raidentenshu_ESO wrote: »Animation cancelling is cheating and the developers encourages this practice because their unable to fix the bug.
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?
It was an unintended effect, but eventually accepted feature of the game
raidentenshu_ESO wrote: »raidentenshu_ESO wrote: »Animation cancelling is cheating and the developers encourages this practice because their unable to fix the bug.
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?
It's not that confusing at all. Don't you see? When someone uses animation cancelling gives them an unfair advantage over others in form of DPS numbers. Those who uses animation cancelling can boost their DPS up far more then someone who doesn't use it. This is unfair IMO. combat animation is there for a reason... to provide realism.
Tell me something. Do you think the top players in this game would have 40k or 50k DPS without using any kind of animation cancelling whatsoever? What if ZOS actually took action and decided to finally fix the animation cancelling bug? You would see that the top players would no longer have the kind of DPS numbers that they love to brag about on Youtube.
I also find animation cancelling quite harmful for the overall game environment.
All reasons has been told and I can only repeat them but really skill animation and the time they take is there for a reason. Reducing the casting and skill times with exploiting a bug may result in a higher "performance" but the price everyone pays is dear: the game balance is seriously off, PVP suffers even more on top of the server lags, some classes and other skill lines become "non-beneficial" and therefore abandoned by more and more players, it lights the highway and strenghtens abusive behaviour (no matter if ZOS in lack of other options "agreed" to this, it's still an abuse as it's not intended and can create an unfair advantage over others and the environment).
I'm sure there are good reasons why it's "great" and exciting to take advantage on a bug and in lack of other options we all need to adapt but I'd really be happy if ZOS could eliminate this phenomenon and the game on one more area could work as intended.
It was an unintended effect, but eventually accepted feature of the game
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
It's called risk/reward factor.
You don't play Ninja Gaiden Black and say "I was in the middle of my combo and I got hit because I couldn't block!".
The same logic applies to every other game that claims to have an action based combat system.
99% of them has animation canceling but it works in a completely different way, and you can always tell that they're better than Eso's because they're actually INTENDED.
In those games you can cancel the RECOVERY frames (animation frames that play after the effect of the hit are registered) to be faster, if the system allows you to use it with that particular move at all, beause it's up to the devs to decide which recovery frame you can cancel or not.
In Eso you can cancel the wind up frames (animation frame playing before the hit is registered) and still accomplish to fire off the skill, with all its effects.
Any player coming from action games would say this is straight up blasphemy.
I'm not even talking about block casting.
And to be honest, this is the reason why I giggle every time I read that it takes skill to be able to AC in this game... In other action games, yes, it does.
In Eso just not. It's actually the opposite.
"Hey the boss is about to perform an heavy attack... Who cares, I can block or dodgle whenever I want".
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.
Darkstorne wrote: »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
It's called risk/reward factor.
You don't play Ninja Gaiden Black and say "I was in the middle of my combo and I got hit because I couldn't block!".
The same logic applies to every other game that claims to have an action based combat system.
99% of them has animation canceling but it works in a completely different way, and you can always tell that they're better than Eso's because they're actually INTENDED.
In those games you can cancel the RECOVERY frames (animation frames that play after the effect of the hit are registered) to be faster, if the system allows you to use it with that particular move at all, beause it's up to the devs to decide which recovery frame you can cancel or not.
In Eso you can cancel the wind up frames (animation frame playing before the hit is registered) and still accomplish to fire off the skill, with all its effects.
Any player coming from action games would say this is straight up blasphemy.
I'm not even talking about block casting.
And to be honest, this is the reason why I giggle every time I read that it takes skill to be able to AC in this game... In other action games, yes, it does.
In Eso just not. It's actually the opposite.
"Hey the boss is about to perform an heavy attack... Who cares, I can block or dodgle whenever I want".
Exactly. I'd be fine with animation cancelling if it actually cancelled the skill/attack as well. If I'm winding up a weapon swing for a skill attack then suddenly decide to block an incoming attack instead of delivering my own, that's fine. But it's clearly broken when blocking that attack also magically ends up with the enemy taking damage from the skill I just cancelled and clearly didn't execute.
What's more, this is not intended by game design. The game doesn't explain in a tutorial "you can insta-light attack by cancelling into a skill, then block-cancel all your skills so they fire much faster, dealing much more damage overall, without your character visually executing them!" And why would it? How dumb does that system sound? So instead it's something the core playerbase exploits and the majority of casual players who don't visit the forums never even hear about, let alone make the most of. It's bad for balance, and it makes the combat system look like a glitched out mess. I'd rather they fixed the animation cancelling to make sure skills and light attacks don't deal damage if you cancel them, and then balance skill and attack damage out to compensate for that loss of DPS if required. That requires work and man hours spent fixing a core game issue though, like the jump bug or memory leak that have persisted for years now, so clearly it's never going to happen. ZOS either can't, or won't, put that effort in on the game's underlying systems.
Rainwhisper wrote: »
raidentenshu_ESO wrote: »raidentenshu_ESO wrote: »Animation cancelling is cheating and the developers encourages this practice because their unable to fix the bug.
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?
It's not that confusing at all. Don't you see? When someone uses animation cancelling gives them an unfair advantage over others in form of DPS numbers. Those who uses animation cancelling can boost their DPS up far more then someone who doesn't use it. This is unfair IMO. combat animation is there for a reason... to provide realism.
Tell me something. Do you think the top players in this game would have 40k or 50k DPS without using any kind of animation cancelling whatsoever? What if ZOS actually took action and decided to finally fix the animation cancelling bug? You would see that the top players would no longer have the kind of DPS numbers that they love to brag about on Youtube.
Shad0wfire99 wrote: »bulbousb16_ESO wrote: »
This guy. Every time someone says "animation cancelling" this guy pops out from under his bridge.
Nelson_Rebel wrote: »Darkstorne wrote: »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
It's called risk/reward factor.
You don't play Ninja Gaiden Black and say "I was in the middle of my combo and I got hit because I couldn't block!".
The same logic applies to every other game that claims to have an action based combat system.
99% of them has animation canceling but it works in a completely different way, and you can always tell that they're better than Eso's because they're actually INTENDED.
In those games you can cancel the RECOVERY frames (animation frames that play after the effect of the hit are registered) to be faster, if the system allows you to use it with that particular move at all, beause it's up to the devs to decide which recovery frame you can cancel or not.
In Eso you can cancel the wind up frames (animation frame playing before the hit is registered) and still accomplish to fire off the skill, with all its effects.
Any player coming from action games would say this is straight up blasphemy.
I'm not even talking about block casting.
And to be honest, this is the reason why I giggle every time I read that it takes skill to be able to AC in this game... In other action games, yes, it does.
In Eso just not. It's actually the opposite.
"Hey the boss is about to perform an heavy attack... Who cares, I can block or dodgle whenever I want".
Exactly. I'd be fine with animation cancelling if it actually cancelled the skill/attack as well. If I'm winding up a weapon swing for a skill attack then suddenly decide to block an incoming attack instead of delivering my own, that's fine. But it's clearly broken when blocking that attack also magically ends up with the enemy taking damage from the skill I just cancelled and clearly didn't execute.
What's more, this is not intended by game design. The game doesn't explain in a tutorial "you can insta-light attack by cancelling into a skill, then block-cancel all your skills so they fire much faster, dealing much more damage overall, without your character visually executing them!" And why would it? How dumb does that system sound? So instead it's something the core playerbase exploits and the majority of casual players who don't visit the forums never even hear about, let alone make the most of. It's bad for balance, and it makes the combat system look like a glitched out mess. I'd rather they fixed the animation cancelling to make sure skills and light attacks don't deal damage if you cancel them, and then balance skill and attack damage out to compensate for that loss of DPS if required. That requires work and man hours spent fixing a core game issue though, like the jump bug or memory leak that have persisted for years now, so clearly it's never going to happen. ZOS either can't, or won't, put that effort in on the game's underlying systems.
We'll it's not an exploit since the developers have endorsed it as a feature side-effect of the games combat system.
IzakiBrotherSs wrote: »Shad0wfire99 wrote: »bulbousb16_ESO wrote: »
This guy. Every time someone says "animation cancelling" this guy pops out from under his bridge.
Yet he doesn't realize that the combat system would be so terrible that he won't even play the game. Not in the sense of adding extra attacks, but even the basic functions such as stopping your Jesus Beam or you Rapid Strikes to block an incoming attack.
They could remove animation canceling simply by giving all skills including light attacks an casting time.Darkstorne wrote: »Nelson_Rebel wrote: »Darkstorne wrote: »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
It's called risk/reward factor.
You don't play Ninja Gaiden Black and say "I was in the middle of my combo and I got hit because I couldn't block!".
The same logic applies to every other game that claims to have an action based combat system.
99% of them has animation canceling but it works in a completely different way, and you can always tell that they're better than Eso's because they're actually INTENDED.
In those games you can cancel the RECOVERY frames (animation frames that play after the effect of the hit are registered) to be faster, if the system allows you to use it with that particular move at all, beause it's up to the devs to decide which recovery frame you can cancel or not.
In Eso you can cancel the wind up frames (animation frame playing before the hit is registered) and still accomplish to fire off the skill, with all its effects.
Any player coming from action games would say this is straight up blasphemy.
I'm not even talking about block casting.
And to be honest, this is the reason why I giggle every time I read that it takes skill to be able to AC in this game... In other action games, yes, it does.
In Eso just not. It's actually the opposite.
"Hey the boss is about to perform an heavy attack... Who cares, I can block or dodgle whenever I want".
Exactly. I'd be fine with animation cancelling if it actually cancelled the skill/attack as well. If I'm winding up a weapon swing for a skill attack then suddenly decide to block an incoming attack instead of delivering my own, that's fine. But it's clearly broken when blocking that attack also magically ends up with the enemy taking damage from the skill I just cancelled and clearly didn't execute.
What's more, this is not intended by game design. The game doesn't explain in a tutorial "you can insta-light attack by cancelling into a skill, then block-cancel all your skills so they fire much faster, dealing much more damage overall, without your character visually executing them!" And why would it? How dumb does that system sound? So instead it's something the core playerbase exploits and the majority of casual players who don't visit the forums never even hear about, let alone make the most of. It's bad for balance, and it makes the combat system look like a glitched out mess. I'd rather they fixed the animation cancelling to make sure skills and light attacks don't deal damage if you cancel them, and then balance skill and attack damage out to compensate for that loss of DPS if required. That requires work and man hours spent fixing a core game issue though, like the jump bug or memory leak that have persisted for years now, so clearly it's never going to happen. ZOS either can't, or won't, put that effort in on the game's underlying systems.
We'll it's not an exploit since the developers have endorsed it as a feature side-effect of the games combat system.
That seems to be where the difference in opinion lies for most people. Clearly ZOS have only "endorsed" it because they either can't be bothered to fix it or don't know how. On any level it's an objectively flawed system: It doesn't explain this "feature" in game to players, so only the core players know about it giving them a huge advantage; it's visually broken, with light attacks dealing damage without a weapon connecting, and skills dealing damage and applying effects even though your character is just standing still and blocking; and it doesn't take skill to button mash, which is all this system encourages.
If the developer says "We think this flawed and exploitable system is now a feature", does that make it okay? I'm certainly not saying anyone is cheating for using it, but I do get confused by the folks who think it adds to the game and is a positive or skill-based feature, as though a working animation system would detract from the game...
Darkstorne wrote: »Nelson_Rebel wrote: »Darkstorne wrote: »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
It's called risk/reward factor.
You don't play Ninja Gaiden Black and say "I was in the middle of my combo and I got hit because I couldn't block!".
The same logic applies to every other game that claims to have an action based combat system.
99% of them has animation canceling but it works in a completely different way, and you can always tell that they're better than Eso's because they're actually INTENDED.
In those games you can cancel the RECOVERY frames (animation frames that play after the effect of the hit are registered) to be faster, if the system allows you to use it with that particular move at all, beause it's up to the devs to decide which recovery frame you can cancel or not.
In Eso you can cancel the wind up frames (animation frame playing before the hit is registered) and still accomplish to fire off the skill, with all its effects.
Any player coming from action games would say this is straight up blasphemy.
I'm not even talking about block casting.
And to be honest, this is the reason why I giggle every time I read that it takes skill to be able to AC in this game... In other action games, yes, it does.
In Eso just not. It's actually the opposite.
"Hey the boss is about to perform an heavy attack... Who cares, I can block or dodgle whenever I want".
Exactly. I'd be fine with animation cancelling if it actually cancelled the skill/attack as well. If I'm winding up a weapon swing for a skill attack then suddenly decide to block an incoming attack instead of delivering my own, that's fine. But it's clearly broken when blocking that attack also magically ends up with the enemy taking damage from the skill I just cancelled and clearly didn't execute.
What's more, this is not intended by game design. The game doesn't explain in a tutorial "you can insta-light attack by cancelling into a skill, then block-cancel all your skills so they fire much faster, dealing much more damage overall, without your character visually executing them!" And why would it? How dumb does that system sound? So instead it's something the core playerbase exploits and the majority of casual players who don't visit the forums never even hear about, let alone make the most of. It's bad for balance, and it makes the combat system look like a glitched out mess. I'd rather they fixed the animation cancelling to make sure skills and light attacks don't deal damage if you cancel them, and then balance skill and attack damage out to compensate for that loss of DPS if required. That requires work and man hours spent fixing a core game issue though, like the jump bug or memory leak that have persisted for years now, so clearly it's never going to happen. ZOS either can't, or won't, put that effort in on the game's underlying systems.
We'll it's not an exploit since the developers have endorsed it as a feature side-effect of the games combat system.
That seems to be where the difference in opinion lies for most people. Clearly ZOS have only "endorsed" it because they either can't be bothered to fix it or don't know how. On any level it's an objectively flawed system: It doesn't explain this "feature" in game to players, so only the core players know about it giving them a huge advantage; it's visually broken, with light attacks dealing damage without a weapon connecting, and skills dealing damage and applying effects even though your character is just standing still and blocking; and it doesn't take skill to button mash, which is all this system encourages.
If the developer says "We think this flawed and exploitable system is now a feature", does that make it okay? I'm certainly not saying anyone is cheating for using it, but I do get confused by the folks who think it adds to the game and is a positive or skill-based feature, as though a working animation system would detract from the game...
Darkstorne wrote: »Nelson_Rebel wrote: »Darkstorne wrote: »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
It's called risk/reward factor.
You don't play Ninja Gaiden Black and say "I was in the middle of my combo and I got hit because I couldn't block!".
The same logic applies to every other game that claims to have an action based combat system.
99% of them has animation canceling but it works in a completely different way, and you can always tell that they're better than Eso's because they're actually INTENDED.
In those games you can cancel the RECOVERY frames (animation frames that play after the effect of the hit are registered) to be faster, if the system allows you to use it with that particular move at all, beause it's up to the devs to decide which recovery frame you can cancel or not.
In Eso you can cancel the wind up frames (animation frame playing before the hit is registered) and still accomplish to fire off the skill, with all its effects.
Any player coming from action games would say this is straight up blasphemy.
I'm not even talking about block casting.
And to be honest, this is the reason why I giggle every time I read that it takes skill to be able to AC in this game... In other action games, yes, it does.
In Eso just not. It's actually the opposite.
"Hey the boss is about to perform an heavy attack... Who cares, I can block or dodgle whenever I want".
Exactly. I'd be fine with animation cancelling if it actually cancelled the skill/attack as well. If I'm winding up a weapon swing for a skill attack then suddenly decide to block an incoming attack instead of delivering my own, that's fine. But it's clearly broken when blocking that attack also magically ends up with the enemy taking damage from the skill I just cancelled and clearly didn't execute.
What's more, this is not intended by game design. The game doesn't explain in a tutorial "you can insta-light attack by cancelling into a skill, then block-cancel all your skills so they fire much faster, dealing much more damage overall, without your character visually executing them!" And why would it? How dumb does that system sound? So instead it's something the core playerbase exploits and the majority of casual players who don't visit the forums never even hear about, let alone make the most of. It's bad for balance, and it makes the combat system look like a glitched out mess. I'd rather they fixed the animation cancelling to make sure skills and light attacks don't deal damage if you cancel them, and then balance skill and attack damage out to compensate for that loss of DPS if required. That requires work and man hours spent fixing a core game issue though, like the jump bug or memory leak that have persisted for years now, so clearly it's never going to happen. ZOS either can't, or won't, put that effort in on the game's underlying systems.
We'll it's not an exploit since the developers have endorsed it as a feature side-effect of the games combat system.
That seems to be where the difference in opinion lies for most people. Clearly ZOS have only "endorsed" it because they either can't be bothered to fix it or don't know how. On any level it's an objectively flawed system: It doesn't explain this "feature" in game to players, so only the core players know about it giving them a huge advantage; it's visually broken, with light attacks dealing damage without a weapon connecting, and skills dealing damage and applying effects even though your character is just standing still and blocking; and it doesn't take skill to button mash, which is all this system encourages.
If the developer says "We think this flawed and exploitable system is now a feature", does that make it okay? I'm certainly not saying anyone is cheating for using it, but I do get confused by the folks who think it adds to the game and is a positive or skill-based feature, as though a working animation system would detract from the game...
Nelson_Rebel wrote: »Darkstorne wrote: »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
It's called risk/reward factor.
You don't play Ninja Gaiden Black and say "I was in the middle of my combo and I got hit because I couldn't block!".
The same logic applies to every other game that claims to have an action based combat system.
99% of them has animation canceling but it works in a completely different way, and you can always tell that they're better than Eso's because they're actually INTENDED.
In those games you can cancel the RECOVERY frames (animation frames that play after the effect of the hit are registered) to be faster, if the system allows you to use it with that particular move at all, beause it's up to the devs to decide which recovery frame you can cancel or not.
In Eso you can cancel the wind up frames (animation frame playing before the hit is registered) and still accomplish to fire off the skill, with all its effects.
Any player coming from action games would say this is straight up blasphemy.
I'm not even talking about block casting.
And to be honest, this is the reason why I giggle every time I read that it takes skill to be able to AC in this game... In other action games, yes, it does.
In Eso just not. It's actually the opposite.
"Hey the boss is about to perform an heavy attack... Who cares, I can block or dodgle whenever I want".
Exactly. I'd be fine with animation cancelling if it actually cancelled the skill/attack as well. If I'm winding up a weapon swing for a skill attack then suddenly decide to block an incoming attack instead of delivering my own, that's fine. But it's clearly broken when blocking that attack also magically ends up with the enemy taking damage from the skill I just cancelled and clearly didn't execute.
What's more, this is not intended by game design. The game doesn't explain in a tutorial "you can insta-light attack by cancelling into a skill, then block-cancel all your skills so they fire much faster, dealing much more damage overall, without your character visually executing them!" And why would it? How dumb does that system sound? So instead it's something the core playerbase exploits and the majority of casual players who don't visit the forums never even hear about, let alone make the most of. It's bad for balance, and it makes the combat system look like a glitched out mess. I'd rather they fixed the animation cancelling to make sure skills and light attacks don't deal damage if you cancel them, and then balance skill and attack damage out to compensate for that loss of DPS if required. That requires work and man hours spent fixing a core game issue though, like the jump bug or memory leak that have persisted for years now, so clearly it's never going to happen. ZOS either can't, or won't, put that effort in on the game's underlying systems.
We'll it's not an exploit since the developers have endorsed it as a feature side-effect of the games combat system. But on the whole I agree with your post. The execution of AC is very shady especially in regards to pvp where thousands of players still have no idea how some skills killed them because AC causes those skills not to be heard/seen before the damage is already applied and by the time the game shows anything it is usually a death recap XD
The trick is convincing the developers to change it. Which is unlikely as their team has shown numerous times now they are unable to competently alter basic mechanics in the game as the team now doesn't fully understand it like the teams that actually built it. What we have now are just "maintainers" of the current design
deepseamk20b14_ESO wrote: »Why are people talking about this after three years?
It's an accepted side effect, as others say. It's not really important to learn until vet trials. All 4 man content in the game - including vet-DLC - can be largely facerolled by any normally skilled player without touching animation cancelling. Sure, you can add DPS by learning it, but the standard dungeon content does not require it as the skill bar is relatively low.
Tanks do not tend to use it.
deepseamk20b14_ESO wrote: »Why are people talking about this after three years?
Again... AC has no impact on dps.... (for ps4 players).... Best AC you can do is switch bar. But with L2 you don't dps quicker..... So where's the cheating there ?
Shad0wfire99 wrote: »deepseamk20b14_ESO wrote: »Why are people talking about this after three years?
Because they still haven't learned how to do it, so "it's a bug." lol