ZOS_EdLynch wrote: »There has been some great feedback in here. One of the abilities specifically called out was Dawnbreaker and we've made some changes to greatly improve its responsiveness. We hope to have those changes on one of the next incremental PTS patches.
I'd also like to clarify again that weaving should work the same as it always has. If you interrupt a heavy attack with an instant ability, you will still cast that ability instantly - but because that semi-charged heavy attack still happens, we briefly show a part of that attack (on average, about 250-350ms) then switch to showing that second ability already in progress. Similarly, when interrupting an instant ability with block, the actual act of blocking should happen as soon as you activate it, the only difference is that the blocking *animation* (not the block itself) will be queued for that fraction of a second until the ability reaches its impact/launch frame. That frame on the Dawnbreaker ability was determined to happen far too late, which negatively impacted the perceived response time.
If you find it to be the case that abilities are truly delayed from starting because of an animation in progress in a way that doesn't currently happen on the live megaservers, please give us detailed information about that specific rotation so that we can replicate it here and make any corrections necessary. I should also note that this visual change is systemic and should not affect any class or weapon type more or less than any other. Please report specific discrepancies so that we can investigate.
In short, you should still be able to weave as you always have, only you will not be able to completely obscure one ability in favor of another when both are successful. If you find the actual mechanics of your rotations have changed, please let us know exactly which rotation (skill, morphs, weapon-type) is behaving differently for you.
Tillalarrien wrote: »
@ZOS_EdLynch @ZOS_BrianWheeler You are doing the same thing as with dawbreaker in previous offical reply on this thread, which is focusing on only one from many cases where this change makes the combat/game worse - the problem is fundamental, not in few skill combinations. Fixing skill combinations would be equall to threating the symptoms instead of curing the main problem.
Can you tell us that on your internal server you cant start heavy attack then use WB/Cfrags/darkflare and get starting part of the skill animation cut off? Its also right there on your visual representations of the idea..
This change of prioritisation will destroy the reactive nature of the combat as it is, and this game is based on combat. WB that I can dodge or move away from on live, will now hit sooner after the animation starts playing, limiting the short time in which I can react to it. Hardcasted cfrags will be cast too quickly after animation is visible and it will be impossible to put up a reflect or interrupt, ect. This are just 2 examples, there is plenty more where that came from! Casual players will be droping like flies againt anim cancelers and you probably dont want that?
There are also other symptoms of the main problem i wont event touch here - look previous posts.
The feedback you got here was not "I found a bugg with skill1+skill2". It was "ROLL BACK THE CHANGES" and "WORSE ALL AROUND".. So why are you still pushing for it? Plys dont say its cause you like how the light attack animation looks - its not worth destroying the REACTIVE combat over it! If you must have full animations id sooner take removal of animation canceling for good then this, even though I am all for AC.
Feedback from the ppl that play this game on this topic is as onesided as it can be.. I hope you listen, for the sake of the game.
silky_soft wrote: »Block is qued? You mean how people are currently able to have a block mid shield charge and mid jabs?
@Wrobel @ZOS_EdLynch i'm the creator of the still discussed thread A desperate plea for ZOS: Please remove Animation cancelling..
I like that you adressed the issue, but this is just a half-fixed issue now making it worse than before sadly.
I'd consider taking it out of this current patch and work on it more, then implement with a later major patch.
You really really really need more time to get this right! Please consider a rollback for this.
You'll end up with more bugs than you had before it was implemented. You'd need to be fixing tons of skills if it hits Live, losing out on much needed devtime to fix something that wasn't really implemented properly anyway.
@Wrobel @ZOS_EdLynch i'm the creator of the still discussed thread A desperate plea for ZOS: Please remove Animation cancelling..
I like that you adressed the issue, but this is just a half-fixed issue now making it worse than before sadly.
I'd consider taking it out of this current patch and work on it more, then implement with a later major patch.
This...
And I'm not quite sure how many times this should be said.... AC should not exist fullstop.
(ok a bit extreme, It should exist but not in the way that you all want it too..)
If the is no animation there should be no damage!
Only way i can explain it is, in real life if i had a bat and swung it at someone but then stopped, it still caves their face in... Not sure how to explain it any other way...
Someone else stated also that this is a real time combat game, AC has absolutely no place.. It's an unfair advantage and only creates the combat of whoever hits first..
People are in denial if they think this ISNT an exploit.. Even Zos said as much not in so many words.. why the hell do you think they are trying to fix it?
OH YEAH coz it aint working as INTENTED...
Grow a pair, fight properly, stop being in denial and whining about exploits ( oh sorry you think its working as intended because it benefits unfair elitist pvpers lol)
You know every other game in existence works fine without AC why do you people need it so much here?.. Oh yeah! More pew pew in 1 second...
*Prepares for the Burrrrnnnnnnn*
If you meant me, im sorry it did not came across the way i meant it:Tillalarrien wrote: »This is a PTS feedback thread so I would prefer you all take "for or against AC" talk elswhere. Cause the change at hand will make things worse for both sides alike, and bickering here is just a noise making the developer - community communication harder.
So dont post live server stuff or compliment ZOS on the idea of change without even testing it.
You will realize that the change they want to implement is far from functional state, they need more time. If they dont roll that back and test and work on the feedback much longer - then this game will have broken, buggy and much less enjoyable combat at minimum till the Q2 comes, and they drop some other major change to fix problems they would introduce with this one.
Current changes the new system NEEDS!!
-Wind up animation of the abilities with CAST TIME, should be visible from the start! That gives ppl time to react (dodge, block, interrupt), same goes for CHANNELED abilities (for interrupting)
-BLOCK animation should be visible from the start! If opponent is blocking this your approach to fighting him is much different then if he is not - We need to see if block is up or not!
So once again, zos, plys listen to the feedback of the ppl that tested this. Roll it back, work on the issues mentioned in this thread and release it in Q2 in perfect form, instead of releasing it exploitable and broken as it is now.
So let me see if I understand this, and correct me if I'm wrong. Players are angry because with the old way when you block canceled it would allow you to string together damage faster but a block was never actually done unless you held it or hit it twice. Now, new way, if you hit block you actually perform a block in the same rotation and that is something you don't want to happen.
If you meant me, im sorry it did not came across the way i meant it:
Ive tested it and I dont think its working well but i am happy they finally do something.
Also: its just natural that people talk about the 'For and against of AC' in a topic about a change to this matter. Why change it if you think its fine the way it is. Why change it if you think they should completly remove it.
Those people just want to be heard - this is a first time ZOS is officially working on AC on this way.
Stay polite. Everyone here has a reason to leave their thoughts.
As for the changes that you think they should make: i can agree with you there. Especially the invi-block is annoying.
No,
Currently on live, you cancel the animation with a block anf the block animation fires instantly, showing all that you are blocking.
On pts, if you cancel an animation with a block then the animation continues for 300 ish milliseconds before the block animation begins, however, the actual block happens instantly.
This means that the player is actually blocking your damage before you see the block happen.
So you can no longer react based on what you see happening.