Rainwhisper wrote: »Oreyn_Bearclaw wrote: »It was unintentional, but the consensus of the devs and basically any skilled player is that it adds a layer to the combat system that makes it much more dynamic, fun, and skill-based.
That makes perfect sense. I'm definitely old-school RPG, in that I want combat to be numbers/gear based, not click-speed/coordination-based.
But I don't plan on running veteran content any time soon, if ever. If I do, it will be as a tank. Is animation-cancelling important for tanks?
bulbousb16_ESO wrote: »
raidentenshu_ESO wrote: »Animation cancelling is cheating and the developers encourages this practice because their unable to fix the bug.
This is why I refuse to PvP in this game due this exploitative practice.
Valera Progib wrote: »Weave master race.
It is a feature. Everyone calling AC bugbor exploit should get gud, this game is already super casual friendly. Stop. Stop it.
If you want to do or be part of higher difficult content you bet your **** better learn animation cancelling because there is no way you are going to even survive without it. Think of animation cancelling as a higher step in becoming better and distinct yourself from everyone else. Just as a bachelors degree is better than a high school diploma. These people that say is cheating have no inspiration to do anything in the game that requires a higher body and mind function.
That also confuses me. Isn't cheating by definition something that gives someone an unfair advantage that others don't possess? But how does ani canceling give anyone an unfair advantage when it's there for anyone/everyone to use?
lol Mag, dont bother with logic with these types. They will do extreme mental gymnastics to justify their inability to perform.
Valera Progib wrote: »Weave master race.
It is a feature. Everyone calling AC bugbor exploit should get gud, this game is already super casual friendly. Stop. Stop it.
I don't buy the argument that removing animation cancelling would make combat more casual friendly. If anything, the ability to cancel any ongoing animation at any time makes the game much easier.
Take dark souls for example. Once you commit to an animation, there is no coming back, you have to finish it. If you misjudged the enemy, he will kill you because you are unable to block or dodge until your attack finishes. In TESO, if i charge up a wrecking blow against someone who is doing the same, but i'm a split second later (which means i would get stunned before finishing the windup) i can just cancel my "cast" with a roll or block, no problem. That's super casual/forgiving compared to having to actually judge the timing before acting. It is the latter what truly requires skill, IMHO.
Having spent many, many, many years in the industry, i'd say about 20% of features are bugs that nobody bothered to (or was able to) fix and people got used to them.Rainwhisper wrote: »Is Animation Cancelling a Feature, not a Bug?
bulbousb16_ESO wrote: »
It was an unintended effect, but eventually accepted feature of the game
Having spent many, many, many years in the industry, i'd say about 20% of features are bugs that nobody bothered to (or was able to) fix and people got used to them.Rainwhisper wrote: »Is Animation Cancelling a Feature, not a Bug?
raidentenshu_ESO wrote: »Animation cancelling is cheating and the developers encourages this practice because their unable to fix the bug.
This is why I refuse to PvP in this game due this exploitative practice.
Rich himself said he likes it. It's a feature at this point.
Oreyn_Bearclaw wrote: »It was unintentional, but the consensus of the devs and basically any skilled player is that it adds a layer to the combat system that makes it much more dynamic, fun, and skill-based. As the game has developed, it is clear that the developers have designed skills and balanced content with AC in mind. This is particularly true with the recent patch. Experienced light attack weavers are now even further ahead of the rest, as light attacks have moved into the first or second spot on most damage recaps.
Like it or not, it's here to stay. I am in the camp that thinks for the most part, it is a good thing. Is it required to clear most content? No, but I am sure as heck not running VMOL HM with someone that refuses to weave. Both your sustain and DPS would take a noticeable hit.
This, for dps animation canceling has two effects:bulbousb16_ESO wrote: »
It's not a bug. Animation canceling is a side effect of ESO's combat priority system:
Interupt > Bar Swap > Block/Dodge > Skill > Light/Heavy
The priority system is there to make combat more fluid and give players the ability to counter their opponent (be it PVE mobs or another player in PVP) It is true that this can be taken further and used to boost DPS in certain builds/rotations.
The common misconception is that players are somehow using abilities quicker than intended and that is simply not the case. There is a global cooldown shared by abilities and another global cooldown for light/heavy attacks. No amount of animation canceling can bypass this.
If the priority system were removed players would be locked into cast time and channel abilities with no way to block/dodge an attack directed at them. Bar swapping would have to wait for a global cooldown to be reached prior to switching. In general the game would feel less responsive than it already does.
Rainwhisper wrote: »
I might well be missing something becaue it's my first MMO and maybe I'm just taking a lot of things differently than someone with prior MMO experience, but isn't it quite the contrary? A skilled swordsman would make his sword weave into next attack right from the previous one, not patiently wait for his sword to return back to its original posture, no? Seems to make sense for a mage to interweave his spells for biggest effect too if his goal is fast paced combat.
I can't quite imagine what ESO combat should be like without it...does it mean we'd have to always wait for any skill we start to fully play its (rather slow in many cases) animation? "Press a key - waaaaaaaaaiiiiiiiiiiitttttt - press a key - waaaaaaaaaaaaaaaaiiiiiiiiiitttttttt- ..." ...maybe it'd look prettier but it just seems so...boring to me
Also what happens if an enemy does a heavy attack while we're in the middle of the animation in that scenario? Do we just die because we're unable to cancel it and block/dodge instead?
That's not trying to be condescending, it's genuinely something ever so puzzling to me every time I see topics like this, I feel like I'm missing something
"Soyez vous -même, les autres sont déjà pris"
Oscar Wilde
Valera Progib wrote: »Weave master race.
It is a feature. Everyone calling AC bugbor exploit should get gud, this game is already super casual friendly. Stop. Stop it.
I don't buy the argument that removing animation cancelling would make combat more casual friendly. If anything, the ability to cancel any ongoing animation at any time makes the game much easier.
Take dark souls for example. Once you commit to an animation, there is no coming back, you have to finish it. If you misjudged the enemy, he will kill you because you are unable to block or dodge until your attack finishes. In TESO, if i charge up a wrecking blow against someone who is doing the same, but i'm a split second later (which means i would get stunned before finishing the windup) i can just cancel my "cast" with a roll or block, no problem. That's super casual/forgiving compared to having to actually judge the timing before acting. It is the latter what truly requires skill, IMHO.
For Dark Souls in depends completely on the animation. Some can be canceled, others cannot. It also depends on how far along the animation is. Most of them have a "point of no return", but can be canceled before that. Many can also be cut short after a certain point as well.
The reason you think it is otherwise is due to Dark Souls having more frames per animation.
No. It wouldn't make it harder, but rather more frustrating and rigid, which would result in worse results. Playing your character without animation canceling would be easier, but you would be achieving worse results, because it is less effective in the current state of balance. This doesn't make the playstyle harder.Valera Progib wrote: »Weave master race.
It is a feature. Everyone calling AC bugbor exploit should get gud, this game is already super casual friendly. Stop. Stop it.
I don't buy the argument that removing animation cancelling would make combat more casual friendly. If anything, the ability to cancel any ongoing animation at any time makes the game much easier.
Take dark souls for example. Once you commit to an animation, there is no coming back, you have to finish it. If you misjudged the enemy, he will kill you because you are unable to block or dodge until your attack finishes. In TESO, if i charge up a wrecking blow against someone who is doing the same, but i'm a split second later (which means i would get stunned before finishing the windup) i can just cancel my "cast" with a roll or block, no problem. That's super casual/forgiving compared to having to actually judge the timing before acting. It is the latter what truly requires skill, IMHO.
For Dark Souls in depends completely on the animation. Some can be canceled, others cannot. It also depends on how far along the animation is. Most of them have a "point of no return", but can be canceled before that. Many can also be cut short after a certain point as well.
The reason you think it is otherwise is due to Dark Souls having more frames per animation.
My point is that *if* dark souls allowed you to cancel any animation at any point and perform a defensive action instead, it would make the game infinitely easier. Therefore removing animation cancelling from TESO(or any game) would not make the game easier, but harder. Which is the opposite of what is often being claimed on this forum.