Changes to Dawnbreaker, as an Example
What I do not get is, Blockcancel got changed, but Weap Swap/ROll Cancel still works as before. Why?https://youtu.be/Xf5NbVnOG1Y
Previously you were able to completely hide the animations for Reflective Scales, Defensive Stance, all Wards, and much more. This provided zero feedback to your opponent as to what you were actually casting, which was a terrible thing for real time reaction based combat.
fred.thomsonb16_ESO wrote: »
And a large chunk of the end game content will be unplayable for existing players.
I kept dying in maelstrom due to not having enough stamina to dodge roll break an animation and not being able to block cancel; weapon swap cancelling, at the moment is a centric part of my build, which is ridiculous.
@Islyn Attack weaving has the same timing and effect as Live however your Light Attack animation will play out, cutting out some of the ability animation. This has thrown off many who use visual cues over intuited timing or audio cues.
a good game design involves visual feedback for ANYTHING the player can accomplish. So if animation canceling is a recognized element of eso skill, then there should be clear visual feedback for pulling off the right timing.
If that was your intention with the changes: Great! If not: hmmh.
This is literally the best answer you have ever given us explaining game mechanics/changes. More like this please!ZOS_GinaBruno wrote: »In the Thieves Guild update, we wanted to make it more clear which attacks players are using, while preserving the responsiveness and feel of the combat system. So, we started with a simple premise: if an ability is successful, you should be able to see it impact (or launch, in the case of projectiles). Now, every successful attack will display until the moment of impact/launch. Instead of canceling the impact/launch of the first ability, we now obscure the first few milliseconds of the interrupting ability.
The above examples show a Heavy Attack interrupted with an instant ability. The green part is what you see, and the red part is what is not shown. In the first example, you can see the way it is currently on the Live megaservers and has been since launch. The Heavy Attack can be interrupted at almost any time during the wind-up. At the time it is interrupted, the strike happens, but it is invisible because it is obscured by the beginning of the interrupting ability. The second example shows our current method of handling interruptions. Instead of obscuring the strike/launch, we show it up until that point of impact/firing, opting to instead obscure the (less important) first few frames of the interrupting ability.
We believe this visual adjustment meets the criteria we set when we were designing this improvement:
- A successfully-fired ability should not be visually obscured; if an attack lands or an ability is launched, we should show it happening
- DPS and other playstyles should not be adversely affected
- The game’s “feel” should not change
One side effect of this change is that there are shorter (or in some cases, no) blend times to smooth the transitions depending on exactly when you choose to fire an interrupting ability. When you’re dealing in milliseconds and giving players that kind of freedom , you sometimes have to forego perfectly smooth transitions in order to make sure the player is receiving proper feedback and telegraphing to other players exactly what they are choosing to do. Having said that, if you find particularly egregious combinations (ability X interrupted with ability Y), please let us know; there may be some things we can do to help smooth them out.
As always, we welcome your feedback. In fact, it will be instrumental in informing us how to proceed with this improvement. Our internal testing has proven to be very successful, but there are so many different playstyles, builds and rotations, we want to make sure we try to implement this in a way that feels good in all cases and doesn’t need to be taught through a tutorial; exactly what you see is what is happening.
Emma_Eunjung wrote: »OK, after extensive testing of medium attack weaving with both instant damage spells and spells with cast times, here are my initial findings:
1) Weapon attacks (e.g. Heavy attacks) DO have a higher animation priority, which is not a surprise because of what the OP told us.
2) As far as I can tell, successful projectile attacks are always shown flying through the air, even if the animation for the spell cast was overridden by the animation for the heavy attack.
3) The timing of instant damage spells woven with medium attacks has not changed adversely at all. It seems like it might even be better.
4) HOWEVER... the timing of hard cast spells (e.g. unprocced Crystal Fragments) HAS been affected. If you were accustomed to holding down the attack button (prime your medium attack) immediately after activating a cast spell, you will find that your cast spell will FAIL to complete!
The solution to point #4 is to wait until the cast time of the spell (1 second in my example) is complete or nearly complete before holding down the left mouse button to initiate your heavy/medium attacks. Without going into a lot of detail, I found that this does not have any adverse effect on DPS as long as you can adapt your timing to the new system.
Overall, as a diehard attack weaver and animation canceler, I found no major reason to be distressed by the changes. Most of the changes seem pretty positive to me. As I can continue testing, however, I reserve the right to change my mind
rfennell_ESO wrote: »
You know how the macro abusers claim it doesn't work and it is no advantage and all that?
They are lying.
Otherwise why is ZOS forced to go through with a redo of animation system?