowd seriously when they don't know enough to make the above stated distinction.
Most of the 'remove animation cancelling' crowd look like they don't actually want the animation cancelling removed but rather the 'full damage being applied' removed.
Let's say in a fight, you start casting a skill when your opponent casts one of these red circles upon you.
It's fine to stop casting and dodge out of the red circle.
Staying there motionless, waiting for your cast to complete and then dodging would look rather dumb.
What isn't fine is that skill you have just cancelled still landing damage on your opponent.
Animation Canceling is the best feature in this game because it's a matter of skill apart from having best gear.
However there are many exploits using it such as Wrecking Blow and NB Double-Stun, that we have to get rid of ofc.
I think we're on a good way with the incoming changes.
Blo0dstorm wrote: »Animation Canceling is the best feature in this game because it's a matter of skill apart from having best gear.
However there are many exploits using it such as Wrecking Blow and NB Double-Stun, that we have to get rid of ofc.
I think we're on a good way with the incoming changes.
Where can you read/listen to that list of incoming changes?
A link would be very much appreciated
Blo0dstorm wrote: »Animation Canceling is the best feature in this game because it's a matter of skill apart from having best gear.
However there are many exploits using it such as Wrecking Blow and NB Double-Stun, that we have to get rid of ofc.
I think we're on a good way with the incoming changes.
Where can you read/listen to that list of incoming changes?
A link would be very much appreciated
They tried to implement some changes, as expected the changes didnt fix anything, in fact broke another few things so Z rolled them back and promised to break some more stuff soon (but no ETA).
Cherryblossom wrote: »bikerangelo wrote: »As a templar; hell no.
If I get stuck in one of my endless channels and can't cancel it with a block, I'd die a bunch more than I do already. This doesn't just serve to do more dps in the game, it helps with survivability as well. Plus, my only burst combo comes from animation cancelling, and it'd be stupid easy to avoid if all of my animations followed through.
Anyone who spends five minutes in pvp will hear from someone else what animation cancelling is. It's not a knowledge requirement prior to leaving the wailing prison in order to have fun in the game, it's an added layer of difficulty to master in end game pve and pvp.
You should also earn the right to do more damage aside from gear and stats. That's how lower level players can remain competitive against higher level players, otherwise this game will turn into an even bigger damage contest where the person with the most gold wins because he can afford the better gear for the better stats.
If you don't know how to animation cancel, learn. If you don't want to, you don't have to. Don't strip the few remaining challenging mechanics left in the game.
A block cancels the effect of the current channeled skill, it's the weapon swapping without cancelling the skill at hand that is the problem and opens up for all macro cheating.
Channeled skills are in fact the only ones not affected by Animation Canceling advantages and therefore are useless in macros.
Why do people keep bringing up macros? It's not widely used because it cannot be adjusted to changing conditions. On top of that it's slower than a player actually inputing the actions manually believe it or not. Nearly all instances of players in PVP claiming that macros allowed a player to get off X skills/actions in 1s are misinterpreting the situation. All skills have a 0.9s global cool down that a user cannot bypas with marcos. What happens in these X skills in 1 sec scenarios is lag.
Actually Macro's make it much easier to animation cancel, you create a one button press for a channeled ability which starts the skill and then blocks at the right time frame to cancel in one , this is much quicker and more reliable than manually doing it, as it's consistent.
The same goes for weaving, a macro that starts a heavy attach, so Button Pressed for a set time which is then cancelled by a skill being selected.
Please don't ever say that Macro's are not a better way of doing it, the fact is macro's make animation cancelling easy and quick. You only need the skill to set up the macro to do them.
But having said that, I don't want to remove animation cancelling, without it the game would be slow an boring.
KingDuncanVII wrote: »I think it should go, despite the fact that I utilize it as well.
HOWEVER, not many people know about animation canceling. While it shows skill against other players that know about it, it's just an unfair advantage over others in the game that don't know about it. It's not like ESO advertises animation canceling.
If we want more people getting into PvP, I don't want their first impression to be getting obliterated in a matter of three seconds if they only saw the person do one attack. It's really off-putting in the eyes of those who are just starting out.
And I don't necessarily think it shows skill to cancel animation. I think it just shows impatience. I believe skill is being able to kill quickly with the basic tools you are given to play the game. Animation canceling is this hidden feature that you have to kind of hear about or search.
Sounds like you didn't get the point of the discussion.duncan_cougarpreeb18_ESO wrote: »This isn't about L2P. Sure, there is a bit of that involved to get AC working for you. However, there is no SKILL involved.This isn't skyrim people, I don't care how ugly animation canceling looks.This is an MMO and animation canceling adds a layer of skill to the game. It separates nubs from the pros. And if you want to learn how to do it look it up on youtube. And then practice it... Its not even hard
L2P
Seriously, picking which attack type to use and if picking wrong, the decision to cancel it or just let it go and make a better choice with the next attack or counter, now that's something to do with skill.
Choosing your set-up of abilities and how to use them to the max (always taking into account your passives and what your opponent is and has been using, together with his/her class and abilities passive: There you have what distinguishes a pro from a casual.
Using skill X that completely nullifies whatever by some (unbreakable or nearly so) CC (stun, immobilze, snare) so you can do Y and Z by animation canceling before anyone can react, counter, ie. actually fight.
Rinse and repeat. There is no skill involved in that.
That sequence is so short and - due to the inability to counter - nearly fail safe.
You could just as well macro it, it's so damned easy.
Point is: Without animation cancelling you would see (pun intended) a lot more skill in the game.
A lot of things would become harder (for those relying on animation cancelling), but for the casuals, it would be actually the same (if not easier). For the skilled players, they will learn and adept in no time.
Only those relying on AC to get that extra advantage (and the easy mode in PvP by extra burst damage with the added stun to ensure no counter play happens) will have a hard time. Learn to adept.
In short: PvP would become much better without AC. PvE would be a lot more interesting / challenging. The game would be better for it in either case.
Without animation canceling players wouldn't be able to dodge, block, or sprint reactively. Even buff dismounting to be buffed before engaging would not be possible. PVP would not be better with sluggish and unresponsive combat. It would be rather unplayable having lost of semblance of modern standards.
Imagine having to wait for the forward motion of your character's sprint to stop before being able to use any other actions. Quite literally having to cease interaction with the input and wait a moment before inputing another action. It's animation canceling that allows actions to interrupt one another, creating a seamless flow. Animation canceling has been the cornerstone motion fluidity in videos games for a very long time. Clearly there's a great deal of misunderstanding of this fact among ESO players.
You don't actually want animation canceling removed. You want the priority system altered in a way that actions will not have an effect (example: attacks would not deal damage) unless the animation is allowed to play out in full.
Frankly, it's really hard to take the anti-AC crowd seriously when they don't know enough to make the above stated distinction.
duncan_cougarpreeb18_ESO wrote: »Sounds like you didn't get the point of the discussion.duncan_cougarpreeb18_ESO wrote: »This isn't about L2P. Sure, there is a bit of that involved to get AC working for you. However, there is no SKILL involved.This isn't skyrim people, I don't care how ugly animation canceling looks.This is an MMO and animation canceling adds a layer of skill to the game. It separates nubs from the pros. And if you want to learn how to do it look it up on youtube. And then practice it... Its not even hard
L2P
Seriously, picking which attack type to use and if picking wrong, the decision to cancel it or just let it go and make a better choice with the next attack or counter, now that's something to do with skill.
Choosing your set-up of abilities and how to use them to the max (always taking into account your passives and what your opponent is and has been using, together with his/her class and abilities passive: There you have what distinguishes a pro from a casual.
Using skill X that completely nullifies whatever by some (unbreakable or nearly so) CC (stun, immobilze, snare) so you can do Y and Z by animation canceling before anyone can react, counter, ie. actually fight.
Rinse and repeat. There is no skill involved in that.
That sequence is so short and - due to the inability to counter - nearly fail safe.
You could just as well macro it, it's so damned easy.
Point is: Without animation cancelling you would see (pun intended) a lot more skill in the game.
A lot of things would become harder (for those relying on animation cancelling), but for the casuals, it would be actually the same (if not easier). For the skilled players, they will learn and adept in no time.
Only those relying on AC to get that extra advantage (and the easy mode in PvP by extra burst damage with the added stun to ensure no counter play happens) will have a hard time. Learn to adept.
In short: PvP would become much better without AC. PvE would be a lot more interesting / challenging. The game would be better for it in either case.
Without animation canceling players wouldn't be able to dodge, block, or sprint reactively. Even buff dismounting to be buffed before engaging would not be possible. PVP would not be better with sluggish and unresponsive combat. It would be rather unplayable having lost of semblance of modern standards.
Imagine having to wait for the forward motion of your character's sprint to stop before being able to use any other actions. Quite literally having to cease interaction with the input and wait a moment before inputing another action. It's animation canceling that allows actions to interrupt one another, creating a seamless flow. Animation canceling has been the cornerstone motion fluidity in videos games for a very long time. Clearly there's a great deal of misunderstanding of this fact among ESO players.
You don't actually want animation canceling removed. You want the priority system altered in a way that actions will not have an effect (example: attacks would not deal damage) unless the animation is allowed to play out in full.
Frankly, it's really hard to take the anti-AC crowd seriously when they don't know enough to make the above stated distinction.
It's not about not being able to cancel your action, but about cancelling an action, but that action still taking place anyway.
Your above examples are all valid, but beside the real point here. Without - the ZOS flavor of AC- you could (and should) still be able to dodge roll, block etc., what you should not be able to do is "weave " an attack, use an ability, block / dodge / weapon swap and throw an ultimate into the whole mix, all at once.
duncan_cougarpreeb18_ESO wrote: »
And this is on an nearly empty campaign, dead of night with ping rate well below 100.
So you tell me that fairy tale about lag being the sole problem here?
Sorry, not buying.
duncan_cougarpreeb18_ESO wrote: »no it's not, but guess what, if you believe otherwise, seems you ain't that skilled at it after all.sure takes 2 seconds for wind up and preparing ...
- be in sneak, (for extra damage buff and stun)
 - get into position
 - charge up heavy attack
 - cast attack skill (preferably with a CC)
 - cancel animation by bash (for extra damage)
 - throw down dawnbreaker, as it procs right away again on cast (no delay on second damage)
 - use any executioner skill on target if still alive while it gets up (now that takes precious time)
 
But, all damage lands in the same slice.
Instant death on the receiving end with ZERO warning.
You don't even see it coming.
Working as intended? Sure hope not!
Working anyway? Sure does!
And this is on an nearly empty campaign, dead of night with ping rate well below 100.
So you tell me that fairy tale about lag being the sole problem here?
Sorry, not buying.
rfennell_ESO wrote: »duncan_cougarpreeb18_ESO wrote: »
And this is on an nearly empty campaign, dead of night with ping rate well below 100.
So you tell me that fairy tale about lag being the sole problem here?
Sorry, not buying.
It's nearly all scripts and macros.
They just deny it and claim it's skill.
Is it lies make the liar or liar's tell lies?
bikerangelo wrote: »As a templar; hell no.
If I get stuck in one of my endless channels and can't cancel it with a block, I'd die a bunch more than I do already. This doesn't just serve to do more dps in the game, it helps with survivability as well. Plus, my only burst combo comes from animation cancelling, and it'd be stupid easy to avoid if all of my animations followed through.
Anyone who spends five minutes in pvp will hear from someone else what animation cancelling is. It's not a knowledge requirement prior to leaving the wailing prison in order to have fun in the game, it's an added layer of difficulty to master in end game pve and pvp.
You should also earn the right to do more damage aside from gear and stats. That's how lower level players can remain competitive against higher level players, otherwise this game will turn into an even bigger damage contest where the person with the most gold wins because he can afford the better gear for the better stats.
If you don't know how to animation cancel, learn. If you don't want to, you don't have to. Don't strip the few remaining challenging mechanics left in the game.
That sort of combat timing would reeeeaaalllly punish anyone with a less than stellar latency (which due to the speed of light + the size of the world literally can't be fixed).
Being able to queue up a skill and know it's going to fire at the right time is a really good thing.
riverdragon72 wrote: »I think they eliminated animations on Azuras entirely.