Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
Adding light/heavy attacks into a rotation is different than animation canceling - which is a cheesy way to speed up attacks by taking advantage of a flaw in the game design.
I don't think anyone here has a problem with players weaving light or heavy attacks into their rotations. So your argument is mixing up two very different things.
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
Adding light/heavy attacks into a rotation is different than animation canceling - which is a cheesy way to speed up attacks by taking advantage of a flaw in the game design.
I don't think anyone here has a problem with players weaving light or heavy attacks into their rotations. So your argument is mixing up two very different things.
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
Adding light/heavy attacks into a rotation is different than animation canceling - which is a cheesy way to speed up attacks by taking advantage of a flaw in the game design.
I don't think anyone here has a problem with players weaving light or heavy attacks into their rotations. So your argument is mixing up two very different things.
thank you, this is what i'v been trying to explain, i need a drink, coming with?
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
There’s a subtle hair-width difference.
Weaving is not an exploit. Of note, weaving is only the pattern of attacks and has nothing to do with timing. For example, waiting a full second after a skill finishes to do a light attack and then another full second to do another skill meets the definition of weaving: a skill, a light attack, a skill, a light attack.
The exploit is the truncation of animations, regardless of method used.
GreenhaloX wrote: »if you dared to read most of them its not the light attacking "weaving" you are thinking of. its spazzing attacks to clip off animations using things like weapon swap and block tapping... aka animation cancelling, you know, the ACTUAL bug?
Oh, really? Read the OFFICIAL ZOS ADVICE in the image posted above: "For maximum damage, activate abilities immediately after using a Light Attack." If you do as the ZOS devs recommend and activate a skill immediately after a light attack, you will cancel the light attack animation. IT'S NOT A BUG. Animation cancelling has existed in MMORPGs for years, and years, and years.
And yes, people are complaining about light attack weaving in other threads. It's not just about weapon swap cancels, or block cancels. There are people who claim you should not be able to fire off a light attack and a skill at almost the exact same time, and these people seem not to understand that that's PRECISELY how passive auto-attacking works with skills in other MMOs.
Oh, got it..
light attack weaving is where you throw in light attacks between every ability.
animation cancelling is where you use weapon swapping/block to cut abilities animations shorter to speed them up. aka animation cancelling.
OP is gunna make himself look dumb if he doesnt know the difference.
weaving is mostly supported animation wise tho my NB healer spamming siphon and light attacks is kind of jerky.
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
There’s a subtle hair-width difference.
Weaving is not an exploit. Of note, weaving is only the pattern of attacks and has nothing to do with timing. For example, waiting a full second after a skill finishes to do a light attack and then another full second to do another skill meets the definition of weaving: a skill, a light attack, a skill, a light attack.
The exploit is the truncation of animations, regardless of method used.
And yet, if you read the tip in the posted image, ZOS recommends firing off a skill "immediately" after firing off a light attack (which will have the effect of truncating the light attack animation), so... how's it an exploit if ZOS is actively encouraging players to do it? They're not saying "fire off a skill one second after a light attack."
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
There’s a subtle hair-width difference.
Weaving is not an exploit. Of note, weaving is only the pattern of attacks and has nothing to do with timing. For example, waiting a full second after a skill finishes to do a light attack and then another full second to do another skill meets the definition of weaving: a skill, a light attack, a skill, a light attack.
The exploit is the truncation of animations, regardless of method used.
And yet, if you read the tip in the posted image, ZOS recommends firing off a skill "immediately" after firing off a light attack (which will have the effect of truncating the light attack animation), so... how's it an exploit if ZOS is actively encouraging players to do it? They're not saying "fire off a skill one second after a light attack."
Immediately, without other intervening actions. So do the skill and then the light attack without doing something else such as bar swap or block or potion.
If you are going to descend into the weeds of semantics and claim it must mean less than a nanosecond later, let me save you the effort by pointing out that usage of the word doesn’t include such an extreme intent. “Let me know immediately when she arrives” is taken to mean “when she arrives, you come to me without doing other things”. Also “she is sitting immediately behind me” is taken to mean “she is sitting in a chair at a comfortable distance behind me without anything between us”. In those examples, the watcher is not expected to run at full speed to bring word of the arrival, and there is no way that she is sitting behind me without any space at all. If you are going to try to use the word ‘immediately’ to claim that a skill animation should be truncated by an immediate light attack, you will find that you are reading an unsupported extreme interpretation into the word. So, you likely shouldn’t go there.
Demycilian wrote: »rustic_potato wrote: »GreenhaloX wrote: »if you dared to read most of them its not the light attacking "weaving" you are thinking of. its spazzing attacks to clip off animations using things like weapon swap and block tapping... aka animation cancelling, you know, the ACTUAL bug?
Oh, really? Read the OFFICIAL ZOS ADVICE in the image posted above: "For maximum damage, activate abilities immediately after using a Light Attack." If you do as the ZOS devs recommend and activate a skill immediately after a light attack, you will cancel the light attack animation. IT'S NOT A BUG. Animation cancelling has existed in MMORPGs for years, and years, and years.
And yes, people are complaining about light attack weaving in other threads. It's not just about weapon swap cancels, or block cancels. There are people who claim you should not be able to fire off a light attack and a skill at almost the exact same time, and these people seem not to understand that that's PRECISELY how passive auto-attacking works with skills in other MMOs.
Oh, got it..
light attack weaving is where you throw in light attacks between every ability.
animation cancelling is where you use weapon swapping/block to cut abilities animations shorter to speed them up. aka animation cancelling.
OP is gunna make himself look dumb if he doesnt know the difference.
weaving is mostly supported animation wise tho my NB healer spamming siphon and light attacks is kind of jerky.
LOL, I do know the difference. You ignored what I said (again). There are in fact people who claim that weaving -- especially when it involves cancelling the animation of the light attack -- is unintended.
the image explains weaving... not animation cancelling...
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Here you go, the lead combat dev explaining that animation cancelling is an integral part of the game.
Not to hate, but Wrobel is virtually the "its not a bug, its a feature" meme.
If animation cancelling is intended, then why bother putting animations in on any abilities? The whole flailing of the arms when casting crystal frag, I could live without that, and do cancel it every time I get a chance.
@Dsalter The only one here who is looking dumb is you, with the repeated nonsense in every AC thread. You don't even know what a bug actually is, and if you still believe you can speed up skills so that you can fit in more than one in a GCD, you really haven't been paying attention to these forums.GreenhaloX wrote: »if you dared to read most of them its not the light attacking "weaving" you are thinking of. its spazzing attacks to clip off animations using things like weapon swap and block tapping... aka animation cancelling, you know, the ACTUAL bug?
Oh, really? Read the OFFICIAL ZOS ADVICE in the image posted above: "For maximum damage, activate abilities immediately after using a Light Attack." If you do as the ZOS devs recommend and activate a skill immediately after a light attack, you will cancel the light attack animation. IT'S NOT A BUG. Animation cancelling has existed in MMORPGs for years, and years, and years.
And yes, people are complaining about light attack weaving in other threads. It's not just about weapon swap cancels, or block cancels. There are people who claim you should not be able to fire off a light attack and a skill at almost the exact same time, and these people seem not to understand that that's PRECISELY how passive auto-attacking works with skills in other MMOs.
Oh, got it..
light attack weaving is where you throw in light attacks between every ability.
animation cancelling is where you use weapon swapping/block to cut abilities animations shorter to speed them up. aka animation cancelling.
OP is gunna make himself look dumb if he doesnt know the difference.
weaving is mostly supported animation wise tho my NB healer spamming siphon and light attacks is kind of jerky.
@Dsalter The only one here who is looking dumb is you, with the repeated nonsense in every AC thread. You don't even know what a bug actually is, and if you still believe you can speed up skills so that you can fit in more than one in a GCD, you really haven't been paying attention to these forums.GreenhaloX wrote: »if you dared to read most of them its not the light attacking "weaving" you are thinking of. its spazzing attacks to clip off animations using things like weapon swap and block tapping... aka animation cancelling, you know, the ACTUAL bug?
Oh, really? Read the OFFICIAL ZOS ADVICE in the image posted above: "For maximum damage, activate abilities immediately after using a Light Attack." If you do as the ZOS devs recommend and activate a skill immediately after a light attack, you will cancel the light attack animation. IT'S NOT A BUG. Animation cancelling has existed in MMORPGs for years, and years, and years.
And yes, people are complaining about light attack weaving in other threads. It's not just about weapon swap cancels, or block cancels. There are people who claim you should not be able to fire off a light attack and a skill at almost the exact same time, and these people seem not to understand that that's PRECISELY how passive auto-attacking works with skills in other MMOs.
Oh, got it..
light attack weaving is where you throw in light attacks between every ability.
animation cancelling is where you use weapon swapping/block to cut abilities animations shorter to speed them up. aka animation cancelling.
OP is gunna make himself look dumb if he doesnt know the difference.
weaving is mostly supported animation wise tho my NB healer spamming siphon and light attacks is kind of jerky.
You aren’t keeping it straight. You are mixing up the global cool down and animation length, they aren’t the same thing. And you are screwing up that it’s not about skill / skill / skill, it’s about skill / light attack / skill.
It’s about taking a skill with an animation that is longer than the global cool down, truncating off the end of that animation by hitting a light attack, effectively squeezing two damages into the timespan of the skill animation.
If a skill has an animation of 1.2 seconds, and you can cancel it at the global cool down point by firing off a light attack, then you have managed to squeeze both the skill damage and the light attack damage into the 1.2 second timespan of the skill animation... it’s called animation **cancelling**.
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
And you just made another. Let it go, the people complaining about animation canceling are the usual ignorants. ZoS have been ignoring them for years, that's not going to change.
Let them be, soon or later they will learn how to play and understand why is not an exploit and why is crucial to the ESO combat system.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game.
Even with in your face approval from the devs there's still players trying to say a purposely designed feature is a "bug". Light attack weaving IS animation canceling. They can whine and cry their little ignorant hearts out, but it's no different than canceling animations with block or bar swap or dodge roll. All are equally legitimate means of streamlining combat. It doesn't circumvent the GCD, there's only skilled players using a feature to be allowed to use their abilities on that GCD, and players who aren't skilled enough to do so.
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You are assuming I have no idea about animation cancelling. You are wrong. I'm doing it all the time and know exactly how it works. The skill/la/skill is actually the cancelling of the light attack animation. Not the skill animation. That remains exactly the same. In this game, the only thing that cancels a skills animation is block, dodge and barswap. And the only reason to use those is to play defensively. And 'defense' is also the only result. I.e. dodgeroll cancel vigor to heal and also evade an attack.You aren’t keeping it straight. You are mixing up the global cool down and animation length, they aren’t the same thing. And you are screwing up that it’s not about skill / skill / skill, it’s about skill / light attack / skill.@Dsalter The only one here who is looking dumb is you, with the repeated nonsense in every AC thread. You don't even know what a bug actually is, and if you still believe you can speed up skills so that you can fit in more than one in a GCD, you really haven't been paying attention to these forums.GreenhaloX wrote: »if you dared to read most of them its not the light attacking "weaving" you are thinking of. its spazzing attacks to clip off animations using things like weapon swap and block tapping... aka animation cancelling, you know, the ACTUAL bug?
Oh, really? Read the OFFICIAL ZOS ADVICE in the image posted above: "For maximum damage, activate abilities immediately after using a Light Attack." If you do as the ZOS devs recommend and activate a skill immediately after a light attack, you will cancel the light attack animation. IT'S NOT A BUG. Animation cancelling has existed in MMORPGs for years, and years, and years.
And yes, people are complaining about light attack weaving in other threads. It's not just about weapon swap cancels, or block cancels. There are people who claim you should not be able to fire off a light attack and a skill at almost the exact same time, and these people seem not to understand that that's PRECISELY how passive auto-attacking works with skills in other MMOs.
Oh, got it..
light attack weaving is where you throw in light attacks between every ability.
animation cancelling is where you use weapon swapping/block to cut abilities animations shorter to speed them up. aka animation cancelling.
OP is gunna make himself look dumb if he doesnt know the difference.
weaving is mostly supported animation wise tho my NB healer spamming siphon and light attacks is kind of jerky.
This is false. You cant 'truncate' off the end of a skill animation with a light attack. It is the other way around. The skill cancels the light attack animation. Which in turn changes nothing about the actual skill animation. I already explained this above.It’s about taking a skill with an animation that is longer than the global cool down, truncating off the end of that animation by hitting a light attack, effectively squeezing two damages into the timespan of the skill animation.
This doesn't exist. Again, you are misinformed. The global cooldown is 1 second. The game dictates that that in the 1 second GCD, there can be 1 light attack and 1 skill. But the light attack isn't cancelling the skill, making it fire faster than usual. Nor does it when the skill animation is cancelled by for example block. A block cancelled endless hail will hit at the same moment as a regular endless hail.If a skill has an animation of 1.2 seconds, and you can cancel it at the global cool down point by firing off a light attack, then you have managed to squeeze both the skill damage and the light attack damage into the 1.2 second timespan of the skill animation... it’s called animation **cancelling**.
VaranisArano wrote: »Even with in your face approval from the devs there's still players trying to say a purposely designed feature is a "bug". Light attack weaving IS animation canceling. They can whine and cry their little ignorant hearts out, but it's no different than canceling animations with block or bar swap or dodge roll. All are equally legitimate means of streamlining combat. It doesn't circumvent the GCD, there's only skilled players using a feature to be allowed to use their abilities on that GCD, and players who aren't skilled enough to do so.
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I sort of see what you are saying, but I also see the counterargument.
Light attack weaving has now been outright included in the game's leveling tips and is now "taught" by the game.
Is block canceling taught by the game?
Is bar swap cancelling taught by the game?
If they aren't, do they get the same "seal of approval" that light attack weaving got? (Or so goes the counterargument.)
I wish they were taught by the game (if I'm wrong and they are, please let me know.) One of my gripes is that things that are essential to good DPS aren't taught by the game. That ZOS is now finally explaining how to do light attack weaving is a great step in the right direction and I'm delighted to see it.
VaranisArano wrote: »Even with in your face approval from the devs there's still players trying to say a purposely designed feature is a "bug". Light attack weaving IS animation canceling. They can whine and cry their little ignorant hearts out, but it's no different than canceling animations with block or bar swap or dodge roll. All are equally legitimate means of streamlining combat. It doesn't circumvent the GCD, there's only skilled players using a feature to be allowed to use their abilities on that GCD, and players who aren't skilled enough to do so.
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I sort of see what you are saying, but I also see the counterargument.
Light attack weaving has now been outright included in the game's leveling tips and is now "taught" by the game.
Is block canceling taught by the game?
Is bar swap cancelling taught by the game?
If they aren't, do they get the same "seal of approval" that light attack weaving got? (Or so goes the counterargument.)
I wish they were taught by the game (if I'm wrong and they are, please let me know.) One of my gripes is that things that are essential to good DPS aren't taught by the game. That ZOS is now finally explaining how to do light attack weaving is a great step in the right direction and I'm delighted to see it.
The game doesn't teach a lot of things, but that doesn't make those things exploits. It doesn't teach players that ground dots can be recast before they time out, but we can do it and it's necessary for effective combat. It doesn't tell players that we can apply single target DoTs to multiple enemies, but we can and it's necessary for effective combat. It doesn't tell us that blocking, dodge rolling, and weapon swapping are available at all times, but they are and must be for effective combat.
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
Seriously. There have been SO many threads lately about animation cancelling; light attack weaving almost invariably gets lumped into those discussions.
I'm assuming that those of you who claim light attack weaving is an exploit have not played many MMORPGs before and do not understand why light/heavy attacks were added to this game. Most old-school MMORPGs (think EverQuest, WoW, LOTRO, etc.) had/have combat systems that feature passive auto-attacks. Auto-attacks provide small amounts of melee or ranged damage, and generally fire off during the global skill cooldown (GCD). Players have ZERO control over auto-attacks, though some of these games do allow you to turn them off (resulting in a small DPS decrease) if you don't like them, or if having auto-attacks turned on results in accidental enemy aggro. A lot of macro and animation cancelling setups in other games require careful timing to make the most of auto-attacks. See this hunter build for LOTRO as an example: http://heedlesstosspotts.shivtr.com/forum_threads/2372522
Relevant quote (again, for a hunter in LOTRO):No matter how well the following things chain skills or cancel animation, your auto-attacks can do both. Don't jam an auto-attack together with a skill, but do try to time skills right after an auto-attack animation begins (the animation begins before your character actually moves to shoot). It is essential to master the timing between each auto-attack. This will make your skill transitions smoother than an oiled butt. If you screw up and use it too late after the auto-attack animation begins, you'll get a short animation lock.
Guess what ESO had in alpha? You guessed it! Auto-attacks. Long-term MMO players and Elder Scrolls fans wanted a more active combat system, however -- one not reliant on the traditional auto-attacks, auto-blocks, auto-dodging, and tab-targetting that defined old school MMOs. Light and heavy attacks were born. Like auto-attacks, light/heavy attacks provide a small amount of ranged or melee damage. Like auto-attacks, they should be weaved between skills during the GCD. Like auto-attacks, their animations can be cancelled by firing off a skill as soon as the animation starts to increase DPS slightly.
ESO is not the only MMO that made the transition away from auto-attacking. Active light damaging skills are used in other modern MMORPGs as well. Not everyone has been a fan of that transition (see this reddit thread, for example: https://www.reddit.com/r/MMORPG/comments/43euzg/discussion_where_did_the_auto_attack_go/ ), but many of us have been, because combat is now far more engaging. It's awesome that we can fire off light attacks ourselves, rather than letting the game do it for us during the GCD. It's also awesome that we can block and dodge attacks ourselves, rather than letting the game do it for us based on our block/dodge stats.
In sum, please stop suggesting that weaving with light damage attacks is an "exploit." It's something that has existed passively in MMORPGs for many, many, many years.
EDIT: And in case you needed any further proof that light attack weaving is not an exploit and is actually supported by ZOS, three cheers to @EremithIt's not an exploit anymore.
Official proof:
So they DID add this to the skills advisor! Why are people telling me otherwise?
It's not an exploit anymore.
Official proof: