LittlePinkDot wrote: »I had an idea thats less annoying and less boring than animation cancelling. How about they just make % attack speed a trait for armour and weapons. And % faster cast rate for magicka skills. Allow 2 traits per piece.
Speed should be determined by stats.
Diablo 2 had it right.
TheNightflame wrote: »There used to be the weighted trait
Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
Knootewoot wrote: »Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
It does take skill, but it does not make the game more fluid or enjoyable. Instead the opposite. Combat feels like a clunky chore each time you attack something. I rather no use it and don't do it while questing. But I have to if I do trials or PvP to get my dps in the right area. Also the barswapping and cancelling so you cannot see what others use as skill in PvP is dumb because how can you react to something you don't see.
This is my opinion though and I know a lot don't agree. But weaving is good imho but cancelling entire animations is bad coding.
Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
Knootewoot wrote: »Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
It does take skill, but it does not make the game more fluid or enjoyable. Instead the opposite. Combat feels like a clunky chore each time you attack something. I rather no use it and don't do it while questing. But I have to if I do trials or PvP to get my dps in the right area. Also the barswapping and cancelling so you cannot see what others use as skill in PvP is dumb because how can you react to something you don't see.
This is my opinion though and I know a lot don't agree. But weaving is good imho but cancelling entire animations is bad coding.
Knootewoot wrote: »Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
It does take skill, but it does not make the game more fluid or enjoyable. Instead the opposite. Combat feels like a clunky chore each time you attack something. I rather no use it and don't do it while questing. But I have to if I do trials or PvP to get my dps in the right area. Also the barswapping and cancelling so you cannot see what others use as skill in PvP is dumb because how can you react to something you don't see.
This is my opinion though and I know a lot don't agree. But weaving is good imho but cancelling entire animations is bad coding.
1. Animation canceling is enjoyable to a great many players. Those interested in doing max damage enjoy it since it's part of it. Yes, I understand it's your oppinions.
The most basic part of animation canceling gas received a strong buff this year so Zos is promoting it.
2. every instant skill has the same cool down (actually it's a GCD) before it ca be canceled. It's merely the animations are longer than the cool down. It's not bad coding and could easily be fixed though Zos isn't interested in shortening the animations.
I don't think that makes any sense, it increases the fluidity of combat because it allows you to cast quicker. Therefore fluidity is increased. So I can tell you I don't agree with youKnootewoot wrote: »Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
It does take skill, but it does not make the game more fluid or enjoyable. Instead the opposite. Combat feels like a clunky chore each time you attack something. I rather no use it and don't do it while questing. But I have to if I do trials or PvP to get my dps in the right area. Also the barswapping and cancelling so you cannot see what others use as skill in PvP is dumb because how can you react to something you don't see.
This is my opinion though and I know a lot don't agree. But weaving is good imho but cancelling entire animations is bad coding.
You have to have a quick reaction time.... anyone who is killing you fast is using animation cancelling, some to a greater extent than others
This is going to end up like all other AC threads.
People who don't understand why it exists, regardless of it being initially intended or not will continue to say 'just get rid of it'.
People who like it will say get good.
I will say, it's not going anywhere because it simply can not be removed. In order to do so the dynamic and reactive portions of combat in this game would stop working. Want to block an attack? You're going to have to wait for that animation to finish. Want to dodge roll? Yep, waiting again. Need to barswap for your ohshitimgoingtodiesaveme skill? Wait for that animation to finish.
Animation cancelling as a DPS "mechanic" was seemingly unintended, but certain combat actions in this game work on a priority so that you can quickly react to the fight. AC as a DPS function exists as a side effect because of this.
They would have to be changed to remove the DPS aspect, and combat in ESO would take a big hit. You think AC makes combat clunky? Just go force yourself to play with out it. Wait for each light attack to finish because you hit one of your hotkeys. No blocking or interrupting the target in front of you until that light attack is fully complete. No barswap off your bow bar until volley hits the ground. Wait for it.
SkoomaHoover wrote: »Aye i'm very opposed to animation cancelling.
It looks rubbish and makes the pvp into more of a spam contest rather than a fight. It makes combat less dynamic I think would be the way to word it.
However as a way to fix it, I don't think this will solve the problem at hand.
Or they could just make the animations match the actual cast/cooldown/whatever timer and get rid of animation canceling ...
Or they could just make the animations match the actual cast/cooldown/whatever timer and get rid of animation canceling ...
Knootewoot wrote: »Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
It does take skill, but it does not make the game more fluid or enjoyable. Instead the opposite. Combat feels like a clunky chore each time you attack something. I rather no use it and don't do it while questing. But I have to if I do trials or PvP to get my dps in the right area. Also the barswapping and cancelling so you cannot see what others use as skill in PvP is dumb because how can you react to something you don't see.
This is my opinion though and I know a lot don't agree. But weaving is good imho but cancelling entire animations is bad coding.
Or they could just make the animations match the actual cast/cooldown/whatever timer and get rid of animation canceling ...
Whenever games/series do this, the game always becomes less fun and less about skill. This has happened in many games before, where they remove the skillful animation cancelling aspect of the combat in the sequel. The series becomes garbage. Players like me will move on to another game that is still fun.
Waiting for the cooldown to tick down like a little baby is not that fun, and lessens the need for precise reaction times.
For big time gamers like me who have been big into games for a long time, I can tell what requires skill and what doesn't. Animation cancelling is one of the best things about our combat.
This is going to end up like all other AC threads.
People who don't understand why it exists, regardless of it being initially intended or not will continue to say 'just get rid of it'.
People who like it will say get good.
I will say, it's not going anywhere because it simply can not be removed. In order to do so the dynamic and reactive portions of combat in this game would stop working. Want to block an attack? You're going to have to wait for that animation to finish. Want to dodge roll? Yep, waiting again. Need to barswap for your ohshitimgoingtodiesaveme skill? Wait for that animation to finish.
Animation cancelling as a DPS "mechanic" was seemingly unintended, but certain combat actions in this game work on a priority so that you can quickly react to the fight. AC as a DPS function exists as a side effect because of this.
They would have to be changed to remove the DPS aspect, and combat in ESO would take a big hit. You think AC makes combat clunky? Just go force yourself to play with out it. Wait for each light attack to finish because you hit one of your hotkeys. No blocking or interrupting the target in front of you until that light attack is fully complete. No barswap off your bow bar until volley hits the ground. Wait for it.
This is going to end up like all other AC threads.
People who don't understand why it exists, regardless of it being initially intended or not will continue to say 'just get rid of it'.
People who like it will say get good.
I will say, it's not going anywhere because it simply can not be removed. In order to do so the dynamic and reactive portions of combat in this game would stop working. Want to block an attack? You're going to have to wait for that animation to finish. Want to dodge roll? Yep, waiting again. Need to barswap for your ohshitimgoingtodiesaveme skill? Wait for that animation to finish.
Animation cancelling as a DPS "mechanic" was seemingly unintended, but certain combat actions in this game work on a priority so that you can quickly react to the fight. AC as a DPS function exists as a side effect because of this.
They would have to be changed to remove the DPS aspect, and combat in ESO would take a big hit. You think AC makes combat clunky? Just go force yourself to play with out it. Wait for each light attack to finish because you hit one of your hotkeys. No blocking or interrupting the target in front of you until that light attack is fully complete. No barswap off your bow bar until volley hits the ground. Wait for it.
As much as I would like to agree with you, there are many skills that are odd that if you don't animation cancel at the right time, you have to let it run to the end before you can block. I've experienced this with Templar Jabs. In PvE when I'm tanking, i'm also doing DPS, so when I see the game mechanic rear up for a Heavy Attack, sometimes it's after I already started jabs and sometimes, despite attempting to block the damage, I don't and end up dying. It is weird because sometimes it works, and sometimes it doesn't. That goes for a lot of other skills that despite having an "Instant cast" you have difficulty animation cancelling it.