So almost a 50/50 split between likes and dislikes... which means ZOS will not make or consider any changes to something when the player base (at least on the forums) is evenly split.
Personally, I enjoy HA weaving with Lightning staff... and LA weaving with Flame/Frost staff due to HA sometimes missing a moving target with them.
.So almost a 50/50 split between likes and dislikes... which means ZOS will not make or consider any changes to something when the player base (at least on the forums) is evenly split.
Personally, I enjoy HA weaving with Lightning staff... and LA weaving with Flame/Frost staff due to HA sometimes missing a moving target with them.
The ESO forums are disproportionately populated by hardcore players.
colossalvoids wrote: ».So almost a 50/50 split between likes and dislikes... which means ZOS will not make or consider any changes to something when the player base (at least on the forums) is evenly split.
Personally, I enjoy HA weaving with Lightning staff... and LA weaving with Flame/Frost staff due to HA sometimes missing a moving target with them.
The ESO forums are disproportionately populated by hardcore players.
That was a thing long time ago, it doesn't look like it nowadays by any stretch. Might depend on what's "hardcore" mean for one though, skills or playtime.
.So almost a 50/50 split between likes and dislikes... which means ZOS will not make or consider any changes to something when the player base (at least on the forums) is evenly split.
Personally, I enjoy HA weaving with Lightning staff... and LA weaving with Flame/Frost staff due to HA sometimes missing a moving target with them.
To be honest, 50:50 on these forums translates into something altogether different elsewhere, so I wouldn't be so sure about that. The ESO forums are disproportionately populated by hardcore players. If even *they* don't think animation cancelling (and it is animation cancelling) is the bee's knees, that's not a positive result.
That said, given that it became part of the game because it was too difficult to fix, perhaps not.
I suspect that the "yes" votes come almost entirely from the PvE-only subgroup of that hardcore part of the playerbase. I can imagine that the weaving minigame is enjoyed by the DPS in PvE content as it makes the tank&spank situations maybe a bit more entertaining.
I can't imagine that most people enjoy it in PvP, particularly in melee situations. Here the unfair advantage of the combination of low latency together with the, ofc completely theoretically, macro usage is maybe more obvious.
Holycannoli wrote: »Nope never did. Weaving is a bug they couldn't fix.
Not a fan of the severly limited skill bars too. 5 skills + ult per bar is way too few skills to choose from at a time when we have so many available.
kringled_1 wrote: »I feel like I'm the only one who never forgets that "Weaving", is called Animation Cancelling, which is NOT an intended mechanic, but a bug. An exploit that ZOS chose to adopt rather than patch, because too many players used it in their playstyle.
When literally everyone uses an exploit, is it still an exploit?
It's not a bug or an exploit, because it's the direct result of multiple deliberate design decisions by zos. Zos may not have anticipated the particulars of how weaving was adopted by players as the standard, but it's completely inside the boundaries zos created.
kringled_1 wrote: »I feel like I'm the only one who never forgets that "Weaving", is called Animation Cancelling, which is NOT an intended mechanic, but a bug. An exploit that ZOS chose to adopt rather than patch, because too many players used it in their playstyle.
When literally everyone uses an exploit, is it still an exploit?
It's not a bug or an exploit, because it's the direct result of multiple deliberate design decisions by zos. Zos may not have anticipated the particulars of how weaving was adopted by players as the standard, but it's completely inside the boundaries zos created.
Animation Canceling itself was not intended by the developers, therefore its a bug. Justify it all you want, fact is there was no intention for it to exist.
Doubt it. If it was a bug, we would be breaking animations and skills back and forth all the time when weaving, but we're not. In fact, they have many times made fixes to problems related to weaving, while keeping weaving in the game. It's not some kind of major oversight, just a design decision for the pacing of the combat.kringled_1 wrote: »I feel like I'm the only one who never forgets that "Weaving", is called Animation Cancelling, which is NOT an intended mechanic, but a bug. An exploit that ZOS chose to adopt rather than patch, because too many players used it in their playstyle.
When literally everyone uses an exploit, is it still an exploit?
It's not a bug or an exploit, because it's the direct result of multiple deliberate design decisions by zos. Zos may not have anticipated the particulars of how weaving was adopted by players as the standard, but it's completely inside the boundaries zos created.
Animation Canceling itself was not intended by the developers, therefore its a bug. Justify it all you want, fact is there was no intention for it to exist.
kringled_1 wrote: »I feel like I'm the only one who never forgets that "Weaving", is called Animation Cancelling, which is NOT an intended mechanic, but a bug. An exploit that ZOS chose to adopt rather than patch, because too many players used it in their playstyle.
When literally everyone uses an exploit, is it still an exploit?
It's not a bug or an exploit, because it's the direct result of multiple deliberate design decisions by zos. Zos may not have anticipated the particulars of how weaving was adopted by players as the standard, but it's completely inside the boundaries zos created.
Animation Canceling itself was not intended by the developers, therefore its a bug. Justify it all you want, fact is there was no intention for it to exist.
wait, when you cancel an animation while dodging or blocking the damage is still registred?colossalvoids wrote: »You're confusing ac and weaving here. Second one wasn't anticipated, but was embraced after the beta. First one is the reason combat works as is, where you can block and roll dodge on demand, read: be reactive.
ESO is a street fighter in MMO garb. Reactive, fast-paced combat that involves timing, is everything.
Auto attacking is a snooze fest of a mechanic. No one is here to play a WoW knockoff.
Saint-Ange wrote: »wait, when you cancel an animation while dodging or blocking the damage is still registred?colossalvoids wrote: »You're confusing ac and weaving here. Second one wasn't anticipated, but was embraced after the beta. First one is the reason combat works as is, where you can block and roll dodge on demand, read: be reactive.
Saint-Ange wrote: »wait, when you cancel an animation while dodging or blocking the damage is still registred?colossalvoids wrote: »You're confusing ac and weaving here. Second one wasn't anticipated, but was embraced after the beta. First one is the reason combat works as is, where you can block and roll dodge on demand, read: be reactive.
ESO is a street fighter in MMO garb. Reactive, fast-paced combat that involves timing, is everything.
Auto attacking is a snooze fest of a mechanic. No one is here to play a WoW knockoff.
ESO is a street fighter in MMO garb. Reactive, fast-paced combat that involves timing, is everything.
Auto attacking is a snooze fest of a mechanic. No one is here to play a WoW knockoff.
No it isn't, I wish it was. In Street Fighter, you can't just cancel any move and still get the damage for free. Every time you decide to push a button you have to consider the cost, and when you find an opening, convert it into the most damage possible.
ESO's light attack weaving is nothing like that. It's just another button you push before you use a skill. It's completely repetitive, not reactive at all, and the little timing involved isn't even remotely comparable to Street Fighter combos. Street FIghter also isn't necessarily fast-paced, the high variance in gameplay speed is a huge part of the challenge, shifting from strategic footsies to explosive combos and vice versa. In contrast you could set a metronome to ESO's combat.
Even outside of weaving, the reactive, timing-based aspects of ESO's combat have been watered down considerably since release, to the point where they are largely irrelevant and certainly not "everything" in most content.
I wish I could play the game you describe, but it's not ESO.
Speaking of, Street Fighter 6 releases a few days before the Necrom chapter. I'll probably get that one instead, Lily looks interesting and I like Cammy's new design.
ESO is a street fighter in MMO garb. Reactive, fast-paced combat that involves timing, is everything.
Auto attacking is a snooze fest of a mechanic. No one is here to play a WoW knockoff.
nice joke ESO gameplay is not dynamic enough for this, go ceck the asians MMO to see a really dyn amyc and "street fighter" MMO
Anyway weaving is just a glitch, it's horribly made. If it was nicely made it would be better
Putting the lecturing aside for clarification your answer is: yes the damage is registred even if the animation is canceled.Saint-Ange wrote: »wait, when you cancel an animation while dodging or blocking the damage is still registred?colossalvoids wrote: »You're confusing ac and weaving here. Second one wasn't anticipated, but was embraced after the beta. First one is the reason combat works as is, where you can block and roll dodge on demand, read: be reactive.
The large majority of ESO's skills, including light attacks, are "instant" (I mean, it says so on the tool tip that everyone totally reads) - as soon as you press the key / click the button / do whatever you do on a controller, it goes off. It may have a travel time until it lands on the target, but you cast it instantly. That's the whole point.
The animation is just there for eye candy, and can be cut short when something more important is happening, like rolldodging. You don't cancel the animation "while" dodging, you cancel it by dodging.
So requesting that the animation be played fully until a skill is registered, is essentially lobbying to have every. single. skill. and. attack. be a channeled attack with a cast time. And I'm pretty sure that if you ask it like that, not too many people would be on board.