So basically Olms just macro'd you? It's a harsh world when even the NPCs use themOf course, lag spikes are also a thing on its own. Just today in PvE (vAS), Olms killed me with a single visual hit that effectively resulted in two hits simultaneously. Before the hit I was almost at full health when one single (visual) swing hit me with 18.315 + 19.262.
This is entirely theoretical on my side, but I'd suspect the sender does not see the burst of animations, as their own actions are less dependent on getting a response or 'action acceptance' from the server, and before the server processes them, interpolates everyone's positions and actions, and sends updated details to the other clients with the processed data and skills.disintegr8 wrote: »And if all of this is caused by the servers inability to handle the input load, why are some of us always at the receiving end of these 'bursts' instead of being the 'deliverer'?
necronyteub17_ESO wrote: »Do more research, you have no idea what you are talking about.
I'll help you out.
There is a global cooldown of 1 second after every ability you cast. NOTHING can bypass this global cooldown. Not animation cancelling, not macros.
Macroslice has nothing to do with macros itself. A macroslice occurs because the server can't keep up with the input traffic and queues abilities up infinitely and then fires them all off at once. This will simply happen in situation with a lot of data transfer (PVP, trials). Players have no control over this.
That's a load of crap haha. If that was the case , everyone would have this happening especially in LARGE Graphic fights. Every time anyone posts about this sort of thing , there is always 1 or even a few people spout off some gibberish to try and make sense or make it look legit .
As if the name macroslice isn't good enough. Hell i wish 1 time all my qued spells would fire at once and give me a free millasecond kill rofl. That's such a load of garbage.
Because we ALL know that every one of us are instant 1 kill wonders and its all due to lagg and traffic data. It's really the server that's the super killer right rofl? For some reason, there is ALWAYS the same people and select few that ONLY they have this happen to them , Hmmmm , gee thats weird huh? GTFOOH
LiquidPony wrote: »L2P.
Git gud.
Delete this thread.
Etc., etc.
disintegr8 wrote: »I want to know why the dude didn't die in the third video.
And if all of this is caused by the servers inability to handle the input load, why are some of us always at the receiving end of these 'bursts' instead of being the 'deliverer'?
Surely the attacker is doing something to cause the 'burst' that I don't know about. whether it is animation cancelling or whistling dixie out of your butt cheeks, you are taking advantage of a situation to gain the upper hand.
Easy fix that even ZOS could do in a weekend, simply make the global cooldown unique to each skill and have it match the length of the animation for the skill.They just can't do it
Voila, no more animation canceling and best of all, no need to redo any of the animations!
Of course, that would also give half the player population a heart attack on release day ...
necronyteub17_ESO wrote: »Yeah and now i'm out because i gotta go give my neighbor back his Keyboard haha. He's been messaging me since i borrowed it and wants it back.
GO TRY IT , cause its kinda wild. Guess it works better or worse with other types of mice / keyboards but this is what i had access to haha.
Better games coming out soon anyhow ( shrug ) cya
umm how about no. combat is a lot more fun since animation canceling. zos likes it and a good majority of players still like it. I don't want to go back to the crappy combat when the game was released. again always the pvpers complaining. enjoy your lagodill pvp though.
ZoS gave up on trying to fix it and now they are acting like a cat that fell off the table and now is behaving like it meant to fall of the table. majority of the players are incapable of using animation canceling which is why their dps is such magnitudes lower than that of those that can. there is a reason why so few people are able to get through DLC dungeons on veteran. and now its not just mechanics. and don't try to "stop spamming light attack" at me either. you can go through a full rotation and still struggle to hit 15k SOLELY because of inability to animation cancel. and btw? ZoS knows that too. this is why overworld content is so much more forgiving. because MAJORITY of people cannot pull off the numbers possible with animation canceling and MAJORITY of people solo anyways, so they tailor the world to MAJORITY.
in any case, it is highly unlikely they can fix it. sadly. so we are stuck with this mess
necronyteub17_ESO wrote: »Just take animation canceling OUT of the game and solve almost every overpowered problem. Make it so if you cancel an animation then you cancel the spell or ability it was tied to . If you want to cast something or use an ability , you better make damn sure that's what you want to do.
No more instant 5 different ability's from the same A-hole in less then a second while using a macro . YES they have macros and tie them to macroing keyboards and macro mice. Don't even say its not possible because that's BS.
If anyone says they haven't witnessed this then they are new players or just lying their ass off. It happens a lot and plenty of videos and statistic pics to prove it.
https://www.youtube.com/watch?v=BpZa4c-WZoE&t=108s
Yeah weaving my ASS rofl load of ***
https://www.youtube.com/watch?v=Mlblie7FkEQ
Worse then macros and still exists lol
https://www.youtube.com/watch?v=shyc8WtLPUw
Macro PLUS Animation Canceling is a big bunch of the problem. FIX your GAME Zos . Check this jackass out that thinks he's accomplished something from cheating. YES MACROS ARE CHEATING
https://www.youtube.com/watch?v=ohJ91nRKFe0
Valen_Byte wrote: »The last video isnt a macro but thats ok. I still agree with you. I cant defend against what I cant see, and that can make for a poor gaming experience.
"ZoS better be glad no other good MMO has come out in awhile rofl."
And this is the truest statement Ive seen on the forums in a very long time lol
Easy fix that even ZOS could do in a weekend, simply make the global cooldown unique to each skill and have it match the length of the animation for the skill.They just can't do it
Voila, no more animation canceling and best of all, no need to redo any of the animations!
Of course, that would also give half the player population a heart attack on release day ...
Oh yeah and if you wanted to block or dodge roll AFTER having cast the skill, what would you do? You'd be locked in your skill's animation of course! And you'd get killed by that boss mechanics or that empowered Crystal Frag. Animation canceling is evil and everything but it is the one thing that makes ESO combat so flexible and its what allows you to have complete control over your character at any given second. If you start putting abilities on global cooldowns, we mgiht as well go and play WoW.
Misery but that guys right.. you’re wrong.. it’s just a factnecronyteub17_ESO wrote: »Do more research, you have no idea what you are talking about.
I'll help you out.
There is a global cooldown of 1 second after every ability you cast. NOTHING can bypass this global cooldown. Not animation cancelling, not macros.
Macroslice has nothing to do with macros itself. A macroslice occurs because the server can't keep up with the input traffic and queues abilities up infinitely and then fires them all off at once. This will simply happen in situation with a lot of data transfer (PVP, trials). Players have no control over this.
That's a load of crap haha. If that was the case , everyone would have this happening especially in LARGE Graphic fights. Every time anyone posts about this sort of thing , there is always 1 or even a few people spout off some gibberish to try and make sense or make it look legit .
As if the name macroslice isn't good enough. Hell i wish 1 time all my qued spells would fire at once and give me a free millasecond kill rofl. That's such a load of garbage.
Because we ALL know that every one of us are instant 1 kill wonders and its all due to lagg and traffic data. It's really the server that's the super killer right rofl? For some reason, there is ALWAYS the same people and select few that ONLY they have this happen to them , Hmmmm , gee thats weird huh? GTFOOH
asneakybanana wrote: »necronyteub17_ESO wrote: »Just take animation canceling OUT of the game and solve almost every overpowered problem. Make it so if you cancel an animation then you cancel the spell or ability it was tied to . If you want to cast something or use an ability , you better make damn sure that's what you want to do.
No more instant 5 different ability's from the same A-hole in less then a second while using a macro . YES they have macros and tie them to macroing keyboards and macro mice. Don't even say its not possible because that's BS.
If anyone says they haven't witnessed this then they are new players or just lying their ass off. It happens a lot and plenty of videos and statistic pics to prove it.
https://www.youtube.com/watch?v=BpZa4c-WZoE&t=108s
Yeah weaving my ASS rofl load of ***
https://www.youtube.com/watch?v=Mlblie7FkEQ
Worse then macros and still exists lol
https://www.youtube.com/watch?v=shyc8WtLPUw
Macro PLUS Animation Canceling is a big bunch of the problem. FIX your GAME Zos . Check this jackass out that thinks he's accomplished something from cheating. YES MACROS ARE CHEATING
https://www.youtube.com/watch?v=ohJ91nRKFe0
Video one was from a totally different combat system before cp or anything back in the first 6 months of the game. Many, many things were broken back then.
Video two and four are of the same bug, it was a bug that had to do with getting stuck in a gap closer then still casting while youre stuck in the gap closer and when you get out of being stuck all the skills seemingly go off at once when in reality the server is registering you hitting them but not sending the updates to their healthbar because it doesnt actually see you doing the skills this is mainly due to spaghetti code, its why your health can be desynced so you have more or less health than your game thinks you had. Even though the game is tracking your health in the server it is not keeping the same value as what your client shows. Thats why he seemingly just falls over at full health.
Video three is likely the same thing or it could be a bug that was around like a year or so ago. Not sure what caused it or why it happened but soemtimes players would bug out and appear to be dead when they aren't and for some reason you cant kill them.
None of these things have to do with animation cancelling, animation cancelling is simply just stopping the animation of a light attack or skill with some other animation that shares a different cooldown. For instance, light attack and heavy attack have their own cooldown separate from skills and block and bash so theoretically in 1 second you could do a light attack, a skill and a bash through animation cancelling because they all share different GCDs. Nothing other than using real exploits such as cheat engine will allow you to cast more than 1 skill within its GCD period. Would love to elaborate more if you have any more questions and help you better understand how the system works.
Easy fix that even ZOS could do in a weekend, simply make the global cooldown unique to each skill and have it match the length of the animation for the skill.They just can't do it
Voila, no more animation canceling and best of all, no need to redo any of the animations!
Of course, that would also give half the player population a heart attack on release day ...
Oh yeah and if you wanted to block or dodge roll AFTER having cast the skill, what would you do? You'd be locked in your skill's animation of course! And you'd get killed by that boss mechanics or that empowered Crystal Frag.Easy fix that even ZOS could do in a weekend, simply make the global cooldown unique to each skill and have it match the length of the animation for the skill.They just can't do it
Voila, no more animation canceling and best of all, no need to redo any of the animations!
Of course, that would also give half the player population a heart attack on release day ...
Oh yeah and if you wanted to block or dodge roll AFTER having cast the skill, what would you do? You'd be locked in your skill's animation of course! And you'd get killed by that boss mechanics or that empowered Crystal Frag.Easy fix that even ZOS could do in a weekend, simply make the global cooldown unique to each skill and have it match the length of the animation for the skill.They just can't do it
Voila, no more animation canceling and best of all, no need to redo any of the animations!
Of course, that would also give half the player population a heart attack on release day ...
Again simple, if you block or dodge roll before an attack/skill animation has finished, you would actually cancel the attack.
Imagine a Nirn where you had "attack canceling" instead of "animation canceling" ...
You got that all backwards. I never said anything about not being able to use a skill while you are already blocking.I can't imagine trying to tank that way.Oh yeah and if you wanted to block or dodge roll AFTER having cast the skill, what would you do? You'd be locked in your skill's animation of course! And you'd get killed by that boss mechanics or that empowered Crystal Frag.Easy fix that even ZOS could do in a weekend, simply make the global cooldown unique to each skill and have it match the length of the animation for the skill.They just can't do it
Voila, no more animation canceling and best of all, no need to redo any of the animations!
Of course, that would also give half the player population a heart attack on release day ...
Again simple, if you block or dodge roll before an attack/skill animation has finished, you would actually cancel the attack.
Imagine a Nirn where you had "attack canceling" instead of "animation canceling" ...
Want to cast a shield? You now aren't shielded and cannot block for 1 second while casting the shield leaving you open to any incoming heavy damage.
Want to taunt (melee or range)? You now aren't blocking while doing so leaving you open to any incoming heavy damage.
If something like that was done, there would have to be a LOT of adjustment to how fights go in general in the game. The way things are now, you would be seeing a lot of dead tanks (and groups) because you wouldn't be able to manage resources and still be able to block enough to avoid the big one-shot or high damage mechanics.
Oh yeah and if you wanted to block or dodge roll AFTER having cast the skill, what would you do? You'd be locked in your skill's animation of course! And you'd get killed by that boss mechanics or that empowered Crystal Frag.Easy fix that even ZOS could do in a weekend, simply make the global cooldown unique to each skill and have it match the length of the animation for the skill.They just can't do it
Voila, no more animation canceling and best of all, no need to redo any of the animations!
Of course, that would also give half the player population a heart attack on release day ...
Again simple, if you block or dodge roll before an attack/skill animation has finished, you would actually cancel the attack.
Imagine a Nirn where you had "attack canceling" instead of "animation canceling" ...
I can't imagine trying to tank that way.
Want to cast a shield? You now aren't shielded and cannot block for 1 second while casting the shield leaving you open to any incoming heavy damage.
Want to taunt (melee or range)? You now aren't blocking while doing so leaving you open to any incoming heavy damage.
If something like that was done, there would have to be a LOT of adjustment to how fights go in general in the game. The way things are now, you would be seeing a lot of dead tanks (and groups) because you wouldn't be able to manage resources and still be able to block enough to avoid the big one-shot or high damage mechanics.
You got that all backwards. I never said anything about not being able to use a skill while you are already blocking.
- Block first, then cast skill immediately, no problem.
- Cast skill first, you'll have to wait for the animation/cooldown before blocking, otherwise your cast would be canceled.
I do understand both sides of the fence. Animation canceling and weaving adds a skilled based component to the game which make the combat much more interesting and fun to play. On the other side, using macros can allow you to quickly increase your damage by a (way to) large margin. Think of someone who litterally has problems to weave light attacks between his abilities. In case of a NB i.e. this is an essential part of the rotation and messing up your light attacks can yield significant damage losses, as certain procs or buffs depend on propper LA weaving. Sure, this might be something of the past if the 3.3.2 changes go life as they are, but I'm more talking about the general case.
It shouldn't be too difficult to setup some MMO mice or keyboards to perform weaving attacks on button or key-press and thus take out an essential part of the skill-component and thus allow the player to focus on the abilities in his rotation (if this is not already fully covered by the marco) or reduce the stress-level in certain situations. Maybe also peer-preasure might be a reason some players use macros as they want to be competitive more quickly, are just lazy or just have not enough time to learn weaving/animation canceling/rotations on each of their toons.
Experienced players (especially in PvP) might expect certain abilities to be used in certain situations (in case of almost perfectly canceled animations) and thus avoid big damage spikes preemptively, not all abilities can be avoided with forboding though. Especially hard hitting abilities should have prominent visual clues that shouldn't be easily canceble to give the opponent a chance to react to or even counter them.
Of course, lag spikes are also a thing on its own. Just today in PvE (vAS), Olms killed me with a single visual hit that effectively resulted in two hits simultaneously. Before the hit I was almost at full health when one single (visual) swing hit me with 18.315 + 19.262. I wasn't sure if others witnessed the same, hence I asked the healers and other members what they might have seen. And everyone noted that this was a single hit, though two hits in the death recap. This was an instance with just 12 players in it and some server-managed bots and this lag-spike occurred. In PvP this might even be more of an issue I guess. I usually only witness that in PvP if too many players are in the same area that some (usually the others) players seem to be able to keep doing their abilities when others (usually the group I'm in) are stuck in the lag and not being able to fire off even a single ability. I haven't witnessed a queue that fills up and gets played back once the lag reduces though, but I'm not that keen on PvPing either.
In the sense of risk vs. reward animation canceling could be changed to bind the damage towards the end of the respective ability which still allows the order of the priority system we currently have by prioritizing block/dodge over abilities over L/HA just with the difference that if you block an ongoing animation no ability is performed as you decided to cancel it with the block. Only if the full animation was performed the actual damage would go off. A player here has to decide wether to still fire off an ability or block in order to avoid/reduce damage. They might also introduce an (almost) linear equation that decides how much damage you do with your ability based on the percent of the animation that was executed before it was blocked. I.e. if you performed 50% of the animation, your ability deals roughly 50% of its damage. This for sure would take out some speed of the current combat system though also give new players a chance to actually take part in the game.