dwemer_paleologist wrote: »khele23eb17_ESO wrote: »And this is why ESO combat looks like ***.
animation canceling should have never been allowed to exist and fixed immediately when found out was possible in eso.
it has ruined PvP and added some serious lagg. do i have proof of it in video form? yes i do. will i put this video here as proof? no, because that would break forum rules of naming and shaming and also strengthen the belief that if someone makes a statement here on this forum that they Must show proof or their claim is false.
fact of the matter is that eso animation canceling is poison to its combat system.
If there was no animation cancelling so many people would quit because the combat will become so slow. It already is with all of the heavy attack nonsense.
dwemer_paleologist wrote: »when i see people killed me in under 1 second and i look at the death recap and it shows MANY hits from several skills that all landed in 1 hit in under 1 second, and i know for a fact i was not lagging, thats from hyper animation canceling that was done with a macro.
exeeter702 wrote: »dwemer_paleologist wrote: »when i see people killed me in under 1 second and i look at the death recap and it shows MANY hits from several skills that all landed in 1 hit in under 1 second, and i know for a fact i was not lagging, thats from hyper animation canceling that was done with a macro.
Ffs man.... i give up
Again, why make the animation if it can be canceled?
Again, why make the animation if it can be canceled?
Because you don’t actually cancel the animation. There aren’t invisible attacks happening. Animation ‘Cancelling’ is a misnomer. There was a time when abilities could be rendered invisible. But that was patched and weaving implemented such that skills are always visible no matter how they are used. And in doing so, ZOS legitimized Animation ‘Cancelling’.
The more accurate term would be Animation ‘Blending’. Blending a skill seamlessly into another action. That’s what it is, not exactly ‘cancelling’ the animation.
You have to be good to do it. It's mainly about knowing when your attacks hit/activate and requires skill.
The people who are against it are simply unable to implement it themselves. Or else they would like it.
It's something that you have to be skilled enough to use, and then it will really help you.
exeeter702 wrote: »khele23eb17_ESO wrote: »And this is why ESO combat looks like ***.
Well pick your poison. I for one am glad i dont have to be locked out of actions, forced to watch my character follow through with the 2h weighted animation after successfully completing and resolving an uppercut on a target.
Would you rather players be punished via being forced out of player input during recovery animations when successfully meeting the resolve criteria for abilities on targets?
Would you place the resolution point at the end of recovery animations for skills? and thus REALLY *** up combat visuals and responsiveness.
Would you reanimate the skills so their visual queues are hilariously fast forwarded in order to fit within the GCD? Alternatively, would you increase the GCD 2 fold instead resulting in terribly slow combat?
dwemer_paleologist wrote: »when i see people killed me in under 1 second and i look at the death recap and it shows MANY hits from several skills that all landed in 1 hit in under 1 second, and i know for a fact i was not lagging, thats from hyper animation canceling that was done with a macro.
exeeter702 wrote: »dwemer_paleologist wrote: »when i see people killed me in under 1 second and i look at the death recap and it shows MANY hits from several skills that all landed in 1 hit in under 1 second, and i know for a fact i was not lagging, thats from hyper animation canceling that was done with a macro.
Ffs man.... i give up
Hyper animation canceling, not to be confused with super, mega, or ultra animation canceling
khele23eb17_ESO wrote: »exeeter702 wrote: »khele23eb17_ESO wrote: »And this is why ESO combat looks like ***.
Well pick your poison. I for one am glad i dont have to be locked out of actions, forced to watch my character follow through with the 2h weighted animation after successfully completing and resolving an uppercut on a target.
Would you rather players be punished via being forced out of player input during recovery animations when successfully meeting the resolve criteria for abilities on targets?
Would you place the resolution point at the end of recovery animations for skills? and thus REALLY *** up combat visuals and responsiveness.
Would you reanimate the skills so their visual queues are hilariously fast forwarded in order to fit within the GCD? Alternatively, would you increase the GCD 2 fold instead resulting in terribly slow combat?
I wouldnt have designed them this way in the first place.
dwemer_paleologist wrote: »no, i was not lagg, it is from macro and hyper mouse macro animation canceling.
like you said. "we both know that allready".
exeeter702 wrote: »khele23eb17_ESO wrote: »exeeter702 wrote: »khele23eb17_ESO wrote: »And this is why ESO combat looks like ***.
Well pick your poison. I for one am glad i dont have to be locked out of actions, forced to watch my character follow through with the 2h weighted animation after successfully completing and resolving an uppercut on a target.
Would you rather players be punished via being forced out of player input during recovery animations when successfully meeting the resolve criteria for abilities on targets?
Would you place the resolution point at the end of recovery animations for skills? and thus REALLY *** up combat visuals and responsiveness.
Would you reanimate the skills so their visual queues are hilariously fast forwarded in order to fit within the GCD? Alternatively, would you increase the GCD 2 fold instead resulting in terribly slow combat?
I wouldnt have designed them this way in the first place.
This comment demonatrates that you truly
dont understand what is really going on here.
khele23eb17_ESO wrote: »exeeter702 wrote: »khele23eb17_ESO wrote: »exeeter702 wrote: »khele23eb17_ESO wrote: »And this is why ESO combat looks like ***.
Well pick your poison. I for one am glad i dont have to be locked out of actions, forced to watch my character follow through with the 2h weighted animation after successfully completing and resolving an uppercut on a target.
Would you rather players be punished via being forced out of player input during recovery animations when successfully meeting the resolve criteria for abilities on targets?
Would you place the resolution point at the end of recovery animations for skills? and thus REALLY *** up combat visuals and responsiveness.
Would you reanimate the skills so their visual queues are hilariously fast forwarded in order to fit within the GCD? Alternatively, would you increase the GCD 2 fold instead resulting in terribly slow combat?
I wouldnt have designed them this way in the first place.
This comment demonatrates that you truly
dont understand what is really going on here.
I dont care what convoluted strawman theory youre trying to get me to defend. My point is that a properly executed rotation in ESO looks like your character is having a seizure. In other words, it looks crap. It lessens my enjoyment of playing the game. Obviously, at this point in the game's life its highly unlikely ZOS will even consider doing something about it. So it is what it is.
exeeter702 wrote: »khele23eb17_ESO wrote: »exeeter702 wrote: »khele23eb17_ESO wrote: »exeeter702 wrote: »khele23eb17_ESO wrote: »And this is why ESO combat looks like ***.
Well pick your poison. I for one am glad i dont have to be locked out of actions, forced to watch my character follow through with the 2h weighted animation after successfully completing and resolving an uppercut on a target.
Would you rather players be punished via being forced out of player input during recovery animations when successfully meeting the resolve criteria for abilities on targets?
Would you place the resolution point at the end of recovery animations for skills? and thus REALLY *** up combat visuals and responsiveness.
Would you reanimate the skills so their visual queues are hilariously fast forwarded in order to fit within the GCD? Alternatively, would you increase the GCD 2 fold instead resulting in terribly slow combat?
I wouldnt have designed them this way in the first place.
This comment demonatrates that you truly
dont understand what is really going on here.
I dont care what convoluted strawman theory youre trying to get me to defend. My point is that a properly executed rotation in ESO looks like your character is having a seizure. In other words, it looks crap. It lessens my enjoyment of playing the game. Obviously, at this point in the game's life its highly unlikely ZOS will even consider doing something about it. So it is what it is.
Strawman? You dont have an actual angle in your argument is all. Plenty of people say things just like you in the form of "they shouldnt have made it that way to begin with". All you are really saying is you dont understand why it is technically like that to begin with.
I clearly laid out the variables or alternatives that they could have gone with, which would have resulted in an even worse feeling system then we have. Every single opponent of "animation canceling" (a frankly stupid term if im being honest) has never been able to offer a logically sound rebuttal to those points. It always ends up with them referencing eric wrobels comment in the matter from an old eso live or how video game x and y dont do it conveniently ignoring the fact that said games dont operate on traditional mmo combat standards with GCDs and ability resolutions in place.
Again, why make the animation if it can be canceled?
Because you don’t actually cancel the animation. There aren’t invisible attacks happening. Animation ‘Cancelling’ is a misnomer. There was a time when abilities could be rendered invisible. But that was patched and weaving implemented such that skills are always visible no matter how they are used. And in doing so, ZOS legitimized Animation ‘Cancelling’.
The more accurate term would be Animation ‘Blending’. Blending a skill seamlessly into another action. That’s what it is, not exactly ‘cancelling’ the animation.
exeeter702 wrote: »dwemer_paleologist wrote: »when i see people killed me in under 1 second and i look at the death recap and it shows MANY hits from several skills that all landed in 1 hit in under 1 second, and i know for a fact i was not lagging, thats from hyper animation canceling that was done with a macro.
Ffs man.... i give up
When a bug becomes a feature touted by a developer.
This.
I love ESO - but I was immensely disappointed when I discovered that animation cancelling had been embraced by ZOS devs and that as a result the high-tier endgame content just about requires it to get adequate DPS on bosses.
Ability animations in other games are there for a reason - to help with game balance.
I'll give you an example: In Destiny, there is an exotic sniper known as the No Land Beyond. Because snipers are OHK weapons, Destiny placed them in the "special weapon" slot and restricted the ammo available during PVP. No Land Beyond was an "exotic" (a semi-rare technically overpowered gold-tier weapon) which was equipped in the Primary slot (so it used Primary ammo which was plentiful). Because of that, the devs designed the gun as a bolt-action: It had one round in the camber and the reload animation was comparatively long.
High-end players discovered that they could "reload cancel" the animation by sprinting right after clicking the reload button, which removed the pain point of the long reload time and made the gun unbalanced.
Bungie issued a patch so that while you could still cancel the animation, the actual reload time remain unchanged. Hence, balance was restored.
ZOS's decision to embrace the exploit and incorporate it into the game means that people who suck at animation cancelling (like myself and my potato internet) are effectively excluded from high-end endgame.
It is what it is. Now that it's a part of the game, it's not going away.
But I was and remain very disappointed with that decision.
When a bug becomes a feature touted by a developer.
This.
I love ESO - but I was immensely disappointed when I discovered that animation cancelling had been embraced by ZOS devs and that as a result the high-tier endgame content just about requires it to get adequate DPS on bosses.
Ability animations in other games are there for a reason - to help with game balance.
I'll give you an example: In Destiny, there is an exotic sniper known as the No Land Beyond. Because snipers are OHK weapons, Destiny placed them in the "special weapon" slot and restricted the ammo available during PVP. No Land Beyond was an "exotic" (a semi-rare technically overpowered gold-tier weapon) which was equipped in the Primary slot (so it used Primary ammo which was plentiful). Because of that, the devs designed the gun as a bolt-action: It had one round in the camber and the reload animation was comparatively long.
High-end players discovered that they could "reload cancel" the animation by sprinting right after clicking the reload button, which removed the pain point of the long reload time and made the gun unbalanced.
Bungie issued a patch so that while you could still cancel the animation, the actual reload time remain unchanged. Hence, balance was restored.
ZOS's decision to embrace the exploit and incorporate it into the game means that people who suck at animation cancelling (like myself and my potato internet) are effectively excluded from high-end endgame.
It is what it is. Now that it's a part of the game, it's not going away.
But I was and remain very disappointed with that decision.
Good insight. To piggyback, if you look at channels/cast times, it's almost terrible how overnight those abilities lost importance in the combat system. And AC clashes with the design intent of having the animation system govern your character reaction in the environment. That's why players moved to tank builds in pvp; less DMG from multiple attacks.
Not saying AC is wrong or right. Just that it's hard to see it within the context of how they envisioned the game originally.
dwemer_paleologist wrote: »when i see people killed me in under 1 second and i look at the death recap and it shows MANY hits from several skills that all landed in 1 hit in under 1 second, and i know for a fact i was not lagging, thats from hyper animation canceling that was done with a macro.