The Uninvited wrote: »Note the amount of agrees the original poster got and then compare that to the people defending animation cancelling. It is clear what the people want. And the people that don't come on the forums probably don't even know what it is, and when they see it, it probably boils down to cheating to them. So better to be rid of it.
32 agrees? You're saying that's what the people want based on 32 agrees?
Man, 75% of the players I meet in the game use animation cancelling AND are not on the forum. You're trolling, right?
The Uninvited wrote: »Note the amount of agrees the original poster got and then compare that to the people defending animation cancelling. It is clear what the people want. And the people that don't come on the forums probably don't even know what it is, and when they see it, it probably boils down to cheating to them. So better to be rid of it.
32 agrees? You're saying that's what the people want based on 32 agrees?
Man, 75% of the players I meet in the game use animation cancelling AND are not on the forum. You're trolling, right?
Really? I could say the same thing about people wanting it taken out. For people that care about the subject, they come to the forums, and from the ones that care about it, most have agreed with the original poster, and ones that don't know about it, say people are cheating because they don't know about it, and end up quitting pvp because of it. Just because a tiny minority enjoys it because it is "competitive" or "takes skill", which it is not, and does not, does not mean it is good for the pvp population in the long run. If you befriend ONLY people that like it, of course the numbers will be skewed. Most of the people that hate it have flat out quit pvp, which would explain why numbers are so low most of the time, amongst other numerous things that ZoS refuses to tweak, fix, or optimize. They cannot balance the game around something they cannot see. I know how to AC, and it looks beyond stupid. Like the players are doing a robot dance off and whoever dies got served ala southpark style. Dumb unintended mechanics are dumb.
IF it were intended, and it was encouraged by ZoS, you would see it in the pvp videos, you would see an in game tutorial. But you don't, and there isn't one. Just because people explain it on youtube does not make it ok.
The Uninvited wrote: »I could see people finding it annoying in pvp, I am mostly a pve player and all the pve players I know use it. And that are a lot of players. You can not base your conclusion only on the pvp community and than say only a "tiny minority" enjoys it.
The Uninvited wrote: »I could see people finding it annoying in pvp, I am mostly a pve player and all the pve players I know use it. And that are a lot of players. You can not base your conclusion only on the pvp community and than say only a "tiny minority" enjoys it.
Just because most ppl do it, doesn't mean they like it.
To me it just means having to push more buttons, but it doesn't change anything about the fact that many animations feel sluggish.
I think this purported added responsiveness through weaving is purely psychological. In fact it does not give you more control over your character. All it does is double or triple the amount of button pushes necessary, and create a gap between players who don't do it and those who do it.
The Uninvited wrote: »I could see people finding it annoying in pvp, I am mostly a pve player and all the pve players I know use it. And that are a lot of players. You can not base your conclusion only on the pvp community and than say only a "tiny minority" enjoys it.
Just because most ppl do it, doesn't mean they like it.
To me it just means having to push more buttons, but it doesn't change anything about the fact that many animations feel sluggish.
I think this purported added responsiveness through weaving is purely psychological. In fact it does not give you more control over your character. All it does is double or triple the amount of button pushes necessary, and create a gap between players who don't do it and those who do it.
I'd say its the same kind of gap between someone who min/maxes their gear and someone who doesn't. Both are choices on the players part, and both affect the outcome of an encounter. Both are also readily accessible to all, again, its a choice.
I think most of you QQers either have no clue how the cancelling works or think it's mostly weaving light/medium attacks.
In update 1.6, the animation system was overhauled. One of the effects was that one could not cancel a skill with the "fake dodge roll" anymore, that a character performs when falling long distances. That alone made me hate the new animations already, it felt terrible unresponsive and with no good reason.
Being able to bash, block or dodge the moment you need to is crucial in PvP. Not being able to cancel skills with dodgerolls would make dodge roll a far weaker mechanic for any build, because it wouldn't save time anymore (pretty stupid for a defensive mechanic). Cancelling skills with weapon swap allows a player to make use of more different skills in combat without slowing him down 2 GCDs.
Seriously, weaving in normal attacks is the least of my concerns.
I think most of you QQers either have no clue how the cancelling works or think it's mostly weaving light/medium attacks.
In update 1.6, the animation system was overhauled. One of the effects was that one could not cancel a skill with the "fake dodge roll" anymore, that a character performs when falling long distances. That alone made me hate the new animations already, it felt terrible unresponsive and with no good reason.
Being able to bash, block or dodge the moment you need to is crucial in PvP. Not being able to cancel skills with dodgerolls would make dodge roll a far weaker mechanic for any build, because it wouldn't save time anymore (pretty stupid for a defensive mechanic). Cancelling skills with weapon swap allows a player to make use of more different skills in combat without slowing him down 2 GCDs.
Seriously, weaving in normal attacks is the least of my concerns.
Hiero_Glyph wrote: »I think most of you QQers either have no clue how the cancelling works or think it's mostly weaving light/medium attacks.
In update 1.6, the animation system was overhauled. One of the effects was that one could not cancel a skill with the "fake dodge roll" anymore, that a character performs when falling long distances. That alone made me hate the new animations already, it felt terrible unresponsive and with no good reason.
Being able to bash, block or dodge the moment you need to is crucial in PvP. Not being able to cancel skills with dodgerolls would make dodge roll a far weaker mechanic for any build, because it wouldn't save time anymore (pretty stupid for a defensive mechanic). Cancelling skills with weapon swap allows a player to make use of more different skills in combat without slowing him down 2 GCDs.
Seriously, weaving in normal attacks is the least of my concerns.
You misunderstand, you would still be able to cancel any skill with a dodge roll or bash, you would just inadvertently cancel the skill that is being used as well unless it was far enough along in the animation process. This would not create less responsive gameplay but instead would promote bash interrupts or other skills being used as you could preemptively interrupt a potential cast. This would not only create more skillful play but also make combat far more reactive as doing a rotation would require slightly more time but you would be at risk to having that rotation interrupted, either directly or by needing to react to an incoming attack.
Waffennacht wrote: »That's silly.
Button mashing huh?
Like one of the above posts, you push the same rotation just faster.
To me its absolutely no different than the turning speed in any FPS game. I don't turn my camera speed any higher, but those players that do have an advantage. They have a faster response speed. They have faster reflexes.
Button mashing is just hitting random buttons or hitting the same button desperately trying to get something to happen. You know, jump kick on mortal kombat.
AC is not button mashing, its faster response speed, if you can't do it then get better eye hand coordination.
usmcjdking wrote: »Waffennacht wrote: »That's silly.
Button mashing huh?
Like one of the above posts, you push the same rotation just faster.
To me its absolutely no different than the turning speed in any FPS game. I don't turn my camera speed any higher, but those players that do have an advantage. They have a faster response speed. They have faster reflexes.
Button mashing is just hitting random buttons or hitting the same button desperately trying to get something to happen. You know, jump kick on mortal kombat.
AC is not button mashing, its faster response speed, if you can't do it then get better eye hand coordination.
It's button mashing. Educated and purposeful button mashing, but still button mashing. No reason to properly position yourself and absolutely no risk associated when you can just "block/dodge" whenever you want to. Faster combat, sure, but still button mashing. Animations exist for balancing purposes.
Competetive games that take themselves seriously will always have an animation cooldown in the event you follow through with it, because it punishes recklessness. Animation cancelling lends to it.
Either way you are talking to a brick wall.
usmcjdking wrote: »Either way you are talking to a brick wall.
usmcjdking wrote: »Competetive games that take themselves seriously will always have an animation cooldown in the event you follow through with it, because it punishes recklessness. Animation cancelling lends to it.
usmcjdking wrote: »Competetive games that take themselves seriously will always have an animation cooldown in the event you follow through with it, because it punishes recklessness. Animation cancelling lends to it.
Which competitive games are we talking about here? MOBAS? Fighters? FPS? MMOs? All have animation canceling in one form or another.
Lava_Croft wrote: »File under: Nice try to get meaningful discussion but sadly most of the people partaking have no clue.
Oh well. More important matters are at hand!
Hiero_Glyph wrote: »I think most of you QQers either have no clue how the cancelling works or think it's mostly weaving light/medium attacks.
In update 1.6, the animation system was overhauled. One of the effects was that one could not cancel a skill with the "fake dodge roll" anymore, that a character performs when falling long distances. That alone made me hate the new animations already, it felt terrible unresponsive and with no good reason.
Being able to bash, block or dodge the moment you need to is crucial in PvP. Not being able to cancel skills with dodgerolls would make dodge roll a far weaker mechanic for any build, because it wouldn't save time anymore (pretty stupid for a defensive mechanic). Cancelling skills with weapon swap allows a player to make use of more different skills in combat without slowing him down 2 GCDs.
Seriously, weaving in normal attacks is the least of my concerns.
You misunderstand, you would still be able to cancel any skill with a dodge roll or bash, you would just inadvertently cancel the skill that is being used as well unless it was far enough along in the animation process. This would not create less responsive gameplay but instead would promote bash interrupts or other skills being used as you could preemptively interrupt a potential cast. This would not only create more skillful play but also make combat far more reactive as doing a rotation would require slightly more time but you would be at risk to having that rotation interrupted, either directly or by needing to react to an incoming attack.
The only thing I'd even bother bashing then would be a Soul Assault. And like I said, dodge roll would become pretty useless, I like dodge rolls though. You would have to make bash, block and dodge roll way more powerful to make them worth their GCDs.
I have no idea how this would "create more skillful play" either, would just slow it down because you need to be in an even better position than now to start combos, so you don't waste resources... and slower gameplay means less pressure, means less demand on timing and positioning and overall less skillful play. Not to mention you don't have to time your skills around the enemy's dodge rolls anymore because they just don't dodge mostly anyway.
usmcjdking wrote: »Waffennacht wrote: »That's silly.
Button mashing huh?
Like one of the above posts, you push the same rotation just faster.
To me its absolutely no different than the turning speed in any FPS game. I don't turn my camera speed any higher, but those players that do have an advantage. They have a faster response speed. They have faster reflexes.
Button mashing is just hitting random buttons or hitting the same button desperately trying to get something to happen. You know, jump kick on mortal kombat.
AC is not button mashing, its faster response speed, if you can't do it then get better eye hand coordination.
It's button mashing. Educated and purposeful button mashing, but still button mashing. No reason to properly position yourself and absolutely no risk associated when you can just "block/dodge" whenever you want to. Faster combat, sure, but still button mashing. Animations exist for balancing purposes.
Competetive games that take themselves seriously will always have an animation cooldown in the event you follow through with it, because it punishes recklessness. Animation cancelling lends to it.
Either way you are talking to a brick wall.
@Ezarath @FENGRUSH @LeftyLucy @Gilliamtherogue @Anyone else who supports animation canceling (including myself)...
I use animation canceling extensively and have never had any complaints until recently. The OP did a good job of pointing out my recently discoverd beef with it.
Every "good" stam build is now bash canceling everything to the point where you can't even see what abilities they are using. I'll use reflective scales as an example. As a magsorc when I see wings flap an internal clock starts ticking and I instinctively cast any proced frags as soon as the timer is up. It is extremely potent when timed with a curse, and I don't even have to think about it or look for any other effects.
You can't do that anymore because now you will never actually see a "good" DK flap. You have to watch for the orange aura around the DK to disappear (yes I have adapted to this new playstyle). The problem with this is that the orange aura does not provide any clear feedback about when the ability was used or when it will wear off.
What you end up with is a combat system where all you ever actually see is light attacks and bashes, and I don't think that's what anyone really wants long term. I have not made any firm opinions on how to fix this yet, but as of right now I'm ok with canceling light/heavy attack animations with abilities. I am NOT ok with canceling ability animations with bash/block.
usmcjdking wrote: »Waffennacht wrote: »That's silly.
Button mashing huh?
Like one of the above posts, you push the same rotation just faster.
To me its absolutely no different than the turning speed in any FPS game. I don't turn my camera speed any higher, but those players that do have an advantage. They have a faster response speed. They have faster reflexes.
Button mashing is just hitting random buttons or hitting the same button desperately trying to get something to happen. You know, jump kick on mortal kombat.
AC is not button mashing, its faster response speed, if you can't do it then get better eye hand coordination.
It's button mashing. Educated and purposeful button mashing, but still button mashing. No reason to properly position yourself and absolutely no risk associated when you can just "block/dodge" whenever you want to. Faster combat, sure, but still button mashing. Animations exist for balancing purposes.
Competetive games that take themselves seriously will always have an animation cooldown in the event you follow through with it, because it punishes recklessness. Animation cancelling lends to it.
Either way you are talking to a brick wall.
You are arguing semantics.
Since we're doing that, I'll chime in.
Your usage of the term button mashing doesn't match mine, or other definitions I find on the internet.
Button mashing is either:
Hitting buttons as fast as possible.
Hitting buttons randomly.
You aren't hitting buttons as fast as possible. There's timing.
You aren't hitting buttons randomly, you're using specific abilities.
If you are using a different criteria for button mashing please explain.
Another possibility is YOU are hitting buttons as fast as YOU can, and from your perspective it's button mashing.
But that would be like saying that any fighting game ever is button mashing.. Just because that's how some (inexperienced) players play those games.. Does not mean skill and timing are not factors.
@Ezarath @FENGRUSH @LeftyLucy @Gilliamtherogue @Anyone else who supports animation canceling (including myself)...
I use animation canceling extensively and have never had any complaints until recently. The OP did a good job of pointing out my recently discoverd beef with it.
Every "good" stam build is now bash canceling everything to the point where you can't even see what abilities they are using. I'll use reflective scales as an example. As a magsorc when I see wings flap an internal clock starts ticking and I instinctively cast any proced frags as soon as the timer is up. It is extremely potent when timed with a curse, and I don't even have to think about it or look for any other effects.
You can't do that anymore because now you will never actually see a "good" DK flap. You have to watch for the orange aura around the DK to disappear (yes I have adapted to this new playstyle). The problem with this is that the orange aura does not provide any clear feedback about when the ability was used or when it will wear off.
What you end up with is a combat system where all you ever actually see is light attacks and bashes, and I don't think that's what anyone really wants long term. I have not made any firm opinions on how to fix this yet, but as of right now I'm ok with canceling light/heavy attack animations with abilities. I am NOT ok with canceling ability animations with bash/block.
I agree with your assessment, but disagree with the conclusion.
Animation cancelling, the combat mechanic (immediately using block/bash after an instant abilty) is completely unrelated to the client side animation that plays.
The terminology is unfortunate.
From a combat perspective, abilities are instant. There's really no 'cancelling' in the combat system.
It's incumbent on the ZOS animation team to provide us with animations that convey the game state accurately.
Some form of animation blending, that allows a visual of both wing flap and blocking, would be ideal.
Eliminating the ability to perform those actions is not something I'd agree with.
I think there are two separate issues:
The animation associated with using an instant and then blocking is flawed
The ability to use an instant and then block is undesirable/favors those with low ping and high fps disproportionately.
I can agree with the first.
I can't agree with the second.
I really would hate to have to choose between the damage shield that saves me from the daedroth fire, and the dodge roll to avoid the skull projectile.
I'm not sure people really understand how impossible certain content would be without being able to use block/bash/dodge immediately after an instant, and have both apply.
@Ezarath @FENGRUSH @LeftyLucy @Gilliamtherogue @Anyone else who supports animation canceling (including myself)...
I use animation canceling extensively and have never had any complaints until recently. The OP did a good job of pointing out my recently discoverd beef with it.
Every "good" stam build is now bash canceling everything to the point where you can't even see what abilities they are using. I'll use reflective scales as an example. As a magsorc when I see wings flap an internal clock starts ticking and I instinctively cast any proced frags as soon as the timer is up. It is extremely potent when timed with a curse, and I don't even have to think about it or look for any other effects.
You can't do that anymore because now you will never actually see a "good" DK flap. You have to watch for the orange aura around the DK to disappear (yes I have adapted to this new playstyle). The problem with this is that the orange aura does not provide any clear feedback about when the ability was used or when it will wear off.
What you end up with is a combat system where all you ever actually see is light attacks and bashes, and I don't think that's what anyone really wants long term. I have not made any firm opinions on how to fix this yet, but as of right now I'm ok with canceling light/heavy attack animations with abilities. I am NOT ok with canceling ability animations with bash/block.
I agree with your assessment, but disagree with the conclusion.
Animation cancelling, the combat mechanic (immediately using block/bash after an instant abilty) is completely unrelated to the client side animation that plays.
The terminology is unfortunate.
From a combat perspective, abilities are instant. There's really no 'cancelling' in the combat system.
It's incumbent on the ZOS animation team to provide us with animations that convey the game state accurately.
Some form of animation blending, that allows a visual of both wing flap and blocking, would be ideal.
Eliminating the ability to perform those actions is not something I'd agree with.
I think there are two separate issues:
The animation associated with using an instant and then blocking is flawed
The ability to use an instant and then block is undesirable/favors those with low ping and high fps disproportionately.
I can agree with the first.
I can't agree with the second.
I really would hate to have to choose between the damage shield that saves me from the daedroth fire, and the dodge roll to avoid the skull projectile.
I'm not sure people really understand how impossible certain content would be without being able to use block/bash/dodge immediately after an instant, and have both apply.
Yes of course these abilities are instant so canceling the animation does not actually help the ability itself, it does however do more damage within the same GCD (in the case of bash canceling) and denies your opponent any feedback as to what abilities you are actually using (this is the broken bit IMO). We may as well strafe back and forth with no animations at all if this is the direction of optimal PvP.
I dont know how to fix it though. If you disallow bash/block canceling, then you take away some reactive game play, but if you allow players to cancel every single animation with a bash, you also take away reactive game play because nobody can see wtf you are doing.
My instinct is to hide the bash/block animations behind ability animations, that way you can still block/bash in the middle of an ability but your opponent will still be aware of the abilities that you are using. In this way you can still bash for that extra bit of DPS, but I can still see wtf you are doing otherwise.
It's an animation problem, not a game mechanic problem.
It's an animation problem, not a game mechanic problem.
That's exactly what I've been saying, but I understand your need to clarify it. Everyone complaining about AC in this thread are complaining for the wrong reasons (L2P reasons).
Blending would be nice but at this point I dont really care too much. Block already puts a goofy glyph over your character that is not animation related so there is no blending absolutely required there. If I can't see you bashing behind surprise attack, I don't really care.
If I can't see you surprise attacking behind bash, then I care. Bash/block should be the lowest priority animation.
Getting extra dps by clipping LAs and Bashing is absolutely fine.
@Ezarath @FENGRUSH @LeftyLucy @Gilliamtherogue @Anyone else who supports animation canceling (including myself)...
I use animation canceling extensively and have never had any complaints until recently. The OP did a good job of pointing out my recently discoverd beef with it.
Every "good" stam build is now bash canceling everything to the point where you can't even see what abilities they are using. I'll use reflective scales as an example. As a magsorc when I see wings flap an internal clock starts ticking and I instinctively cast any proced frags as soon as the timer is up. It is extremely potent when timed with a curse, and I don't even have to think about it or look for any other effects.
You can't do that anymore because now you will never actually see a "good" DK flap. You have to watch for the orange aura around the DK to disappear (yes I have adapted to this new playstyle). The problem with this is that the orange aura does not provide any clear feedback about when the ability was used or when it will wear off.
What you end up with is a combat system where all you ever actually see is light attacks and bashes, and I don't think that's what anyone really wants long term. I have not made any firm opinions on how to fix this yet, but as of right now I'm ok with canceling light/heavy attack animations with abilities. I am NOT ok with canceling ability animations with bash/block.
I agree with your assessment, but disagree with the conclusion.
Animation cancelling, the combat mechanic (immediately using block/bash after an instant abilty) is completely unrelated to the client side animation that plays.
The terminology is unfortunate.
From a combat perspective, abilities are instant. There's really no 'cancelling' in the combat system.
It's incumbent on the ZOS animation team to provide us with animations that convey the game state accurately.
Some form of animation blending, that allows a visual of both wing flap and blocking, would be ideal.
Eliminating the ability to perform those actions is not something I'd agree with.
I think there are two separate issues:
The animation associated with using an instant and then blocking is flawed
The ability to use an instant and then block is undesirable/favors those with low ping and high fps disproportionately.
I can agree with the first.
I can't agree with the second.
I really would hate to have to choose between the damage shield that saves me from the daedroth fire, and the dodge roll to avoid the skull projectile.
I'm not sure people really understand how impossible certain content would be without being able to use block/bash/dodge immediately after an instant, and have both apply.
Yes of course these abilities are instant so canceling the animation does not actually help the ability itself, it does however do more damage within the same GCD (in the case of bash canceling) and denies your opponent any feedback as to what abilities you are actually using (this is the broken bit IMO). We may as well strafe back and forth with no animations at all if this is the direction of optimal PvP.
I dont know how to fix it though. If you disallow bash/block canceling, then you take away some reactive game play, but if you allow players to cancel every single animation with a bash, you also take away reactive game play because nobody can see wtf you are doing.
My instinct is to hide the bash/block animations behind ability animations, that way you can still block/bash in the middle of an ability but your opponent will still be aware of the abilities that you are using. In this way you can still bash for that extra bit of DPS, but I can still see wtf you are doing otherwise.
What you are looking for is better animation blending.
It's an animation problem, not a game mechanic problem.
You can have your cake and eat it too - it just needs to be visually apparent in the scenario you described that the dk cast reflective scales, and the dk is blocking.
That should be possible by blending the scales animation with the block animation - or if that looks like a flailing ragdoll - a custom animation.
It's an animation problem, not a game mechanic problem.
That's exactly what I've been saying, but I understand your need to clarify it. Everyone complaining about AC in this thread are complaining for the wrong reasons (L2P reasons).
Blending would be nice but at this point I dont really care too much. Block already puts a goofy glyph over your character that is not animation related so there is no blending absolutely required there. If I can't see you bashing behind surprise attack, I don't really care.
If I can't see you surprise attacking behind bash, then I care. Bash/block should be the lowest priority animation.
Getting extra dps by clipping LAs and Bashing is absolutely fine.
I've never noticed the glyph on players, only NPCs. Any idea why?