What's really sad about it, is that it's not very hard to get proficient enough at AC for it to bring most players on par, and yet many even refuse to take 5 minutes to learn how.
ZOS probably would do well to include some sort of tutorial for it, but I'm guessing there's already a lot of stuff in the Help menu tutorial area that never gets looked at.
Oreyn_Bearclaw wrote: »I still think you are wildly overstating the issue in PVE. Almost nobody is doing any type of bash canceling there in a DPS rotation. Its light weaving and bar swap cancelling 99% of the time. As I stated before, this is going to amount to about 3K DPS tops. This has nothing to do with your friend that cant pull adequate DPS in dungeons. He has a build and or rotation problem. The other advantage to weaving is that it can help with sustain in longer trial fights. On a staff, it procs elemental drain and you can adjust the length of your weave (at the expense of slowing down your globals) to allow time to regen. That's it. If your buddy is pully 15K, becoming an expert in weaving (or using macros) is not going to turn him into a 40k DPS. He has a fundamental problem somewhere else.
As to the PVP side of things, well you post illustrates exactly why it shouldnt go anywhere. A skilled player should have an advantage over someone that is just button mashing. In ESO, they do.
Oreyn_Bearclaw wrote: »
Won't make such a big difference with next patch anyway ^^
Rohamad_Ali wrote: »Rohamad_Ali wrote: »EnemyOfDaState wrote: »Can someone tell me the last big MMO that didn't have animation canceling?
Swtor
The combat in that game is so damn boring. I liked the stories, but once I finished the class story lines, I quit.
The combat is fine in that game in my opinion . There F2P system is garbage . Ever play a Force healer ? Pretty fun . Marauders are fun too .
That combat is outdated and boring, get over yourself and your misconception of what animation canceling is. Every game with fluid combat features some form of animation canceling, even newer games like Overwatch or Paragon incorporate some form of animation canceling into their combat system to help the combat feel less robotic. Games like Super Smash Bros use some forms of animation canceling as well, people enjoy the responsive and fast combat.
ESO is plauged by such a misinformed and casual player-base, people who have literally zero understanding of the game are free to come onto the forums and shoot their opinions around like they've been playing the game since launch.
deepseamk20b14_ESO wrote: »Why would you try to completely rewrite how people have played for the last 3 years?
deepseamk20b14_ESO wrote: »Why would you try to completely rewrite how people have played for the last 3 years?
To change up the meta. I'm not against them deleting skills and replacing them with ones that do something entirely different just to change things up.
Think about it. What is the goal of playing ESO? Completing VMA? Completing Vet Trials? What's the true endgame for the skilled player?
The true endgame in ESO isn't like in WoW. Lets be honest there is NO clear line of progression. Doing VMA or Vet Trials doesn't give better gear for many builds. But you do them to TEST your own skill and TEST your own unique builds. Many players aren't on that level of course and have to have their builds made for them.
But for the truly skilled ESO player, the 'endgame' is testing a new build and making it work.
So what sense does it make to leave the same meta in the game for 3 years? You have to engage the skilled player with 'new content' and that content could easily be access to new build combinations. This game is alot like Path of Exile and similar games in that regard.
Removing AC is one way to do that. You change the meta and force players to find entirely new builds and rotations since the tried and true ones are suddenly not the same and other discarded methods (like lightning staves for example, and skills with cast times) are now being considered.
Leaving the same meta in for 3 years should not happen. Leaving it in for more than 3 months shouldn't happen either.
Because lets be honest. If you worked up a character for months, perfected the gear. Perfected the rotation. And have completed all Vet Trials. What is left to do? Change in meta means you've got something more. Because simply adding new dungeons isn't the way to engage players. Its the only incentive that really works. Not without giving that content better gear than previous content which makes previous content obsolete.
If you're one that doesn't make their own builds, I can understand why such a concept would be frightening or annoying. But once you advance your level of play to where you don't need to copy others' builds, you'll understand that is where the real endgame. Maybe someday you'll make a build that others want to copy. Should you decide to go public with it.
.deepseamk20b14_ESO wrote: »Why would you try to completely rewrite how people have played for the last 3 years?
To change up the meta. I'm not against them deleting skills and replacing them with ones that do something entirely different just to change things up.
Think about it. What is the goal of playing ESO? Completing VMA? Completing Vet Trials? What's the true endgame for the skilled player?
The true endgame in ESO isn't like in WoW. Lets be honest there is NO clear line of progression. Doing VMA or Vet Trials doesn't give better gear for many builds. But you do them to TEST your own skill and TEST your own unique builds. Many players aren't on that level of course and have to have their builds made for them.
But for the truly skilled ESO player, the 'endgame' is testing a new build and making it work.
So what sense does it make to leave the same meta in the game for 3 years? You have to engage the skilled player with 'new content' and that content could easily be access to new build combinations. This game is alot like Path of Exile and similar games in that regard.
Removing AC is one way to do that. You change the meta and force players to find entirely new builds and rotations since the tried and true ones are suddenly not the same and other discarded methods (like lightning staves for example, and skills with cast times) are now being considered.
Leaving the same meta in for 3 years should not happen. Leaving it in for more than 3 months shouldn't happen either.
Because lets be honest. If you worked up a character for months, perfected the gear. Perfected the rotation. And have completed all Vet Trials. What is left to do? Change in meta means you've got something more. Because simply adding new dungeons isn't the way to engage players. Its the only incentive that really works. Not without giving that content better gear than previous content which makes previous content obsolete.
If you're one that doesn't make their own builds, I can understand why such a concept would be frightening or annoying. But once you advance your level of play to where you don't need to copy others' builds, you'll understand that is where the real endgame. Maybe someday you'll make a build that others want to copy. Should you decide to go public with it.
Meta shifts and reworking the entirety of combat and animation interactions aren't that comparable. Further it seems like you've still got a bit to learn about making builds if you don't understand how the AC and weaving add an additional layer of complexity on the road to a perfect rotation consider that all skills that can be woven have a different optimal window to weave them.
Meta shifts and reworking the entirety of combat and animation interactions aren't that comparable. Further it seems like you've still got a bit to learn about making builds if you don't understand how the AC and weaving add an additional layer of complexity on the road to a perfect rotation consider that all skills that can be woven have a different optimal window to weave them.
Meta shifts and reworking the entirety of combat and animation interactions aren't that comparable. Further it seems like you've still got a bit to learn about making builds if you don't understand how the AC and weaving add an additional layer of complexity on the road to a perfect rotation consider that all skills that can be woven have a different optimal window to weave them.
No, I'm willing to learn new things. I don't need to cling to 3 years of tradition and principle and avoid changes that might improve or change the game for the better. I'm 10 years ahead of anyone who has to cling to something for years because they are afraid of change.
The removal of AC won't ruin the game. You can trust me on that.
Meta shifts and reworking the entirety of combat and animation interactions aren't that comparable. Further it seems like you've still got a bit to learn about making builds if you don't understand how the AC and weaving add an additional layer of complexity on the road to a perfect rotation consider that all skills that can be woven have a different optimal window to weave them.
No, I'm willing to learn new things. I don't need to cling to 3 years of tradition and principle and avoid changes that might improve or change the game for the better. I'm 10 years ahead of anyone who has to cling to something for years because they are afraid of change.
The removal of AC won't ruin the game. You can trust me on that.
Meta shifts and reworking the entirety of combat and animation interactions aren't that comparable. Further it seems like you've still got a bit to learn about making builds if you don't understand how the AC and weaving add an additional layer of complexity on the road to a perfect rotation consider that all skills that can be woven have a different optimal window to weave them.
No, I'm willing to learn new things. I don't need to cling to 3 years of tradition and principle and avoid changes that might improve or change the game for the better. I'm 10 years ahead of anyone who has to cling to something for years because they are afraid of change.
The removal of AC won't ruin the game. You can trust me on that.
https://www.youtube.com/watch?v=ThZtwhYkKSsRinaldoGandolphi wrote: »"Base Game Patch Features & Content
---> Prioritization of animations during combat <---
Improved facial animations for Mac
…and more!"
did anyone else see that and think "WAIT THEY FINALLY ACCEPT ANIMATION CANCELLING IS BAD!" ?
Source: http://www.elderscrollsonline.com/en-us/news/post/2016/01/20/thieves-guild-first-look
Well they did tell us awhile back that they were looking into ways make combat fluid and at the same time do away with Animation Canceling. This is probably the first step in that direction.
Now before anyone goes on their tirade about "Oh Animation Canceling adds skill to the game" or "Animation Canceling is not good or bad" "Or its an intended feature" etc...is missing the point completely:
Any game the requires me to cancel animations to complete content is fundamentally broken
Animation Canceling at its core violates the The Principles of User Interface Design.
In particular Animation Canceling Violates rule ##4 of the Principles of User Interface Design which states:
- The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users.
 
Using the Default Interface of ESO Animation canceling violates this principle.
ESO's Default interface relies on giving accurate feedback to the user with animations, ]when those animations can be hidden, obscured, or canceled it makes the program difficult and cumbersome for its users in essence these principles which has been the accepted industry standard for user interface designs tells you that Animation Canceling is broken and don't belong in this game. The game IS a User Interface, it allows you to interact with a program , thats what a User Interface is, a game is just a "fun UI"
(Not everyone does nor should be required to run addons and addons are no where listed in the system requirements to run the game)
The User Interface of ESO should be designed with the Default UI in mind and Animation Canceling does not fit and violates UI design rules by allowing people to hide animations which are deisnged to give the user of the game accurate feedback. No one should be required to run addons to know what just happened when someone AC an attack and 2 skills, anything the user can't figure out with the default interface is fundamentally flawed and broken.
So at this point, its clear that Animation Canceling is just a broken feature of ESO they have never gotten around to fixing. Its not even debatable at this point, AC breaks the industry accepted standards of user interface design, arguing this otherwise would get you laughed out of any Software Engineering conference in the country....User Interfaces that are designed correctly DO NOT hide nor have the ability to hide useful, pertinent, important information from its users...its not even a debatable point.
I personally hope they leave AC in the game as is, as i use it religiously to hide animations, AC Crushy Shock weaves, etc...it makes my game life easier at times, but looking at it clearly from a design perspective its clearly broken...the Game is DESIGNED around feeback being given to its users via animations, canceling those animations breaks that feedback mechanism, its really only broken in PVP though, in PVE it really don't break anything per se, but PVP folks use AC as a form of ofusication to hide their abilties while still hitting you, tactics like this has been going on as long as games have been around in one form another.
I often use Boundless Storm to hide my Crystal Fragment procs, really hard to see my hands glowing under those conditions, thats actually another form of obfuscation thats doing the same thing Animation canceling does(hiding visual feedback from your oppoenent) just doing it in a different way.
Do you have an actual argument based in fact that doesn't involve self aggrandizement and pleas to emotion?
Do you have an actual argument based in fact that doesn't involve self aggrandizement and pleas to emotion?
Do you? Do you even have parses to show it even matters? No one has provided them.
Of course you know the double edged sword of posting them would be. And that is the problem, you're motivated by agenda rather than actually wanting to see an improvement, or even a simple change.
lol, take away animation cancelling, and you will see 90% of current 30k+ dps drop by at least 67% dps, they will be squishy as hell, and show little - to know knowledge of mechanics.
https://www.youtube.com/watch?v=BLZzGoPp9Ug                     lol, take away animation cancelling, and you will see 90% of current 30k+ dps drop by at least 67% dps, they will be squishy as hell, and show little - to know knowledge of mechanics.
Jimbullbee85 wrote: »I presented my comment as a question for a reason. You know... inviting someone who knows what they're talking about to give me some incite. Or is every question deemed satire on this forum? I was under the impression that animation canceling allows the player to deal more dps. So as much as I appreciate your incite your tone isn't very nice my love.
Sorry not my intention to be spiteful, and it wasn't necessarily directed at you but rather the masses that comment on the concept without understanding it. But yes, cancelling does increase dps. Not because it lets you by pass cast times, but rather because it lets you more fluidly and seamlessly chain actions together to allow combos with less down-time between skills.
lol, take away animation cancelling, and you will see 90% of current 30k+ dps drop by at least 67% dps, they will be squishy as hell, and show little - to know knowledge of mechanics.