TL;DR -
It locks your character into certain actions and thus deprives us of what attractive many of us to ESO's combat in the first place: fluidity and responsiveness.
I am not alone in this thinking. Here are just some of the threads people have brought up criticizing this system.
https://forums.elderscrollsonline.com/en/discussion/269850/new-animations-are-slow-players-are-now-constrained-by-the-combat-system-instead-of-personal-skill/p1https://forums.elderscrollsonline.com/en/discussion/269002/animation-priority-game-feels-delayed-bar-swap-ability-delay-potions-only-when-standing-stillhttps://forums.elderscrollsonline.com/en/discussion/245411/cant-animation-cancel-as-fast-anymore-on-most-abilities
And Zenimax's own Original PTS thread:
https://forums.elderscrollsonline.com/en/discussion/245038/official-feedback-thread-for-prioritization-of-combat-animations/p4. In the first four pages (before the discussion devolved into "if animation cancel should exist at all"), here were the results:
Posts indicating support: 7
Posts indication dislike: 47
And the next after they "fixed" the issues people had in the TG patch.:
https://forums.elderscrollsonline.com/en/discussion/261848/official-feedback-thread-for-combat-animation-prioritization
Posts indicating support: 1
Posts indicating dislike: 17
Posts I can't tell: 1
The PTS: where the customer's opinion matters ... NOT.
And here are the threads that support it:
*crickets*
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I understand what you were trying to do, make it so the animation of an attack assumed priority and would always be shown to other players.
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.
The bolded parts represent the core of why I dislike the new system so much. At Launch, I had
total and complete control of what my character was doing and when that action was done. I hit a button and the response was
immediate and - importantly - the animation on the screen was in synch with the action I was performing.
People misleading this called this "animation canceling." It was
not cancelling. It was
prioritization. This is completely different. Nothing was being cancelled. What was happening was that the game (immediately) accepted a new input (
without cancelling the old input) by the player. The original designers felt this responsiveness was critical to the flow of combat because of how critical mechanics like block, dodge, etc., were to player survival.
So, now ZoS changed this prioritization such that an attack's animation took priority over the input of the player. That attack HAS to play out no matter what button you press. This is a fundamental change to the original system. This is the "side effect" as described by Gina, we no longer have "smooth blends" between action - interrupt - action and thus we have the disjointed, unresponsive mess that is on Live now. As
@Zos_EdLynch notes,
it is purposeful to have the animations of abilities to not be in synch with what is happening on our screens: "That second, interrupting ability still happens the moment you activate it, the only difference is that the beginning few frames of that animation will be obscured by the impact/launch of the preceding one," i.e., when you press a button, the game will NOT give you any indication that action was performed even though it was processed.
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To look at Gina's listed goals, here is what happened:
1. "A successfully-fired ability should not be visually obscured; if an attack lands or an ability is launched, we should show it happening."
We can see the attacks happening, but at the cost of having those abilities out of synch with when buttons are actually pressed and when the game actually processes them. It also locks your character into that attack animation even though the game is accepting other inputs. In short, yes we can see these attacks but the game is not visually responding to what we are doing and thus not an accurate representation of what is happening.
2. "DPS and other playstyles should not be adversely affected."
Failure. You sold us a game around action-reaction combat and now because our characters are locked into these attack animations, the very fluidity and responsiveness of the original system has been sacrificed to show those attacks. The buttons I press are not in synch with the output the game is showing on my screen. That is absolutely adversely affected!
Note: this change is in particular egregious on sorcerers. No class relied so heavily on the fluidity and the "smooth blend" of actions referenced by Gina. I have all but given up playing one because I am tired of being locked into a weaved attack, when immediate blocking, shielding, and streaking were so crucial to that class's performance. I also hate even trying to play as a stamina based character. Their survival is totally predicated on crisp, clear, and smooth dodging as well as short -ranged melee attacks where the synchronicity of the game's visuals and the player's input have to be on point. Throw in your every night lag and the result is frustrating at best and disastrous at worse.
3. "The game’s 'feel' should not change"
This was never going to happen and I don't know why it was even touted as a goal. If the game is going to prioritize an attack animation over a player's input, then the game's "feel" will absolutely change.
How I would best sum up these changes is this: Yes, I can see all the basic attacks performed against me, but at the unacceptable cost of combat responsiveness and my very ability to react/defend against those attacks. I would much rather have those attacks obscured because it did not compromise my ability to control my character. In short, you shown me attacks that now kill me whereas before I maybe could not always see them, but would survive.
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What I am most dismayed is that during the Thieves Guild PTS, the community overwhelming told ZoS what I have laid out above, so much so that ZoS made the rare concession of reverting a planned changed. But, ZoS only made one minor change and forced this system through anyway during the Dark Brotherhood patch (where it was met by even a greater percentage of dissatisfaction). The only thing that was different was that blocking mechanics were excluded. Which basically means everything else that your character can do will be unresponsive, not in synch with what the game is visually communicating to you, and your character will still be locked into basic attacks. On the PTS, people said this wasn't good enough and it went through anyway. Once the patch came out, threads appeared expressing dissatisfaction and yet here we are: playing with a system imposed upon us that most of us in strong terms said we did not want in the first place.
What ZoS is trying to do is be "half-pregnant." They are trying to have animation prioritization (let's use the correct term) but somehow still have all those actions visually communicated to the players. Admirable goal, but wholly unrealistic and comes with the admitted negative costs of unresponsiveness and the "smooth blend" of player actions that made ESO's combat very compelling (indeed, at the game's launch there was a lot of mixed reviews and general criticism, but even the game's critics acknowledged the combat system was top notch and fun). Either you are pro- or anti- animation prioritization and either ESO is a game that has it or does not. Stop pretending there is a way to somehow have both without adverse consequences. Pick one or the other and please be committed to a consistent and responsive game.
Speaking for myself as one of those players with poor dexterity in my fingers and thus not nearly as skilled as what people misleading call "animation cancelling," this change has made me even more frustrated with the system. That very sacrifice you made to the "smooth blending" has made it such that I constantly am finding myself locked into these attack animations with no idea if my other inputs are being accepted by the game. Often times my skills do not fire afterward and I am at the point where I want to throw my computer out the window. The gap between players such as myself and those who made Youtube videos explaining how to "animation cancel" has increased because these are precisely the sorts of people who can easily adapt to the misleading and asynchronous combat visuals that you have presented us. So if this was an attempt to help players such as myself, thanks but no thanks.
I'd much prefer to have the original system that the game's original designers had in place. It was fine. This is the sort of game where immediate responsiveness is critical to success and I believe the original developers were correct in implementing the system that they did. The very responsiveness and freedom of that system is what allowed players such as myself who are not very good at "animation cancelling" to do stuff like dodge, block, attack when we wanted to. Even though I wasn't very good at getting the most out of the system, even I found it easy to at least weave attacks and my character was never "locked" into doing something, which was good enough for me. I was in control of my character and it responded to what I did when I did it and that was fundamental to enjoying ESO combat. I want that control back.
*****Summary*****
The new animation prioritization system locks your character into certain actions and thus deprives us of what attractive many of us to ESO's combat in the first place: fluidity and responsiveness. ZoS's own description of it states that when you perform an action, that action will
notbe displayed even though it is taking effect. By definition that is disjointed and unresponsive. In trying to compromise by having "animation canceling" but still locking our characters into attacks, we are getting the worse of both worlds: people cancelling actions and losing the "smooth blends' Zos admitted was in the previous system.
Something else to keep in mind: the new system is not consistent and itself contradictory. ZoS excluded blocking from this system so that follows it own sets of rules apart from the other actions we do with our characters. It's all too much and frustrating thing is it is not longer guaranteed when I hit a button that I will see my character begin to immediately execute that action, which should, IMHO, by far be the biggest priority. I also think potions and ultimate inputs have been effected. The animation priotization is definitely affecting the already undesirable global cooldown on potions (why does this exist again): it is definitely longer. In PvP
more often then not when I hit my potion key, it is not consumed. With ultimates I often have to press the key 2,3, or even 4 times just to get it to fire.
The game is so much less responsive than what it once was.