starkerealm wrote: »starkerealm wrote: »starkerealm wrote: »todd.curtis_ESO wrote: »todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Even in your example, it was something that was discovered...not something intended from launch. Allowing it to stay in the game is just a lazy call from developers imo.
How is something that was discovered in one game, then tuned in a sequel to said game, not something that was supported at launch of the sequel?
Imo, you lacking understanding of the subject matter, and it’s lazy to pretend like you don’t.
He was asking about games intentionally including animation canceling as a design decision. So, for example, something like Skullgirls including animation canceling as a deliberate design decision. (Though, I can't be bothered to check and see if Skullgirls has animation canceling, I'd be surprised if a competitive fighter released after 2010 lacked the feature.)
In Mass Effect 3, Bioware featured animation canceling for the weapon reloads as a design decision. The ammo UI had a large red bar that filled at the exact moment the reload animation could be canceled with a class power. Bioware mentioned multiple times they did this to achieve a flow of gunplay and powers which felt fluid and organic. The feature was inspired by the players discovering that the reload animation of Mass Effect 2 could be cancelled with a melee attack.
I read that the first time. Which doesn't change the fact that animation canceling was not intended functionality in ME2. What Bioware did wasn't that different from what ZOS has done, which is going, "it's a feature, not a bug."
Can’t help but feel like what you’re not reading is that ME3 is the example of it being a feature, not ME2. Bioware fully agreed it was unintentional in ME2.
Go back, and look at the original comment: "I doubt any game developer has ever included animation canceling as an intended "feature" of a game."
While you and I both agree that this statement is false, because some games do include animation canceling as intended functionality. Particularly in the character action genre (so, games like Devil May Cry, Bayonetta, or Dark Souls), and in the fighting game genre (so, games like the Mortal Kombat and Street Fighter series.) In both cases it has become a persistent element in the genres, though not universal. As I recall, one of the recent Street Fighter releases actually included tutorials on animation canceling. Off hand, I can't tell you which games in those genres do include the mechanic, but it's out there.
However, Mass Effect 3 is not a good example, because even though the developers ended up embracing it, it initially began as a bug in ME2. The thing is, ME3 was running a modified version of Unreal, off the exact same fork as ME2. So, when development started on ME3, the bug came over along with the rest of their previous code base. While they ended up saying, "yeah, I meant to do that," it did, in fact, begin as unintended behavior in ME3, prior to release. In general, animation canceling is not a normal component of shooters. Actually I should probably clarify that. Reload cancels are almost ubiquitous in shooters, however, it's not consistent whether a game will reload the weapon when you start the animation, or when you finish. If it is on starting the reload, weapon switching will usually allow you to skip the full animation. (Most Unreal engine games, for example.)
Unless you worked for Bioware at the time, or have deep dived in the code of both games that’s not something you can say with the certainty you project.
Further it’s not Unreal that ultimately allows for animation canceling. It is middleware physics engines, such as Havok, which do.
Basically it’s how the physical restraints designed for the game’s world interpret player inputs.
It’s easier to fix than most believe.
The reason ZOS hasn’t for ESO is because combat would need to be rebuilt.
What many seem to overlook is it’s not animation canceling that was wholly unexpected.
Rather just the extent players could use it that was. ZOS always meant for ESO to function with reactive combat.
Also, animation canceling is a big part of shooters too. It’s what allows players to do things like go from shooting to meleeing seamlessly.
Problem is that they could not remove it as using any skill would left you locked down during the cast time, they could added cast time like snipe, you could still block or dodge but then the skill would not fire, still you can cancel the tail of heavy attacks and still get resources back.kaorunandrak wrote: »And this whole thread would not be needed if the devs would animation canceling to the damn tutorial. Or removed it like they should have in the first place.
(And yes I know that would have required them to rework combat and normalize skill animations and would be a ton of work, but 1 thats their job and 2 the game as a whole would benefit from a normalized combat system that had faster animations and balanced gameplay.)
Chronicburn wrote: »What order would you do these in for max effect?
Instant ability
Normal ability (1 sec cast)
Light attack
Heavy attack
Dodge/block/slam
Weapon swap
Problem is that they could not remove it as using any skill would left you locked down during the cast time, they could added cast time like snipe, you could still block or dodge but then the skill would not fire, still you can cancel the tail of heavy attacks and still get resources back.kaorunandrak wrote: »And this whole thread would not be needed if the devs would animation canceling to the damn tutorial. Or removed it like they should have in the first place.
(And yes I know that would have required them to rework combat and normalize skill animations and would be a ton of work, but 1 thats their job and 2 the game as a whole would benefit from a normalized combat system that had faster animations and balanced gameplay.)
exeeter702 wrote: »So far, this thread is filled with half truths and complete misconceptions....
Popular misconceptions which are entirely untrue
-light and heavy attacks have their own GCD
exeeter702 wrote: »So far, this thread is filled with half truths and complete misconceptions....
I don't think what I said was wrong.Popular misconceptions which are entirely untrue
-light and heavy attacks have their own GCD
They do, at least LA. They have a cooldown of their own (shorter than the 1.1 seconds of skills). Try it by spamming LA. They go off roughly every 0.75 seconds. Not 0.5 seconds, not 1.1 seconds, but roughly 0.75. So they MUST have a cooldown of their own.
Also, you can do an LA about 0.75 seconds after you do a skill, hence LAs are not subject to the 1.1 seconds skill GCD.
Acutally, yea, you stated it better. And although I do wish I could do it deliberately in a timed rotation, I have enough success without it to not be bothered with not being able to do it.Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
I think what you mean to say is "it makes playing harder, but soloing group content more possible."
Animation cancelling is in no way easier than just pressing skills. That just sounds like you are mad that you are unable to do it well enough.
the_broo11 wrote: »Chronicburn wrote: »What order would you do these in for max effect?
Instant ability
Normal ability (1 sec cast)
Light attack
Heavy attack
Dodge/block/slam
Weapon swap
Not sure if you're asking about this for pve or pvp, so I'll start with pve. Note that I've been out of the pve environment for a while now, so I can only speak to the basics:
Your rotation won't use all of those types of abilities. As a DD during boss fights, you'll only be using dodge/block when needed for survival/mechanics. Since you mentioned you're on XB1, I'd advise to avoid block cancelling during raids. XB1 tends to have subpar performance during raids, and lag can cause a block to be held longer than the GCD. Also note that there are some boss fights (particularly "burn phases" where there's high incoming damage) where you can benefit from block casting. This is done by holding block and repeatedly casting an instant cast ability. Only use this method if you foresee incoming damage being greater than your raid teams heals.
Your bar setup will be specific to your class/build. The typical setup includes a spammable, an execute, and as many dots as you can fit on your bars. Youll mostly likely want inner light (as you noted), and probably harness depending on the situation.
Like the bar setup, the rotation varies by build. All rotations have the basic objectives though:
- 100% uptime on each dot
- light or heavy attack between each ability use (i.e. weaving), including buffs
- spammable when all dots are active
- ultimate's on CD unless instructed otherwise by the raid
PvP is a bit different. Burst combos are favored over a rotation since players can heal and purge negative effects (dots). A combo typically consists of 2/3 skills/ultimate executed in rapid succession. Combos are often initiated by a heavy attack followed by the skills. There's too many combos out there, so I can't generalize like the pve setup. I'd suggest posting your setup if you want more info, and I'm sure someone can help you out.
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
Hey, @starkerealm , if you click on your profile, go to the gear at the top, there is a My Drafts option. Find the one in question, and click the 'X' at the far right, and you can send the unwanted draft back to Oblivion.starkerealm wrote: »EDIT: Accidentally included a post I ultimately decided not to publish, but thanks to the draft system, it lives forever.
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
Chronicburn wrote: »Thanks for all the info so far, you guys have been very helpful!
My follow up question (keep in mind I play on Xbox) ...
What order would you do these in for max effect?
Instant ability
Normal ability (1 sec cast)
Light attack
Heavy attack
Dodge/block/slam
Weapon swap
Thanks again, this will help me practice a good rotation.
Also, with the limited amount of slots available (assuming magelight morph on both bars) how many would you dedicate for dots as opposed to DD and other abilities?
I thought skills cancelled LA/HA animation, block/weapon swap/roll cancelled skill animation. Do the sequence is LA-skill-block?
Chronicburn wrote: »Title says it all. I hear it discussed all the time but don't know anything about it. Please elaborate :0)
Chronicburn wrote: »Title says it all. I hear it discussed all the time but don't know anything about it. Please elaborate :0)
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
Its not a bug whatsoever. Its called mechanics. Either you learn to do it or you cry about it and be a noob.
exeeter702 wrote: »So far, this thread is filled with half truths and complete misconceptions....
I don't think what I said was wrong.Popular misconceptions which are entirely untrue
-light and heavy attacks have their own GCD
They do, at least LA. They have a cooldown of their own (shorter than the 1.1 seconds of skills). Try it by spamming LA. They go off roughly every 0.75 seconds. Not 0.5 seconds, not 1.1 seconds, but roughly 0.75. So they MUST have a cooldown of their own.
Also, you can do an LA about 0.75 seconds after you do a skill, hence LAs are not subject to the 1.1 seconds skill GCD.
Merlin13KAGL wrote: »Hey, @starkerealm , if you click on your profile, go to the gear at the top, there is a My Drafts option. Find the one in question, and click the 'X' at the far right, and you can send the unwanted draft back to Oblivion.starkerealm wrote: »EDIT: Accidentally included a post I ultimately decided not to publish, but thanks to the draft system, it lives forever.
Chronicburn wrote: »the_broo11 wrote: »Chronicburn wrote: »What order would you do these in for max effect?
Instant ability
Normal ability (1 sec cast)
Light attack
Heavy attack
Dodge/block/slam
Weapon swap
Not sure if you're asking about this for pve or pvp, so I'll start with pve. Note that I've been out of the pve environment for a while now, so I can only speak to the basics:
Your rotation won't use all of those types of abilities. As a DD during boss fights, you'll only be using dodge/block when needed for survival/mechanics. Since you mentioned you're on XB1, I'd advise to avoid block cancelling during raids. XB1 tends to have subpar performance during raids, and lag can cause a block to be held longer than the GCD. Also note that there are some boss fights (particularly "burn phases" where there's high incoming damage) where you can benefit from block casting. This is done by holding block and repeatedly casting an instant cast ability. Only use this method if you foresee incoming damage being greater than your raid teams heals.
Your bar setup will be specific to your class/build. The typical setup includes a spammable, an execute, and as many dots as you can fit on your bars. Youll mostly likely want inner light (as you noted), and probably harness depending on the situation.
Like the bar setup, the rotation varies by build. All rotations have the basic objectives though:
- 100% uptime on each dot
- light or heavy attack between each ability use (i.e. weaving), including buffs
- spammable when all dots are active
- ultimate's on CD unless instructed otherwise by the raid
PvP is a bit different. Burst combos are favored over a rotation since players can heal and purge negative effects (dots). A combo typically consists of 2/3 skills/ultimate executed in rapid succession. Combos are often initiated by a heavy attack followed by the skills. There's too many combos out there, so I can't generalize like the pve setup. I'd suggest posting your setup if you want more info, and I'm sure someone can help you out.
This is very helpful stuff. I don't have a real rotation yet, which is why I'm asking all these questions.
My next major problem is the weapon swap. It always feels clunky to me, maybe I just need more practice. Do you generally have a few dots you apply on first bar and then swap weapons? Or when in the rotation is the best time to do swap?
exeeter702 wrote: »exeeter702 wrote: »So far, this thread is filled with half truths and complete misconceptions....
I don't think what I said was wrong.Popular misconceptions which are entirely untrue
-light and heavy attacks have their own GCD
They do, at least LA. They have a cooldown of their own (shorter than the 1.1 seconds of skills). Try it by spamming LA. They go off roughly every 0.75 seconds. Not 0.5 seconds, not 1.1 seconds, but roughly 0.75. So they MUST have a cooldown of their own.
Also, you can do an LA about 0.75 seconds after you do a skill, hence LAs are not subject to the 1.1 seconds skill GCD.
Sorry but this is wrong. Basic attacks will go off no sooner than the gcd after an ability is used.. if you activate a light attack at .5 seconds in, it will fire at the 1 second mark. This isnt an opinion. There are plenty of tools at your disposal to extrapolate this information on pc.
Basic attacks, right down to the code, do not have their own GCD. Light attacks themselves cam not be rapid fired obviously. Under expected combat flow, will ability use in between, they function exactly as i have explained.