We are implementing some backend changes to reduce the size of combat animation files to lower their impact on the game’s memory. Specifically, you should experience the following:
The animation visuals after these changes should be virtually indistinguishable from the existing animations within the game.
There will be no impact to light attack weaving or animation cancelling – they should work as they did before.
my favorite part is the "no impact on LA Weaving or ANimation cancelling", let me tell you there is a huge difference.
Also the faster Weapon swap allows to cast skills way sooner than before
colossalvoids wrote: »We are implementing some backend changes to reduce the size of combat animation files to lower their impact on the game’s memory. Specifically, you should experience the following:
The animation visuals after these changes should be virtually indistinguishable from the existing animations within the game.
There will be no impact to light attack weaving or animation cancelling – they should work as they did before.
Thanks for not listening for the feedback from the pts and going through with it

my favorite part is the "no impact on LA Weaving or ANimation cancelling", let me tell you there is a huge difference.
There is no difference to the underlying mechanic of animation cancelling. It's simply the visual that has changed.Also the faster Weapon swap allows to cast skills way sooner than before
It doesn't. The skills cast at the same pace but before you wouldn't see the skill cast animation until the swap animation had finished. The faster swap now gives quicker certainty the skill was cast but it's simply perception.
LatentBuzzard wrote: »colossalvoids wrote: »We are implementing some backend changes to reduce the size of combat animation files to lower their impact on the game’s memory. Specifically, you should experience the following:
The animation visuals after these changes should be virtually indistinguishable from the existing animations within the game.
There will be no impact to light attack weaving or animation cancelling – they should work as they did before.
Thanks for not listening for the feedback from the pts and going through with it
my favorite part is the "no impact on LA Weaving or ANimation cancelling", let me tell you there is a huge difference.
There is no difference to the underlying mechanic of animation cancelling. It's simply the visual that has changed.Also the faster Weapon swap allows to cast skills way sooner than before
It doesn't. The skills cast at the same pace but before you wouldn't see the skill cast animation until the swap animation had finished. The faster swap now gives quicker certainty the skill was cast but it's simply perception.
So... They finally fixed the clunkiness of the animation's visuals?
my favorite part is the "no impact on LA Weaving or ANimation cancelling", let me tell you there is a huge difference.
There is no difference to the underlying mechanic of animation cancelling. It's simply the visual that has changed.Also the faster Weapon swap allows to cast skills way sooner than before
It doesn't. The skills cast at the same pace but before you wouldn't see the skill cast animation until the swap animation had finished. The faster swap now gives quicker certainty the skill was cast but it's simply perception.
So... They finally fixed the clunkiness of the animation's visuals? Seems like a plus
It feels exactly the way how when I played with bad internet connection (like 20% packets loss).They kinda look more clunky now, almost like my character is having a stroke during casting, so it's for sure weird, especially on 2H, I think the problem is not even the speed, but the transition from an animation to the other, maybe? It's like my character is constantly breaking from a position to a totally different one.
Also, everytime you hit something with 2H while in 1st person it forces you to 3rd person.
As for now, I'm not feeling any difference in weaving whatsover, so I think the change is entirely visual, need to test more to be sure, but they are DEFINITELY not "virtually indistinguishable", the difference is obvious, and it's not even close to subtle.
An khajiit sitting on an bench in Oblivion,lostineternity wrote: »My character moves and attacks like having a stroke.
This is so bad, I can't believe zos you did this.
ESO animations were outdated even 5 years ago and now it's like the level of Oblivion from 2006.
Are you proactively trying to make game worse???

                     my favorite part is the "no impact on LA Weaving or ANimation cancelling", let me tell you there is a huge difference.
There is no difference to the underlying mechanic of animation cancelling. It's simply the visual that has changed.Also the faster Weapon swap allows to cast skills way sooner than before
It doesn't. The skills cast at the same pace but before you wouldn't see the skill cast animation until the swap animation had finished. The faster swap now gives quicker certainty the skill was cast but it's simply perception.
So... They finally fixed the clunkiness of the animation's visuals? Seems like a plus

Known Issue: There have been some reports of 2h weapon animations looking jittery.
Here's my feedback on each of the changes I've noticed:
Flame and Ice staff:
+ Virtually unchanged as well.
+ I can feel some extra snappiness when weaving. It's good.
Lightning staff:
+Virtually unchanged.



@ZOS_Kevin Does that mean you guys will revert to the old animations on an incremental patch?The team is investigating this. We will have more information once we know more. We will be disabling the additional animations as we investigate.
Here's my feedback on each of the changes I've noticed:
Flame and Ice staff:
+ Virtually unchanged as well.
+ I can feel some extra snappiness when weaving. It's good.
Lightning staff:
+Virtually unchanged.
Not true, anyone parsing for 10s will be able to tell the difference immediately. Just go to a dummy for a moment and light attack weave. You character does not move during the attack, then decides to have a spasms when its already over. It is complete out of sync and clunky now. If you think staff is unchanged, god I cannot imagine the rest.
Despite U35 and U46 they thought, well hey at least they like the combat of ESO lets change that as well.
Here I cast light attack and ele weapon
Here the light attack animation fires, around 0.4s after.
Any consecutive weave behaves like this, only the first one is normal.
They have introduced like a delay of half a second. There is latency as you can see, because they reduced the frames of the animation without thinking about this part.
It IS more clunky. And don't get me started with block and faster bar swap animation cancels because my character is making moves as if he is Dr. Strange.
Any consecutive weave behaves like this, only the first one is normal.
They have introduced like a delay of half a second. There is latency as you can see, because they reduced the frames of the animation without thinking about this part.
It IS more clunky. And don't get me started with block and faster bar swap animation cancels because my character is making moves as if he is Dr. Strange.
@ZOS_Kevin Does that mean you guys will revert to the old animations on an incremental patch?The team is investigating this. We will have more information once we know more. We will be disabling the additional animations as we investigate.