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Why I dislike the new Animation Prioritization system.

Joy_Division
Joy_Division
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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/p1

https://forums.elderscrollsonline.com/en/discussion/269002/animation-priority-game-feels-delayed-bar-swap-ability-delay-potions-only-when-standing-still

https://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*
*********

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.

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.

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.

***********

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.

*********

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.
Edited by Joy_Division on July 19, 2016 9:26PM
Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Xeven
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    Can we get a TLDR? All I know is it definitely feels different coming back after DB.

    EDIT:
    TLDR at the top. Agreed.
    Edited by Xeven on July 19, 2016 4:40PM
  • Ackwalan
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    Animation canceling was never supposed to be a thing. Combat was supposed to be visual, you see what is happening and react.
  • Rohamad_Ali
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    Ackwalan wrote: »
    Animation canceling was never supposed to be a thing. Combat was supposed to be visual, you see what is happening and react.

    I agree . All animation canceling did for me was make it more difficult to figure out when to block or dodge roll / bash interrupt . Now it's all about speed flipping so fast all you see is a guy standing over your corpse that barely even moved . You have to look at the death recap to see what just happened .

    Not to mention some people have hand injuries and carpool tunnel whatever from typing for years .
  • Wollust
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    The changes are awful. No idea why they felt the need to change something which was actually working fine.

    Susano'o

    Zerg Squad
  • Robbmrp
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    There isn't any smoothness to the game at all now. That's for sure. Without being able to see the actual spells fire off at times, you over cast them wasting resources. They really need to fix everything broken with the game.
    NA Server - Kildair
  • Rohaus
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    It's a very clunky system... I still animation cancel but mostly just light attack + ability... I used to light attack + ability + bash as sword and board.... Now, it's just clunky and feels like garbage... So I switch my build up and reserve my previous high usage of animation canceling for select instances..

    I wonder if those that complain think light attacks animation canceling should be made clunky too? Or remove it entirely? Better yet, we should make combat so that you have at least 5 seconds to make a decision as to whether you should block or attack?? Ya, let's turn this game into a turn based game!!
    Edited by Rohaus on July 19, 2016 6:22PM
    YouTube channel Rohaus Lives!
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  • AlnilamE
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    Oddly enough, my Nightblade has a much easier time now weaving FH and light/heavy attacks to proc Assassin's Will than she did before the update. I always had a horrible time because I would hit the buttons and the light/heavy weave part wouldn't happen at all half the time.
    The Moot Councillor
  • mateoz
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    I totally agree, I hate beeing stuck 2s in light attacks animation because the target is already dead. Sometimes even ultimate dont fire off until third or fourth time. it feel so unresponsive and clunky.

    Signed
  • Mastery404
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    I think that ZOS is in the right track.

  • PainfulFAFA
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    There are soo many times that my ULTS wont go off until i get my character unstuck by doing simple light attacks in the air... THEN my ults go off.
    Theres something weird goin on since DB
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • vyndral13preub18_ESO
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    There are soo many times that my ULTS wont go off until i get my character unstuck by doing simple light attacks in the air... THEN my ults go off.
    Theres something weird goin on since DB

    I have to bang on my ULT to get it to go off. If i try to do anything else leading in or out of it, the game just pretends i never pressed it.
  • Miszou
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    Why can't it just be changed so that if an attack is interrupted, it does no damage?
  • Elsonso
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    I think that the most important thing to remember about how the Animation Priority is apparently supposed to work is that it changes only what you see your character doing. It does not change what your character actually does, or when it does it.

    Before, you might do a heavy attack followed by an instant cast skill, but because the instant skill canceled the heavy attack animation, you did not see the heavy attack animation play to conclusion.

    Now, you see the heavy attack animation because the animation has some priority over the instant cast The instant cast is still happening, but you don't see the animation right away because the heavy attack is still playing.

    This is how they describe it. Is this not how it is working? And if not, do we have damage number plotted to the fractional second as proof that the instant cast damage is delayed by the heavy attack animation?

    Miszou wrote: »
    Why can't it just be changed so that if an attack is interrupted, it does no damage?

    If they did that, a lot of people would be spending a lot of their "alive time" in combat doing no damage. :smile:
    XBox EU/NA:@ElsonsoJannus
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    Total in-game hours: 10992
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  • Miszou
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    Miszou wrote: »
    Why can't it just be changed so that if an attack is interrupted, it does no damage?

    If they did that, a lot of people would be spending a lot of their "alive time" in combat doing no damage. :smile:

    Exactly.

    PvP would be slowed down to actual skill use, not animation abuse.
  • Joy_Division
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    I think that the most important thing to remember about how the Animation Priority is apparently supposed to work is that it changes only what you see your character doing. It does not change what your character actually does, or when it does it.

    Before, you might do a heavy attack followed by an instant cast skill, but because the instant skill canceled the heavy attack animation, you did not see the heavy attack animation play to conclusion.

    Now, you see the heavy attack animation because the animation has some priority over the instant cast The instant cast is still happening, but you don't see the animation right away because the heavy attack is still playing.

    This is how they describe it. Is this not how it is working? And if not, do we have damage number plotted to the fractional second as proof that the instant cast damage is delayed by the heavy attack animation?

    Miszou wrote: »
    Why can't it just be changed so that if an attack is interrupted, it does no damage?

    If they did that, a lot of people would be spending a lot of their "alive time" in combat doing no damage. :smile:

    That's the theory but that is the problem.

    We see our characters doing things that are not in synch with when we press buttons. We see the character locked into an attack animation even though the player pressed a button and thus has the character doing something else.

    It makes combat feel unresponsive.

    *******

    Something else I think this system is messing up: potions and ultiamtes. Often times I press the my quickbar button and I do *not* consume the potion. I understand back in 1.6, ZoS implemented a global cooldown on potions (except for detection pots - why the exception and why the coodown in the first place, I have no idea but it's dumb), but this priority change has absolutely extended the cooldown period in which potions can not be consumed. Ultimates are also much more prickly to fire off even when lag isn't making Nova and Negate a nightmare to use.
    Edited by Joy_Division on July 19, 2016 7:10PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Skitttles
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    This game has been dumbed down too much since launch. Idk anymore...
    Skittles | DC Stem Sok and sumtimes Nertbled
  • Aeaeren
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    Ackwalan wrote: »
    Animation canceling was never supposed to be a thing. Combat was supposed to be visual, you see what is happening and react.

    Yea except some of my skills are not firing because it's still stuck on the other one. I used to be able to swap to back bar and do the 3 buffs quickly and then switch back and continue. Now I have to PAUSE and wait to make sure I get ALL 3 skills to go off. The new system can't keep up with my inputs!
  • vyndral13preub18_ESO
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    Aeaeren wrote: »
    Ackwalan wrote: »
    Animation canceling was never supposed to be a thing. Combat was supposed to be visual, you see what is happening and react.

    Yea except some of my skills are not firing because it's still stuck on the other one. I used to be able to swap to back bar and do the 3 buffs quickly and then switch back and continue. Now I have to PAUSE and wait to make sure I get ALL 3 skills to go off. The new system can't keep up with my inputs!

    Ultis and potions suffer from this as well. Atleast for me. Have to stop everything and bang in them until i see them go off.
  • e1team
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    Did anyone actually read all of this?
  • vyndral13preub18_ESO
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    e1team wrote: »
    Did anyone actually read all of this?

    It is only 7 words?

    Editz for counting fail.
    Edited by vyndral13preub18_ESO on July 19, 2016 7:36PM
  • Roechacca
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    Skitttles wrote: »
    This game has been dumbed down too much since launch. Idk anymore...

    What exactly do you mean?
  • e1team
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    Did anyone actually read all of this?
    People rant about so many things and yet I play the game and enjoy it since launch with a pause in between. Never had an urge to complain except some tech stuff (which was on my end).
  • Roechacca
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    e1team wrote: »
    Did anyone actually read all of this?
    People rant about so many things and yet I play the game and enjoy it since launch with a pause in between. Never had an urge to complain except some tech stuff (which was on my end).

    This is 6 threads in one with graphs and charts. I read most and I agree with Joy Division that this has caused a mess in abilities firing correctly.
  • Azoryl
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    Animation Cancelling needs to be eliminated in any form... having to "weave" light/heavy attacks with a ability to maximize DPS is a joke...
  • khele23eb17_ESO
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    AlnilamE wrote: »
    Oddly enough, my Nightblade has a much easier time now weaving FH and light/heavy attacks to proc Assassin's Will than she did before the update. I always had a horrible time because I would hit the buttons and the light/heavy weave part wouldn't happen at all half the time.

    Thing is, and you dont see it in the heat of battle - your FH probably doesnt even go off half the time when weaving now.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Iyas
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    It feels wrong
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • Defilted
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    OP States that he did not like that ZOS called this a goal "This was never going to happen and I don't know why it was even touted as a goal."

    ZOS needs to define the goal it is trying to achieve and implement that going forward. I work for a software company and I have said this many times. Sometimes your vision of how the software should work does not flesh out in the first iteration of a stated goal. I do not believe it is wrong of ZOS to have this goal and if they can make it work like they say they want *** to work then more power to them.

    Anyway,

    I will agree that the combat system is definitely different and does not feel responsive to the button I am pressing and needs some improvement.
    XBOX NA
    XBOX Series X

    #NightmareBear
  • Morvul
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    completely agree with the OP!

    While I was never a huge fan of the entire "animation canceling" / "animation priority" thing, the original way to handle it was waaaaayy better than the current incarnation.
  • Amdar_Godkiller
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    Two-handed, Bow, and Dual-Wield weapons have been more responsive and easier to cancel on XBOne, IMO. 
  • bikerangelo
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    Can barely stomach how combat feels; button mashing is now a requirement since every ability feels unreliable and slow, some abilities stack on each other due to some sort of lag in animations, weaving is much more clunky, and IMO the animation system is even uglier than before.

    Also, just for *** and giggles.

    https://www.youtube.com/watch?v=fBSRbGTQY-c
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