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Cant animation cancel as fast anymore, on most abilities.

  • Rune_Relic
    Rune_Relic
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    RoyJade 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.

    795bf0b64a4ab2d14400f29610ec6d.jpg

    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.

    GinaBruno's post on the PTS forum.

    Animation canceling hit as fast as before, but you need to hit before launching a new skill. So no more abused canceling (like three LA in a critical rush), if everything work correctly (laughing).

    Interesting..... @ZOS_GinaBruno has the animation team considered the possibility of tweening to soften the tranistion between the follow through and the instant ability ?
    Anything that can be exploited will be exploited
  • Hand_Bacon
    Hand_Bacon
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    What does this do to HA/WB weave? You didn't even have to wind up all the way for the HA before, but now, if I understand it correctly you need to strike with the HA before the WB will start?

    I had found this combo helpful on single target DPS when stam started to fall and there wasn't a Templar with shards.

    #AlmostGood@ESO
  • hammayolettuce
    hammayolettuce
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    Hand_Bacon wrote: »
    What does this do to HA/WB weave? You didn't even have to wind up all the way for the HA before, but now, if I understand it correctly you need to strike with the HA before the WB will start?

    I had found this combo helpful on single target DPS when stam started to fall and there wasn't a Templar with shards.

    No, the post Gina made was about animation cancelling a heavy attack with an instant cast ability (which WB is not). Cancelling a WB with a heavy attack works the same way it did before and has the same timing, it just looks totally different so it will feel broken until you get used to it. The difference is, with the WB cancel, both heavy attack and WB require a wind-up and by using the correct timing, you wont we getting full damage from the heavy attack, you actually do a medium attack (no change here).

    Also, the fact that Gina posted information about animation cancelling just confirms that it is an intended mechanic and not an exploit. ZOS does not discuss the mechanics of exploits with players and she certainly would not have made that post if AC were in fact exploiting. If you don't want to learn how to animation cancel, that's fine, whatever. But it's not hard to learn, so stop writing it off as an exploit and just accept that you are a more casual player than those who use animation cancelling.
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    One step closer to removing the stupid broken thing from the game.
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