Let's talk about animation canceling and how it's changed the game, for better or worse.
Disclaimer: I am a high level vr14 Dragonknight DK that has played since launch and whose animation canceling are probably between poor to average. This post comes from various discussions I've had with others on this topic and trying to observe it objectively. Keep in mind though there always seems to be a bias when discussing this.
Animation Canceling: what is it?
For folks new to the game, animations. Canceling is using another an ability to cancel another. A common one is canceling out a heavy attack on a destruction staff using crushing shock, so an animation that might have taken 2 seconds can finish in a tenth of a second. It’s a fluid movement, as most describe, that requires a short amount of cast time to get the next follow up to occur. For example a heavy attack with a weapon may take only a few milliseconds of cast time, while a wreaking blow or snipe shot could take .25 seconds. To cancel you always need resources of some kind, so you can dodge roll, block, or cast another ability to cancel the current abilities out.
What does ZOS say about this?
ZOS has called this an unexpected feature that they are embracing on multiple occasions (I'll cite examples if necessary) but they have said this is not an exploit nor is it something they want to get rid of. So at this point it's sanctioned and encouraged, but it was not part of their original plan.
What are the positives?Animation canceling provides a bit of twitch reaction and a unique feel to the game. Where a lot of MMOs are ruled by cool downs and abilities, ESO is ruled by blocking, dodging, attacks, abilities, and resources to do things. There are few games out there like it. Fewer still in the MMO category.
You can do anything if you have the resources. There are few times you’ll be stuck not being able to do something when a big blow occurs and you need to block, dodge, or bash an enemy. This makes all attitudes important in more than one way.
It adds in skill and timing with players for each weapon type. 1 hander swing faster than 2 hander and fire staves fire differently than lighting staffs. These differences build up skill and attack weaves that match your style of play.
What's the bad news then?
Some of this is fact, some of it is speculation and hypothesis.
Because of animation canceling, dungeons and trials are more difficult to those that don't do animation canceling. At this point, developers have committed so much to animation canceling that without it you will barely be able to complete most challenges in the game. The DPS you need to put out is pumped up on a lot of burn phases because of the animation cancelers before you, and if you're going to be a "worthwhile DPS" you have to do it.
It's not well explained in game in any tutorial. Typically new folks are not clued into animation canceling unless friends clue them in, they watch
twitch streams, or they look up
youtube tutorials. It is something that's a bit unique that would be hard to explain in game, but when it's required of you to complete certain content it should be given more mention.
It leads a lot of folks to macroing. While animation canceling is allowed, using a 3rd party application to do a chain or even just 2 abilities, one after another with a wait time; is not allowed. Still, you talk privately with a lot of top DPS folks in PVP and PVE they will admit they use Macros to keep up with the other guys, since one guy uses it and gets 20k damage with a macro, now THEY have to macro to keep up. This leads to some skewed stats on trial boards and to some "too late it's over" results in PVP fights. I'd like to hear more from folks that have considered or have used macros to keep up with this DPS arms race, but I can understand if you don’t want to give out any self-incriminating evidence.
Certain armor sets and traits have become over used while others are useless in comparison. Weighted is one example where a good idea for adding weapon speed was reduced to useless because canceling the attacks resulted in just as fast damage, raising the usefulness of others. In addition to this, items with high proc chances with dot durations verses low proc rates with high immediate damage.
Non-animation cancelers are at a severe disadvantage overall in PVE & PVP. While animation canceling adds a level of skill, it’s a skill that you either have to learn or you will be beaten out for DPS in PVE or you will be killed repeatedly in PVP. It’s the scissors in a rock-paper-scissors game that has no rock to counter it. Blocking it will drain your stamina, dodge rolling may still leave you vulnerable if they are quick enough, and any type of break free animation can take way too long to release you before someone can have 2-3 more hits.
Finally, this is purely speculation, but I believe this may also be a contributing factor to lag in Cyrodiil. When the game was launch the developers sized AvAvA for hundreds of people and were working with the assumption that many might only get a few actions for a 100v100 fight; maybe 500-600 actions per second. With animation canceling you have a lot more going in on, maybe 2000 to 2400 a second, which compounds in large fights. Again, speculation, but being something ZOS didn't intend to occur also means it could have not been optimized for large battles.
What can be done?
Honestly I'm not sure what can be done on ZOS's end. This seems more like a design issue and they may not have the team there to address an issue like this that could be embedded into the game engine. ZOS has stated it will continue to tweak it, but in the meantime here are a few things to alleviate the bad:
-
Reduce effect of an animation canceled attack, increase the fully charged effect. This was supposed to be partly handled by giving stamina/magicka back with heavy attacks, but it's still just as useful to cancel them. I'd are that for attacks and abilities that only a percentage of the potential damage should hit the target with random application of any related buffs/debuffs. Hit a person with a heavy attack and wrecking blow animation can led at 25% may only do 35% of its max damage and may or may not give you stamina back or knock someone off their feet. Fully charging each would give the full damage, any intended effects, and have less chance to missing
-
Stamina lost for blocking animation canceled effects is reduced. if you choose to attack someone with 4 wrecking blows in a second, those should be significantly weaker than the one timed out for the second. Players macro canceling would be especially effected if they weren't paying attention to the hits and wasted their big attacks on someone that would be blocking and getting a reduced cost to block.
-
Increase the cast time to hit or remove the damage for canceling with a block or dodge roll. One thing big in PVP is the attacking dodge roll, that gives both immunity to most damage and speeds up the attacks. It's to a point where the window to single target attack is a very small window but your enemy will still be able to land some powerful attacks. Increasing the time needed would open the gap a little more to get a few quick strikes in.
-
Simply prevent certain abilities from being animation canceled. You can still cancel these abilities, but no damage or effects will come from them if the cast times aren't used.
-
Change certain armor sets to favor an actual filly charged attack or ability used. This doesn't need to even be a heavy attack, but changing some of these sets to work off abilities that have a certain charge time would encourage a more responsible rotation.
-
Better indicators that something can be animation canceled. New players, like I mentioned, have little knowledge of animation canceling, it's not in any in game tutorials I've seen and its indicators are kind of bad. Most are likely to figure it out when they slam their hands on the keyboard in frustration. Giving better indicators on the ability bars or crosshairs would improve the fluid animation canceling we should be encouraging.
Finally...
-
Talk about animation canceling. What this post is about. discuss your experience with it and your opinion on it as a gamer in a constructive manner. Its something we comment off hand but few seem to put an effort to really attack or defend. give your thoughts below in replies.
Hopefully this gives folks something to think about and discuss. This elephant has been in the room for a while as both a positive and negative to the game. I hope some additional balance is given to better incorporate it into the game