ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
you seriously should of let this go live....... the fact you can cancel attacks with a block and hide animations and effectively stack many skills into it without your enemy seeing it is just plan wrong. Oh well, guess the QQ wins again. I am sure my opinion on the topic wont make me any friends, but who cares. Thats why it is my opinion.
you seriously should of let this go live....... the fact you can cancel attacks with a block and hide animations and effectively stack many skills into it without your enemy seeing it is just plan wrong. Oh well, guess the QQ wins again. I am sure my opinion on the topic wont make me any friends, but who cares. Thats why it is my opinion.
you seriously should of let this go live....... the fact you can cancel attacks with a block and hide animations and effectively stack many skills into it without your enemy seeing it is just plan wrong. Oh well, guess the QQ wins again. I am sure my opinion on the topic wont make me any friends, but who cares. Thats why it is my opinion.
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.
you seriously should of let this go live....... the fact you can cancel attacks with a block and hide animations and effectively stack many skills into it without your enemy seeing it is just plan wrong. Oh well, guess the QQ wins again. I am sure my opinion on the topic wont make me any friends, but who cares. Thats why it is my opinion.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
Honestly they need to take it a step further, and make it so if you cancel a attack to dodge or block the skill you cancelled does not go off.
i want fluid combat, actual spell weaving, the animation plays thru to its conclusion before you fire off another, then use a compatible spell or attack animation to make legit combos, and make it seamless, almost like a dance.
Regardless of what has been stated Animation cancelling should be in but NO DAMAGE if you cancel it, feel free to cancel a attack but do not expect the fruits of no labor.
Emma_Eunjung wrote: »Don't ruin ESO because you can't keep up!
zerosingularity wrote: »I noticed the following:
Light Attack - Skill is essentially the same as on live in terms of performance. (Main DPS animation cancel.)
Skill - Dodge Roll or Block or Bash. Here is the biggest change, part of the skill MUST fire before you can dodge roll/block/bash, and if you do so too early, no skill goes off. Not a big effect in PvE, but I can see this being big in PvP. Many will not like this. I think it is alright, but this is where people think combat may feel clunky or slower. Skill - Weapon Swap is NOT affected. (This is a good thing, it would majorly affect DPS if it was.)
Also, sometimes after weapon swapping or running, skills won't activate. Dunno how to reproduce this, but it is an issue and I dunno if anyone else noticed this.