exeeter702 wrote: »The comments in that image are lies.
The change was made because people were able to completely cancel the animation of attacks like wrecking blow, and land 2 attacks at the same time. Such as old wrecking blow and brawler, and land another wrecking blow before the body had landed. I know it could be done, because in testing I was able to do it.
You arent wrong in that the previous system was changed for those concerns, but would you care explaining why the quotations are lies? aside from not agreeing that combat would feel bad, the other points are reasonably sound. Abilities are resolved where its shown, and animation canceling gives back player control within the red area of the graph, otherwise you would not be able to block or roll dodge after landing a skill. Or is that an inaccurate observation?
Interesting wording "you aren't wrong"... You couldn't just say I am right?
Your added caption to that image "opponents of animation canceling" is you deciding what we want rather than hearing our actual desires. In case you missed it, I included what I want right after the bit you quoted, but it seems you couldn't be bothered with addressing that. This is called a Straw Man argument, where you don't engage with anyone, you create a fake position and then knock it down.
Also, in that bit of caption is a gross misrepresentation of the effects of your straw man's position. 2 seconds? What? What heavy attack has a 2 second follow through? If that caption was the truth, you wouldn't have said anything near a 2 second follow through, but from the beginning you didn't actually begin the conversation by treating the opponents of animation canceling honestly, so we really shouldn't be surprised you inflated the timespan of follow-through so extremely.
Again... I would be just fine with shortening the animations so that they complete at the same microsecond that the damage is applied. The physically measurable amount of time elapsed would remain exactly the same, so any whines about flow would be irrelevant. Animation canceling naturally discriminates against players with higher pings, affecting the fairness of pvp.
In real-life terms, perhaps you enjoy the idea of some people competing while extra weight is strapped to them, but the result could not be called a fair sport.
Edit: Or... Expand on what zos has already done. Have you noticed that when mounted, hitting block in order to dismount put up the block animation for a second - what appears to be a full second - even though all you did was tap the block? If zos applies that animation length to normal combat, then the ability of people to abort their action in order to block a sudden attack (keeping reaction capability) is preserved but abuse of the block button is discouraged.