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What is animation cancelling, how does it work and what does it do?

  • MakoFore
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    all game have some kind of animation cancelling- or at least many of the bigger ones- that give players an advantage.

    anybody remember street fighter 2? you could do a heavy attack punch- and if you were fast enough- throw a uppercut- so that you could do a double uppercut- sometimes triple- and condense your damage- an early example of DPS.
    https://youtube.com/watch?v=HWqfzS2-9jk

    i think its one of the serendipitous things for ESOs combat system that has set it apart- in that it gave it a high skill ceiling which required practise and perfection- and hence gave it something to work towards and improve in. making the combat both simple- yet difficult and hard to master -made the game s early combat very popular and made the pvp of the game huge at the time. of course- they managed to overlook that - make skills that ignore it now- and animations that dont reward it and *** up thousands of other balanace things that now make dps and combat a joke. literally a laughing joke. like when i play- i laugh at how crap things have gotten.

    now its the heavy attack crap which has ruined a game which was so so rewarding to simply hit something in the past.
    it used to be a thing of beauty to perfect or watch a player do a perfect light attack weave animation cancel combo on blood spawn to do a dps parse.
    now? theyve robbed the game of one of its truly skilful and beautiful gameplay elements- by making us all heavy attack. try to do it now? youre at half stam by the time youre on your second weave.
    good animation in this cancelling was like good marksmanship in counterstrike- a skill that was practised and respected- by all high end, end game players- now u just need super gear, and the right traits- and heavy attack- skill- heavy attack-skill. ALOT of players have left becaause they failed to ignore what made the game FUN.
    i get that resources needed to be nerfed- sustain needed to be nerfed- but in a way that wouldnt ruin the games combat FLOW. fluidity is key in a game- when u make CCs every thing- and heavy attacks everything- you ruin flow. its why a game like snake is still popular- cos its fluid. they needed to sit down with people that knew what they were doing- the gamers - and consider this. anytime you put the decisions of combat- out of a commmunitys hand and into a single persons hands- theyre bound to fail. further when those things arent tested thoroughly by actual gamers- but by company men and suddenly implemented. My best friend is a additional editor on films. his job by definition is to find flaws and re-edit them- even when there arent any- he has to find some- in order to sustain and jjustify his own existence. the approach to balancing combat by this company is similarly inherently flawed - in in that in order to justify things- they have to keep changing them- sometimes drastically- to justify their own existence. if the game ever was balanced- guess whod be out of a job. so its a constant guessing and experimentation - instead of testing and progression. sorry to put people down- but the game has really gotten me down of late at its current state- and im not the only one.

    the need to roll back some sustain - especially in PVE- but seeing as they stumbled upon it by chance its no coincidence that they would fail to recongnise their own successes.
    PLEASE get rid of this HEAVY ATTACK META CRAP!
    Edited by MakoFore on October 8, 2017 10:56AM
  • Vrienda
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    It’s a bug responsible for quite a large DPS gap between players who can and can’t do it.

    ZOS refuse to fix it sadly.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • starkerealm
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    Vaoh wrote: »
    If this didn't exist, ESO would be disgusting to play. The vast majority of content wouldn't be completable and combat would feel insanely clunky and unfun.

    @Vaoh, I don't think that's completely true. I mean, you're not wrong, and all of the DLC content has been balanced with the assumption that we'd be animation canceling, but it also doesn't mean that taking it away would automatically make the combat clunky or unfun. That said if you only took it away, without making any other alterations, the result wouldn't be great. I do think it'd be possible to rework the game's combat to be fun without animation canceling (without significant changes to the overall systems).
  • Vaoh
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    Vaoh wrote: »
    If this didn't exist, ESO would be disgusting to play. The vast majority of content wouldn't be completable and combat would feel insanely clunky and unfun.

    Vaoh, I don't think that's completely true. I mean, you're not wrong, and all of the DLC content has been balanced with the assumption that we'd be animation canceling, but it also doesn't mean that taking it away would automatically make the combat clunky or unfun. That said if you only took it away, without making any other alterations, the result wouldn't be great. I do think it'd be possible to rework the game's combat to be fun without animation canceling (without significant changes to the overall systems).

    For sure, but personally I can't envision ESO gameplay at a competitive level without it. So much is reliant on animation cancelling in PvE that I really don't know how it could be taken away without a 100% overhaul to the combat system to compensate.

    The game can't be fast-paced if we can't gain benefit immediately when we want it by clicking a button (like when healing yourself by cancelling a lightning staff heavy attack, allowing you to live where you would otherwise died without the ability to animation cancel).This is why cast times are so hated in this game. To remove animation canceling would likely result in removing the fast-paced combat almost entirely.

    From what I hear, the current combat of ESO is the one thing keeping people logging in besides the lore :neutral:
  • eso_nya
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    Vaoh wrote: »
    To remove animation canceling would likely result in removing the fast-paced combat almost entirely.

    Wasn't that the dev-statement on it?

  • teladoy
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    Is an exploit that zos call: working as intended.

    Meanwhile normal players keep being owned by those that are better in master the art of find the tricky way, it doesn't matter if it is cheating, using exploits or whatever, to beat all other players, owning them like little children.

    For example sypherpk, he is not only good in pvp, he uses all the tricks, exploits allowed from zos to beat entire groups.
  • starkerealm
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    eso_nya wrote: »
    Vaoh wrote: »
    To remove animation canceling would likely result in removing the fast-paced combat almost entirely.

    Wasn't that the dev-statement on it?

    Actually, what they said was, removing it would result in less responsive combat.

    Which is true. If you want to get an idea of what a game without animation canceling feels like, take a look at Secret World Legends. That game has a full one second global cooldown for (nearly) every ability you use. Combat's a vast improvement over TSW's combat, but it still feels kinda clunky, and a lot of that comes down to the GCD.
  • starkerealm
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    Vaoh wrote: »
    Vaoh wrote: »
    If this didn't exist, ESO would be disgusting to play. The vast majority of content wouldn't be completable and combat would feel insanely clunky and unfun.

    Vaoh, I don't think that's completely true. I mean, you're not wrong, and all of the DLC content has been balanced with the assumption that we'd be animation canceling, but it also doesn't mean that taking it away would automatically make the combat clunky or unfun. That said if you only took it away, without making any other alterations, the result wouldn't be great. I do think it'd be possible to rework the game's combat to be fun without animation canceling (without significant changes to the overall systems).

    For sure, but personally I can't envision ESO gameplay at a competitive level without it. So much is reliant on animation cancelling in PvE that I really don't know how it could be taken away without a 100% overhaul to the combat system to compensate.

    The game can't be fast-paced if we can't gain benefit immediately when we want it by clicking a button (like when healing yourself by cancelling a lightning staff heavy attack, allowing you to live where you would otherwise died without the ability to animation cancel).This is why cast times are so hated in this game. To remove animation canceling would likely result in removing the fast-paced combat almost entirely.

    From what I hear, the current combat of ESO is the one thing keeping people logging in besides the lore :neutral:

    Yeah, honestly, you need defensive animation canceling. That part is critical. It's the offensive animation canceling which is less vital.

    Ironically, I think the biggest reason Animation Canceling is as wacky as it is boils down to one simple fact: Clicking is not the same as using hotbar abilities. Your basic attacks are a special case exempted from the normal GCD.

    Okay, two issues, that, and also the bit where a lot of attacks that deal damage do so very early on in the animation before the actual animation completes. The long wind-downs encourage animation canceling. This is especially egregious when you're dealing with abilities that will deal damage nearly immediately, and then have a long cooldown afterwards. For some reason Assassin's Blade sticks out to me the most in this regard, though there are a lot of abilities that behave this way. Asking us to stand around twiddling our thumbs after we've dealt damage is just saying, "hey kid, wanna do something else? Maybe animation cancel."

    One simple-ish fix would be to apply the GCD to basic attacks and skills. Blocking or dodging would still cancel, but otherwise you're there. However, move specific abilities off of the GCD, and onto their own dedicated cooldowns. Stuff like Dark Deal, or Green Dragon Blood (back when it was just straight resource return), or Grim Focus. Things you want to moderate how frequently the player uses them, rather than tying them to the normal resource system. So that those execute outside of the cooldown structure, violating the animation as they see fit without asking the player to engage in gymnastics to activate them.

    Of course, at the same time, that will result in combat that, on the whole, feels less responsive. Even if you're staying mobile, you're limiting the frequency of attacks. Still, it would vastly reduce the amount of time we see the animations completely flaking out.
  • eso_nya
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    eso_nya wrote: »
    Vaoh wrote: »
    To remove animation canceling would likely result in removing the fast-paced combat almost entirely.

    Wasn't that the dev-statement on it?

    Actually, what they said was, removing it would result in less responsive combat.

    Which is true. If you want to get an idea of what a game without animation canceling feels like, take a look at Secret World Legends. That game has a full one second global cooldown for (nearly) every ability you use. Combat's a vast improvement over TSW's combat, but it still feels kinda clunky, and a lot of that comes down to the GCD.

    You just need to look at a NPC archer casting endless hail to get an idea how it would feel ;)

    Was just wondering, cause iirr the devs said sth like "we could fix it, but it would ruin the combat system" and "wasnt intended, but its cool, so we keep it and see if we can improve it", yet, three years after the discovery every once in a while someones buffed with Minor Intelligence tries to trick them into "fixing" it by claiming they r unable to and calling it cheating/exploit whatsoever.
  • Vaoh
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    Vaoh wrote: »
    Vaoh wrote: »
    If this didn't exist, ESO would be disgusting to play. The vast majority of content wouldn't be completable and combat would feel insanely clunky and unfun.

    Vaoh, I don't think that's completely true. I mean, you're not wrong, and all of the DLC content has been balanced with the assumption that we'd be animation canceling, but it also doesn't mean that taking it away would automatically make the combat clunky or unfun. That said if you only took it away, without making any other alterations, the result wouldn't be great. I do think it'd be possible to rework the game's combat to be fun without animation canceling (without significant changes to the overall systems).

    For sure, but personally I can't envision ESO gameplay at a competitive level without it. So much is reliant on animation cancelling in PvE that I really don't know how it could be taken away without a 100% overhaul to the combat system to compensate.

    The game can't be fast-paced if we can't gain benefit immediately when we want it by clicking a button (like when healing yourself by cancelling a lightning staff heavy attack, allowing you to live where you would otherwise died without the ability to animation cancel).This is why cast times are so hated in this game. To remove animation canceling would likely result in removing the fast-paced combat almost entirely.

    From what I hear, the current combat of ESO is the one thing keeping people logging in besides the lore :neutral:

    Yeah, honestly, you need defensive animation canceling. That part is critical. It's the offensive animation canceling which is less vital.

    Ironically, I think the biggest reason Animation Canceling is as wacky as it is boils down to one simple fact: Clicking is not the same as using hotbar abilities. Your basic attacks are a special case exempted from the normal GCD.

    Okay, two issues, that, and also the bit where a lot of attacks that deal damage do so very early on in the animation before the actual animation completes. The long wind-downs encourage animation canceling. This is especially egregious when you're dealing with abilities that will deal damage nearly immediately, and then have a long cooldown afterwards. For some reason Assassin's Blade sticks out to me the most in this regard, though there are a lot of abilities that behave this way. Asking us to stand around twiddling our thumbs after we've dealt damage is just saying, "hey kid, wanna do something else? Maybe animation cancel."

    One simple-ish fix would be to apply the GCD to basic attacks and skills. Blocking or dodging would still cancel, but otherwise you're there. However, move specific abilities off of the GCD, and onto their own dedicated cooldowns. Stuff like Dark Deal, or Green Dragon Blood (back when it was just straight resource return), or Grim Focus. Things you want to moderate how frequently the player uses them, rather than tying them to the normal resource system. So that those execute outside of the cooldown structure, violating the animation as they see fit without asking the player to engage in gymnastics to activate them.

    Of course, at the same time, that will result in combat that, on the whole, feels less responsive. Even if you're staying mobile, you're limiting the frequency of attacks. Still, it would vastly reduce the amount of time we see the animations completely flaking out.

    Creating special exceptions for certain abilities though would be detrimental to gameplay and balance. Changing anything like that would likely cause like a million unforeseen issues with sets, content, and anything else too....

    The way things are, ZOS either has to leave everything as is (fix bugs ofc) or they must completely overhaul the whole combat system. An overhaul of that size would also require them to rebalance the entire game's content to accommodate, update practically every skill/set, and then lose a massive amount of players since it'll be bug-ridden and much slower-paced/unreactive/unfun.

    Fun is the most important thing in any game. I play to have fun lol. The people playing ESO after questing TES-style do so because the combat system is awesome. People look past the lag and tons of bugs because the combat at its core is actually phenomenal as is, which is why there was such opposition and hatred about the decisions in the past to add AoE Caps and remove Dynamic Ulti Regen, which both altered gameplay drastically.

    As soon as the hype of Morrowind went away, the endgame PvE community died down to the lowest numbers I've ever seen on PS4 NA. Was it a coincidence that a large portion of the people who hated those Morrowind sustain changes (which altered combat into a heavy attack meta for PvE) quit the game permanently? I don't think so. Players can look past Crown Crates, lag, balance issues... whatever. No one wants to play a game with bad gameplay though.

    In fact, no one I have ever spoken to enjoys spamming heavy attacks just to maintain their basic DoTs. Heavy Attacks are slower, generally boring, and overall create more telegraphed gameplay where you will see the same animations from every Magicka DPS since they (Mag NB can be an exception) all spam lightning/flame heavy attacks now as standard DPS alongside their DoTs to maintain their resources, rather using their unique class skills on demand. Stamina DPS heavy attack now as standard DPS and all of them more or less feel the same because of it.

    Any attempt to remove animation cancelling would only hurt the game because it'd further encourage everything people hated about all of the changes I mentioned. Slower-paced gameplay and clunky, almost NPC-like player skill casts is absolutely the last thing ESO should want to hurt itself with imo.
    Edited by Vaoh on October 10, 2017 6:39PM
  • Riejael
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    Mazbt wrote: »
    They could put something in the tutorial easy. Let's say they ask you to heavy attack something but oh no red is on the ground you have to roll dodge out and cancel the heavy attack or u take damage.

    Dev's aren't sure how to do this themselves.

    Remember Devs are coders, not always gamers. You can't ask someone to make you a tutorial when they are likely not as good at the game as you are.
  • Koensol
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    Deheart 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. I don't think you know what a bug actually is. Clueless people being clueless.
  • lynog85
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    Loc2262 wrote: »
    lynog85 wrote: »
    There are two ways to animation cancel bro. Blocking and bar swapping.

    Actually, there's three ways. In addition to your two, LA/HA cancels skill animations, and skills cancel LA/HA animations.

    I count that more as weaving bro, but yeah i suppose it is.
  • lynog85
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    Jeremy wrote: »
    lynog85 wrote: »
    Deheart 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

    Its not a bug whatsoever. Its called mechanics. Either you learn to do it or you cry about it and be a noob.

    It's an exploit is what it is. One that was too difficult to fix - so they instead decided to embrace it and pretend that it was interesting.

    No one would ever intentionally create gameplay that revolves around canceling animations that game developers work hard to create. It also looks incredibly tacky, which is another obvious hint.

    The developers likely wanted players to be able to interrupt their skills - for example with a block - so as to make the combat more interactive so they could block attacks when they came instead of having to sit there doing nothing from fear of an animation already in progress keeping them from blocking. Which makes sense. What they did not consider at the time was that players would also use this to speed up their DPS rotations by canceling animations constantly as a regular style of play instead of simply using it to block or dodge incoming attacks.

    I do not play a DPS so I am unsure as to the extent of the advantage (though I did play around with so-called animation canceling a few times out of curiosity and found the whole process very stupid and annoying). This game should never be built with animation canceling in mind. No player should ever have to adopt such a tacky play style to be effective.

    Mate. Ive played 10 plus mmos and every single one of them has animation cancelling. Its part and parcel of most games. Learn it( its so very easy) or dont. Just dont complain about it.
  • FreyrBlackwood
    FreyrBlackwood
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    I play this game on and off, so I am in no way great at this game, but I am wondering why do people like animation canceling so much. Why would the devs even create animations for said abilities if the intention was for them to never be seen. Why not just name them staff skill 1/2/3/4/5 and when you press button a portion of the enemy's hp drops. What in your opionion (the people saying animation canceling is necessary) is the point of skill animations? Why even create different mobs like cliff racers, orcs, kwama and whatnot, when they just replace everything with a stickman that also reduces your hp every few seconds if you stand in a telegraph when he is supposed to attack? How is this fun?
  • abelsgmx
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    This broke the PVP system
  • abelsgmx
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    Vaoh wrote: »
    If this didn't exist, ESO would be disgusting to play. The vast majority of content wouldn't be completable and combat would feel insanely clunky and unfun.

    @Vaoh, I don't think that's completely true. I mean, you're not wrong, and all of the DLC content has been balanced with the assumption that we'd be animation canceling, but it also doesn't mean that taking it away would automatically make the combat clunky or unfun. That said if you only took it away, without making any other alterations, the result wouldn't be great. I do think it'd be possible to rework the game's combat to be fun without animation canceling (without significant changes to the overall systems).

    No ofense but balanced in what way? They just do more hard to keep up main resource for people who don't exploit the game
  • adeptusminor
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    Whether or not it was a originally a bug or not is irrelevant. It is now a permanent aspect of the game, and the developers won't remove it. In fact, in the latest PTS patch they improved a skill to specifically help make weaving more consistent. kVoQz1A.png

    https://forums.elderscrollsonline.com/en/discussion/408873/pts-patch-notes-v4-0-1/p1
    Edited by adeptusminor on April 28, 2018 9:43PM
  • exeeter702
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    Vrienda wrote: »
    It’s a bug responsible for quite a large DPS gap between players who can and can’t do it.

    ZOS refuse to fix it sadly.

    Edit: nvm necro
    Edited by exeeter702 on April 28, 2018 11:12PM
  • exeeter702
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    abelsgmx wrote: »
    This broke the PVP system

    There was no reason for you to post this in a thread from 7 months ago.
  • Joxer61
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    Not so much a bug as almost every MMO has it with their combat. What I would like to know is how people do heavy attacks so fast? I mean, don't you have to hold the button/key down the whole for a full heavy...yet I see people fly thru rotations?
  • Aurielle
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    I play this game on and off, so I am in no way great at this game, but I am wondering why do people like animation canceling so much. Why would the devs even create animations for said abilities if the intention was for them to never be seen. Why not just name them staff skill 1/2/3/4/5 and when you press button a portion of the enemy's hp drops. What in your opionion (the people saying animation canceling is necessary) is the point of skill animations? Why even create different mobs like cliff racers, orcs, kwama and whatnot, when they just replace everything with a stickman that also reduces your hp every few seconds if you stand in a telegraph when he is supposed to attack? How is this fun?

    You don’t understand how animation cancelling works in this game if you think the skills are “never seen.” At the most, people bar swap cancel two abilities with long animations once per rotation. Light attack weaving (which some people here somewhat erroneously call “animation cancelling”) does not cancel the animation of your abilities. There are VERY few people out there block-cancelling skills as part of a DPS rotation.

  • DoctorESO
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    Title says it all. I hear it discussed all the time but don't know anything about it. Please elaborate :0)

    It's like when you go to a grocery store and the cashier scans your items. Imagine them scanning each item one at a time, using one hand only. Now imagine the cashier using two hands. As one hand is in the middle of scanning one item, the other hand is already starting the scan of the next item.

    :D
    Edited by DoctorESO on April 29, 2018 5:32AM
  • jcm2606
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    I play this game on and off, so I am in no way great at this game, but I am wondering why do people like animation canceling so much. Why would the devs even create animations for said abilities if the intention was for them to never be seen. Why not just name them staff skill 1/2/3/4/5 and when you press button a portion of the enemy's hp drops. What in your opionion (the people saying animation canceling is necessary) is the point of skill animations? Why even create different mobs like cliff racers, orcs, kwama and whatnot, when they just replace everything with a stickman that also reduces your hp every few seconds if you stand in a telegraph when he is supposed to attack? How is this fun?

    Zenimax's intention when designing their combat system was to have the gameplay be fast, dynamic, reactive, and responsive. If an enemy was about to hit you with a one-shot attack, you HAVE to be able to throw up block IMMEDIATELY. In order to achieve this sort of gameplay, you have to be able to cancel one action with another. If you hit, say, Snipe, and enter a cast time window, you have to be able to somehow cancel that cast time window and throw up block.

    The answer to this is to give each action in the game a priority, and have actions with higher priorities take precedence over actions with lower priorities. This is reflected within the combat system ESO uses. The order goes: roll dodge -> block -> bar swap -> skill -> LA/HA. If you perform any higher priority action, you will cancel any lower priority actions taking place. Note here that I'm not referring to the animation, but specifically the action. You're not so much cancelling the animation itself, but rather the whole action. Quickly here, each action has a certain point where the action itself goes through. If you experiment with animation cancelling, you'll very quickly find it, where if you cancel the action too quickly, before it goes through, the entire action is cancelled, instead of just the tail end of the animation. You can sometimes do this when attempting to bar swap cancel Endless Hail, for instance.

    Zenimax fully knows and they fully intended for blocking to cancel skills, or skills to cancel light attacks, it's just they didn't anticipate that players would learn the system as well as they have, and be able to exploit it to the level that they do. If Zenimax were to remove animation cancelling as a system, ESO's combat would be completely different to what it is now. Go into a dungeon, any dungeon, and wait for the ENTIRE animation of ALL actions to go through before performing another action. If you're in the middle of channelling a skill and need to block, too bad, wait for the skill to finish. That's what combat would be like if they were to remove animation cancelling as a system.
  • exeeter702
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    jcm2606 wrote: »
    I play this game on and off, so I am in no way great at this game, but I am wondering why do people like animation canceling so much. Why would the devs even create animations for said abilities if the intention was for them to never be seen. Why not just name them staff skill 1/2/3/4/5 and when you press button a portion of the enemy's hp drops. What in your opionion (the people saying animation canceling is necessary) is the point of skill animations? Why even create different mobs like cliff racers, orcs, kwama and whatnot, when they just replace everything with a stickman that also reduces your hp every few seconds if you stand in a telegraph when he is supposed to attack? How is this fun?

    Zenimax's intention when designing their combat system was to have the gameplay be fast, dynamic, reactive, and responsive. If an enemy was about to hit you with a one-shot attack, you HAVE to be able to throw up block IMMEDIATELY. In order to achieve this sort of gameplay, you have to be able to cancel one action with another. If you hit, say, Snipe, and enter a cast time window, you have to be able to somehow cancel that cast time window and throw up block.

    The answer to this is to give each action in the game a priority, and have actions with higher priorities take precedence over actions with lower priorities. This is reflected within the combat system ESO uses. The order goes: roll dodge -> block -> bar swap -> skill -> LA/HA. If you perform any higher priority action, you will cancel any lower priority actions taking place. Note here that I'm not referring to the animation, but specifically the action. You're not so much cancelling the animation itself, but rather the whole action. Quickly here, each action has a certain point where the action itself goes through. If you experiment with animation cancelling, you'll very quickly find it, where if you cancel the action too quickly, before it goes through, the entire action is cancelled, instead of just the tail end of the animation. You can sometimes do this when attempting to bar swap cancel Endless Hail, for instance.

    Zenimax fully knows and they fully intended for blocking to cancel skills, or skills to cancel light attacks, it's just they didn't anticipate that players would learn the system as well as they have, and be able to exploit it to the level that they do. If Zenimax were to remove animation cancelling as a system, ESO's combat would be completely different to what it is now. Go into a dungeon, any dungeon, and wait for the ENTIRE animation of ALL actions to go through before performing another action. If you're in the middle of channelling a skill and need to block, too bad, wait for the skill to finish. That's what combat would be like if they were to remove animation cancelling as a system.

    You have the right idea, but i just want to stress that there is actually no "priority" system in place. Bash, block, dodge roll and barswap are simply off the GCD to make sure player agency is present. And thus they dont have any bearing on when the game allows you to activate an ability or light attack weave. The only animation being cut (excluding cast time and channeled skills) is the recovery animation of a skill which occupies the space between GCD refreshes.
  • HawkFest
    HawkFest
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    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.)

    I tried it and yes: a heavy attack using my real life *** sword is faster than in ESO (for instance)... It's easier for the devs to leave animation process cancellation, rather than take the time to make the animation mechanic (or animation by themselves) better. Thus I don't complain too much about it since it's just a video game rather than a real life simulator. However, strategically speaking, it closes the door to any personal ability or experience as a player combatant to "read" and exploit enemy moves which is unfortunate.
  • Mr_Gallows
    Mr_Gallows
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    danno8 wrote: »
    Deheart 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

    If you have ever been killing something and then you notice them charging up an attack, which you then Bashed, unless you were doing absolutely nothing I can guarantee you cancelled the animation of something with the bash.

    If you have ever quickly roll dodged out of a red area of death while trying to kill something I can guarantee that you cancelled the back -half of the animation of something.

    Like it or not, being able to respond quickly to combat situations in this game is a defining feature that makes it different from other MMO's.


    There is a big difference between being able to use animation cancelling defensively, which of course should be possible and the use it very offensively. Many games allow cancelling of actions to defend, without being able to use it to increase your offense.
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