You do realize that being able to charge a heavy attack while also executing a casttime skill is not and never was working as in intended?
That´s not canceling animations thats having two seperate casttimes run parallel.
Maybe Proc sets should be triggered by skill, same as synergies...
In fact, press X button to make the set work seems to be a good idea. They can get the same RGN chance to proc, but you are the ne who activates.
And to add certain difficulty, you have... let say, 3 secs to make it work, otherwise you miss your chance
I recall reading many posts over the last couple of years regarding this topic. In the end, it just seems that you can't make either side happy.
In order to make those folks that cry the most, happy... we wound up with a game that has nothing but broken mechanics. Broke animations... broke gap closing... broke or over performing skills and ultimates... might as well call the game Broke Back Online.
You do realize that being able to charge a heavy attack while also executing a casttime skill is not and never was working as in intended?
That´s not canceling animations thats having two seperate casttimes run parallel.
If you had to choose, which would you prefer, proc sets or animation cancelling that worked?
Or perhaps you would prefer PvP to be just pressing abilities? light attacks, heavy attacks, and bash removed completely ?
Waffennacht wrote: »I prefer having reactionary/evolving combat than to a combo system.
Memorizing x, y, b, x, x, trigger, bumper is stupidly boring, that's why I left Neverwinter, once you get it down, you're done. It's the same button mashing X Y B RB LB X Y B LB X Y RB X Y B RB LB .... (actual Neverwinter Ranger dps rotation) over and over.
The fact combat in ESO requires reaction and various combinations and Buffs, CCs, breaks, resources etc means each battle can be completely different and entertaining, where one opponent can win one match, just to turn around and lose that very same opponent.
Animation canceling is broken and has been ever since ZOS introduced the changes to animation prioritization. The forums community has stopped complaining about animation cancelling and instead focused their attention to procs and destro ult.
Used to be able to mold heavy attacks with wrecking blow for awesome burst damage... now, it is completely broken... for fast and furious combat, we are stuck with light attack + dizzying swing... boring...
Alcast explains animation canceling... though there are still some forms of animation cancelling that one can do, it just isn't anywhere near as good as it used to be.
https://youtu.be/nTjhXLQXpac
Here's the thing, animation cancelling was only good for single targets... animation cancelling never impacted zerg fights.
You do realize that being able to charge a heavy attack while also executing a casttime skill is not and never was working as in intended?
That´s not canceling animations thats having two seperate casttimes run parallel.
If you had to choose, which would you prefer, proc sets or animation cancelling that worked?
Or perhaps you would prefer PvP to be just pressing abilities? light attacks, heavy attacks, and bash removed completely ?
I´d prefer bash dealing no dmg unless interrupting an ability. I have no issue with animation canceling in itself (light attack => skill).
I do think certain casttime + channel or macroslice combinations are problematic.
For someone with so many CP 160 characters it's a bit sad you still seem to have no clue what animation cancelling is and how it works.You do realize that being able to charge a heavy attack while also executing a casttime skill is not and never was working as in intended?
That´s not canceling animations thats having two seperate casttimes run parallel.
If you had to choose, which would you prefer, proc sets or animation cancelling that worked?
Or perhaps you would prefer PvP to be just pressing abilities? light attacks, heavy attacks, and bash removed completely ?
I´d prefer bash dealing no dmg unless interrupting an ability. I have no issue with animation canceling in itself (light attack => skill).
I do think certain casttime + channel or macroslice combinations are problematic.
light attack weaving isnt animation cancelling, animation cancelling is the process by which players cancel the animation of a skill to cast more then 1 skill per second.