spacefracking wrote: »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*
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.
WrathOfInnos wrote: »spacefracking wrote: »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.
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.
spacefracking wrote: »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*
Weaving is only about light attacks and skills. Nobody is asking for preventing from dodging, blocking or bashing during a skill's cooldown.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.
AdricEdwistyr wrote: »Weaving is only about light attacks and skills. Nobody is asking for preventing from dodging, blocking or bashing during a skill's cooldown.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.
AdricEdwistyr wrote: »Weaving is only about light attacks and skills. Nobody is asking for preventing from dodging, blocking or bashing during a skill's cooldown.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.
Why? Because yes