why is the weaving thing even a thing?

Quethrosar
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animations take x amount of time to play, don't allow anything but queue actions until x time has passed.
make skills make up for the damage you lose by fixing the bug that allowed weaving or readjust content health by n% all around.
speaking of the queue, let's get rid of it. it's very easy to press the wrong thing in battle and that doesn't get erased by trying to fix with the correct button.


  • SkadiMZ
    SkadiMZ
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    Why? Because yes
  • fizzylu
    fizzylu
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    Why? Because like many bugs and issues ESO had during testing and in it's early stages of official release, rather than fixing the problems.... ZOS just chose to embrace (more like ignore) them or even completely axe the features that were causing them. 10/10 game design, you know haha
    Edited by fizzylu on 12 July 2022 07:36
  • spacefracking
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    So people who got good at it, click their left mouse button nonstop, or use ToS breaking macros don't want their relative skill (which should be from a non-static, dynamic rotation) impacted.

    That's basically it. Ah, yes, 0.001s wasted time during a 21m dummy parse, this looks like totally reasonable human performance and entirely reproducible using my meat fingers. *eyes*
  • WrathOfInnos
    WrathOfInnos
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    So people who got good at it, click their left mouse button nonstop, or use ToS breaking macros don't want their relative skill (which should be from a non-static, dynamic rotation) impacted.

    That's basically it. Ah, yes, 0.001s wasted time during a 21m dummy parse, this looks like totally reasonable human performance and entirely reproducible using my meat fingers. *eyes*

    There's a fairly large input window that still results in a perfect weave. The game simply queues up the next action and performs it sequentially, assuming you did not press the button too early.

    The easiest example to see this is to perform a fully charged heavy attack with an Inferno Staff. While it is charging up, use any instant skill without letting go of the mouse button. The heavy attack will complete and the character will instantly perform the skill, then instantly start charging the next heavy attack. 0.000s of wasted time. Light attacks behave similarly, although slightly less forgiving, and you certainly don't need perfect timing to get near-perfect results.
    Edited by WrathOfInnos on 12 July 2022 05:22
  • Browiseth
    Browiseth
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    weaving existing is a consequence of what makes this game so fun and unique in the first place: you aren't locked into an animation (for very long at least) when you use a skill or perform an action, which allows for combat to more heavily revolve around reacting to fast paced enemies or mechanics

    if you want to remove weaving, you would of course need to force all animations to play out in their entirety before a new action can take place, which first of all would completely change how the game is played and require so many encounters, dungeons, bosses and so on to be changed to account for that

    also it just...wouldn't be as fun. this game is fun because it's fast paced, and the fact animation cancelling is possible in the first place contributes to that fast pace

    also, small side note, but i feel like a lot of players who aren't able to weave make the assumption that skilled players break the game with the mechanic, which just isn't true. there are rules to weaving, namely the fact there is a 1 second GCD that must play out after every action before a new action can be initiated
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  • Didgerion
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    Quethrosar wrote: »
    animations take x amount of time to play, don't allow anything but queue actions until x time has passed.
    make skills make up for the damage you lose by fixing the bug that allowed weaving or readjust content health by n% all around.
    speaking of the queue, let's get rid of it. it's very easy to press the wrong thing in battle and that doesn't get erased by trying to fix with the correct button.


    I don't consider weaving a bug. I learned to weave naturally. I was feeling that I could do something while I retract my weapon right after it hit something such as roll-dodging or healing myself. It feels more natural to roll dodge right after you hit your target if you need to instead of being locked for one second for the animation to end.

    Btw that's how I weave nowadays too, I do my light attack first then a follow-up with skill right after and not vice versa. It just feels natural. That's what I would have done IRL if I would have magic powers anyway.


  • danno8
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    It's a part of the fast-reacting combat that makes ESO different.

    Execute a skill immediately whenever you need it, without having to wait a full second for your previous animation to complete.

    Execute a block or bash immediately without having to wait for your previous animation to complete.
  • Kahnak
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    Why is this thread a thing? It takes 30 seconds to find a thread with 15 people explaining the nature and origins of LA weaving.
    Tombstone Reads: "Forgot to get good"
  • spacefracking
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    So people who got good at it, click their left mouse button nonstop, or use ToS breaking macros don't want their relative skill (which should be from a non-static, dynamic rotation) impacted.

    That's basically it. Ah, yes, 0.001s wasted time during a 21m dummy parse, this looks like totally reasonable human performance and entirely reproducible using my meat fingers. *eyes*

    There's a fairly large input window that still results in a perfect weave. The game simply queues up the next action and performs it sequentially, assuming you did not press the button too early.

    The easiest example to see this is to perform a fully charged heavy attack with an Inferno Staff. While it is charging up, use any instant skill without letting go of the mouse button. The heavy attack will complete and the character will instantly perform the skill, then instantly start charging the next heavy attack. 0.000s of wasted time. Light attacks behave similarly, although slightly less forgiving, and you certainly don't need perfect timing to get near-perfect results.

    I'm not saying this unilaterally, and the last bit was a tad bit of snark, but yeah, there are paths to a perfect weave, they are just exceedingly rare (top <0.1%).

    Such things are def not monocausal, and examples of each of the cases, as well as the one you bring up, are in the wild.
    Edited by spacefracking on 15 July 2022 13:30
  • Pet
    Pet
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    fizzylu wrote: »
    Why? Because like many bugs and issues ESO had during testing and in it's early stages of official release, rather than fixing the problems.... ZOS just chose to embrace (more like ignore) them or even completely axe the features that were causing them. 10/10 game design, you know haha

    It was never a bug, this is just a rumour.
  • AdricEdwistyr
    Pet wrote: »
    It was never a bug, this is just a rumour.

    Always the same controversy over and over again.
    It was indeed a bug. ZoS admitted it during the beta. They just admitted it again: "[weaving] is a staple of the game that we’ve come to embrace" (https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview)
    Edited by AdricEdwistyr on 18 July 2022 13:04
  • AdricEdwistyr
    Here is my personal thought:
    1. The current combat system is not the most welcoming for new and average players.
    2. This doesn't matter at all for overland content and for normal dungeons and raids.
    3. It should be possible to simplify the combat system in order to make VET and VET HM content more accessible for some players, while keeping the fast pace combat for those who love it. Just give those who want to do a more complexe rotation a little more of damage (and keep such a rotation possible).
    Incidentally, who cares if a handful of HL players are so powerful that they can destroy any piece of content in the game? Does it make sense to design a game for 0.1% of the players?
  • AdricEdwistyr
    So people who got good at it, click their left mouse button nonstop, or use ToS breaking macros don't want their relative skill (which should be from a non-static, dynamic rotation) impacted.

    That's basically it. Ah, yes, 0.001s wasted time during a 21m dummy parse, this looks like totally reasonable human performance and entirely reproducible using my meat fingers. *eyes*

    Don't be toxic. There are a lot of players who don't use any macros and do very well. If training for hours in a video game to get there makes them happy, that's fine. It's their right. If (like me) you don't want to spend so much time there, that's also your right. Ideally the game would have to allow everyone to get fun as they like it the most. But that's no reason to be toxic.
  • p00tx
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    There are a lot of enemy mechanics in this game that requires players to block, bash, or roll dodge. What you're proposing would require Zos to essentially redesign the entire game and the game's combat mechanics because being locked into a skill can and will get you killed if you can't stop your animation to perform one of these damage mitigating actions. This game operates in real time and is not a turn based click-click-click type game where you queue up actions. This specific combat design is what makes this game so popular and impossible to find a replacement for.
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  • AdricEdwistyr
    p00tx wrote: »
    There are a lot of enemy mechanics in this game that requires players to block, bash, or roll dodge. What you're proposing would require Zos to essentially redesign the entire game and the game's combat mechanics because being locked into a skill can and will get you killed if you can't stop your animation to perform one of these damage mitigating actions. This game operates in real time and is not a turn based click-click-click type game where you queue up actions. This specific combat design is what makes this game so popular and impossible to find a replacement for.
    Weaving is only about light attacks and skills. Nobody is asking for preventing from dodging, blocking or bashing during a skill's cooldown.
  • p00tx
    p00tx
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    p00tx wrote: »
    There are a lot of enemy mechanics in this game that requires players to block, bash, or roll dodge. What you're proposing would require Zos to essentially redesign the entire game and the game's combat mechanics because being locked into a skill can and will get you killed if you can't stop your animation to perform one of these damage mitigating actions. This game operates in real time and is not a turn based click-click-click type game where you queue up actions. This specific combat design is what makes this game so popular and impossible to find a replacement for.
    Weaving is only about light attacks and skills. Nobody is asking for preventing from dodging, blocking or bashing during a skill's cooldown.

    In order to do away with weaving, you'd need to make that half second space between skills unusable for light attacks, you'd have to lock that space, which would mean any mechanics that occur during that time couldn't be reacted to until that skill is fully cast. More than just light attacks and skills would be affected.
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  • exeeter702
    exeeter702
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    p00tx wrote: »
    There are a lot of enemy mechanics in this game that requires players to block, bash, or roll dodge. What you're proposing would require Zos to essentially redesign the entire game and the game's combat mechanics because being locked into a skill can and will get you killed if you can't stop your animation to perform one of these damage mitigating actions. This game operates in real time and is not a turn based click-click-click type game where you queue up actions. This specific combat design is what makes this game so popular and impossible to find a replacement for.
    Weaving is only about light attacks and skills. Nobody is asking for preventing from dodging, blocking or bashing during a skill's cooldown.

    This is precisely why this conversation never goes anywhere because there are far too many people who dont understand the implications of what they are suggesting, such is the case with your comment here.

  • Amottica
    Amottica
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    SkadiMZ wrote: »
    Why? Because yes

    This is teh short answer.

    The long answer: Basic attacks are a charged attack/channeled attack, depending on the weapon, that varies based on how long we charge the attack. As such it cannot be tied to a GCD or the variability would be rendered pointless.

    That is why.

    Also, Zenimax looked at some major changes to weaving basic attacks a couple of years ago. The feedback was overwhelmingly against the changes and that being able to weave basic attacks as we can now is a major reason why we like the combat in ESO vs having to wait to use the next skill as we do in FF14. It is part of what sets ESO apart from WoW and FF14 in a good manner. As a result, Zenimax decided to keep the fast pace combat we have now.

  • exeeter702
    exeeter702
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    People need to understand weaving light attacks as well as canceling the follow up animation of a skill (that is animating during the GCD) with a reactionary option such as block roll dodge or bar swap is in no way shape or form a bug. It is an inherent result of a combat system that simultaneously adheres to a GCD governing system to control ability use cadence, for balance and server concerns, while emphasizing player agency in a action based combat system.

    There is no worse feeling than successfully fulfilling the necessary criteria for using and landing a skill only to be arbitrarily punished because during the GCD (where you are prohibited form using another hotbar skill anyways) you are locked into the superfluous recovery animation of said skill and are unable to react to an aoe on the ground or an incoming attack.

    "Animation canceling" is the resulting effect of the core systems naturally operating as they were designed. And spoiler alert, "block canceling" and "barswap canceling" do nothing to expedite damage delivery to the target or in anyway circumvents the GCD.

    Light attack weaving likewise is not a bug because it was intrinsically designed as this games "white attack" or "auto attack" from other mmos. There is a very explicit reason a light attack obeys the GCD but does not trigger it. This is because the developers intended for players to fit a light attack in with every ability use per GCD. It's also why there is a .5sec input buffer to make it more forgiving when weaving.

    I have lost the energy after countless long form explanations on this subject here on the forums after so many years. For the life of me I do not understand why Zos is so averse to dedicating a single eso live for the more dedicated playerbase to go over amd educating players on what exactly is going on under the hood, and explain precisely why wrobels comments on the subject were taken out of context.

    There is no exploit going on and there is no true bug that cant be fixed and therefore has been embraced.
    Edited by exeeter702 on 18 July 2022 22:35
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