ColoursYouHave wrote: »I love how people talk about animation cancelling being "unfair". AC is one of the few things that literally every single person in the game can do unconditionally. Gear doesn't matter, stats don't matter, skills don't matter; from the second you enter the Coldharbour tutorial, you have the ability to animation cancel. AC might actually be one of the most fair things in the game. If something that everybody has access to is "unfair", I can't even imagine how people feel about things that everybody does not have access to, like Monster Sets and Maelstrom weapons.
My impression then, isn't that people think AC is unfair, its that people think it is unfair that players with more skill are able do better than them in the game.
Lord_Legion wrote: »
lel luf u gois
Lord_Legion wrote: »
lel luf u gois
COME BACK TO THE GAME YOU PLEB I MISS U
jk *** u i h8 uCOME BACK TO MEEEE
Lord_Legion wrote: »Lord_Legion wrote: »
lel luf u gois
COME BACK TO THE GAME YOU PLEB I MISS U
jk *** u i h8 uCOME BACK TO MEEEE
but lyke, i dont luf u
Lord_Legion wrote: »Lord_Legion wrote: »
lel luf u gois
COME BACK TO THE GAME YOU PLEB I MISS U
jk *** u i h8 uCOME BACK TO MEEEE
but lyke, i dont luf u
I will rekt u scrub
This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
Ew, no cooldowns. That would completely change the combat system of the game, which is just fine without cooldowns. The old animation system worked fine, and I suppose this one could too...if it worked properly. Poisons screw it up, and the animations glitch out a lot. Needs fixes, not radical changes!
This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
Ew, no cooldowns. That would completely change the combat system of the game, which is just fine without cooldowns. The old animation system worked fine, and I suppose this one could too...if it worked properly. Poisons screw it up, and the animations glitch out a lot. Needs fixes, not radical changes!
The server lags horribly in pvp. Has ever since the game launched. Adding in cooldowns will slow the combat down slightly for yourself, but also everyone else, therefore alleviating a lot of load on the server making pvp far less laggy. It's much easier for the server to track cooldown timers than it is for it to track the massive damage done from insta-spam abilities with no cooldown whatsoever.
This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
Ew, no cooldowns. That would completely change the combat system of the game, which is just fine without cooldowns. The old animation system worked fine, and I suppose this one could too...if it worked properly. Poisons screw it up, and the animations glitch out a lot. Needs fixes, not radical changes!
The server lags horribly in pvp. Has ever since the game launched. Adding in cooldowns will slow the combat down slightly for yourself, but also everyone else, therefore alleviating a lot of load on the server making pvp far less laggy. It's much easier for the server to track cooldown timers than it is for it to track the massive damage done from insta-spam abilities with no cooldown whatsoever.
And cooldown gated combat would be sluggish and boring as hell. They'd have to fundamentally rebalance everything. It would be a completely different game.
Part of why I for one love this game is how fast paced the combat is. Ability use is gated by resources, not cooldowns. That is awesome. We just have too much sustain under the CP system... That is the problem, not cooldowns.
Get out of the zergs, and it's not so laggy. I play on Haderus and in the Imperial City, and I rarely encounter lag anymore.
https://www.youtube.com/watch?v=nD0m9G5ZanA Articulemort wrote: »ColoursYouHave wrote: »Articulemort wrote: »lol you haven't played DB yet so don't assume anything mate.
The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.
This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.
So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???
Please forgive me if I fail to see the problem with that.
"Combat Animation Prioritization
We adjusted the combat animation priority so that you will see impacts and effects for each ability and attack fired when played in rapid succession, without it affecting DPS. Blocking mechanics have been excluded from this change based on feedback from the last PTS testing cycle."
Taken directly from the patch notes. The combat animations are in fact not working as intended.
Are you saying that everyone's dps is dropping due to this or just animation cancellers?
Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.
"Animation cancellers" lol
As if that doesn't encompass every player in the game.
If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.
Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.
That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.
EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.
Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.
As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.
No competitive player can disagree with these points.
And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.
This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
One of the most praiseworthy aspects of ESO is its unique blend of action combat with MMO gearing and character development. Cool down based system would be horrible.
the way ultimates work now, which is basically a cooldown, is horrible. There is no risk/reward, no advantage to those with more mechanical skill, no advantage to those with better situational awareness. Simply, more players equals more ults (or more negates, for this patch).
This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
One of the most praiseworthy aspects of ESO is its unique blend of action combat with MMO gearing and character development. Cool down based system would be horrible.
the way ultimates work now, which is basically a cooldown, is horrible. There is no risk/reward, no advantage to those with more mechanical skill, no advantage to those with better situational awareness. Simply, more players equals more ults (or more negates, for this patch).
Need dynamic ulti gen.
Ghost-Shot wrote: »This is why they need to just go to a cooldown system. Allow us to instantly "spam" any ability we want, but have a cooldown timer on most, if not all, abilities. Then just allow us to break the animations by triggering another ability. Reduce cast times and bring in cooldowns. While the NGE version of SWG was hated, the initial NGE sucked.....and the servers couldn't handle the new faster combat of the NGE(the servers were literally running P3 server CPU's), when you go into small engagements in pvp, ones the server could actually handle, the pvp was AMAZING! On a couple of the NGE emulators out there it showed that the instant cast abilities w/ cooldowns, coupled with a server that was actually up-to-date, did amazingly well. How the cooldowns could be introduced is something that ZoS would have to look into, cause only having 5+1 abilities on a single toolbar is VERY limiting when talking about bringing in cooldowns. It would slow the combat down a little though, from everything being able to be spammed, with no cooldown, at will as long as you have the resources to do so.
One of the most praiseworthy aspects of ESO is its unique blend of action combat with MMO gearing and character development. Cool down based system would be horrible.
the way ultimates work now, which is basically a cooldown, is horrible. There is no risk/reward, no advantage to those with more mechanical skill, no advantage to those with better situational awareness. Simply, more players equals more ults (or more negates, for this patch).
Need dynamic ulti gen.
Yes, I will drop all the banners!
You are not constrained any more by this if you have good positioning, judicious target choice, and superior skill selection. There are plenty of things you can do to be better. Frankly this choice just cuts out the people who just have fast reaction times and no real intellect. You're not saying you have no intellect are you?
You are not constrained any more by this if you have good positioning, judicious target choice, and superior skill selection. There are plenty of things you can do to be better. Frankly this choice just cuts out the people who just have fast reaction times and no real intellect. You're not saying you have no intellect are you?
Articulemort wrote: »
I play magicka templar, and these changes negatively affect me as well.
It's mainly with toppling charge. It's so slow and predictable.