XiDiabolismiX wrote: »You guys do understand the reason behind animation cancelling right? The way combat is set up in this game with things you have to interrupt and block, you have to be very reactive. If you cast a skill with a 3 second long animation and there’s a one shot mechanic that needs to be blocked, and you block it, you’re essentially using animation cancelling.
Its not anywhere near as rewarding as it use to be. There are internal cool downs with skills now so that even if you want to animation cancel your booty off, you’re only going to pull a minuscule amount of dps higher.
I’ve tried dps parses with a fully animation cancelling rotation, and one where I let all the animations play through and its relatively the same. The biggest factor in dpsing is weaving light and heavy attacks correctly between skills.
Zorgon_The_Revenged wrote: »GCD's 1.2 second? I thought it was 0.75 or 0.8 seconds.
https://youtu.be/DIBejfOnCXMIt's when I read posts like these that I convince myself that most MMORPG players (especially in this community) have never, EVER played a real action game.VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
It's when I read posts like these that I convince myself that most MMORPG players (especially in this community) have never, EVER played a real action game.VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
Putting aside the concept of animation canceling, it's the notion of RISK/REWARD too that this community is almost completely lacking.
Seems like everything I read around here is about "the faster, the better - nothing else matters" with the devs obeying that rule and delivering us these clunky, finger-massacre fest that rotations are in these game.
Meh.
Bbsample197 wrote: »It's when I read posts like these that I convince myself that most MMORPG players (especially in this community) have never, EVER played a real action game.VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
Putting aside the concept of animation canceling, it's the notion of RISK/REWARD too that this community is almost completely lacking.
Seems like everything I read around here is about "the faster, the better - nothing else matters" with the devs obeying that rule and delivering us these clunky, finger-massacre fest that rotations are in these game.
Meh.
MMORPGs and "Real" Action game arent the same! you cant mix them up and it will never bem so you really cant convince yourself about that, your convincing yourself WRONG!! also the majority of the community comes from a single player TES games where combat is the WORST you could ever see on an RPG.
This, now you could pull cast at the end of the 0.9 second animation, think an fast draw snipe. now this would have little impact on dps in dungeons, it would be critical for healing, you are standing in stupid and got an HA from add knocking you down, its over an second to emergency heal comes. Way longer if healer could not block cancel sweep.VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
That's an example of animation canceling, albeit not one we think of often simply because we use it so often and so naturally.
I'm not great as using animation canceling in DPS rotations, but I definitely use bar swap canceling and block for a fluid, reactive combat.
Note: just a reminder that Light attack weaving (because there are still folks who argue that is animation canceling) is now being taught by ZOS in the Level Up Advisor.
It's when I read posts like these that I convince myself that most MMORPG players (especially in this community) have never, EVER played a real action game.VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
Putting aside the concept of animation canceling, it's the notion of RISK/REWARD too that this community is almost completely lacking.
Seems like everything I read around here is about "the faster, the better - nothing else matters" with the devs obeying that rule and delivering us these clunky, finger-massacre fest that rotations are in these game.
Meh.
DaveMoeDee wrote: »VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
That's an example of animation canceling, albeit not one we think of often simply because we use it so often and so naturally.
I'm not great as using animation canceling in DPS rotations, but I definitely use bar swap canceling and block for a fluid, reactive combat.
Note: just a reminder that Light attack weaving (because there are still folks who argue that is animation canceling) is now being taught by ZOS in the Level Up Advisor.
I guess the answer is very short animations and action cancelling. I wouldn't want to see bar swapping cancelling an action though.
Actually, animation cancelling exists because ZOS didn’t want to lock players into completing channeled abilities before they could block heavy attacks or dodge-roll out of AOE.
Don't many channeled abilities themselves get cancelled?
If they adjusted the length of the animations to the abilities cooldown length combat would stay exactly the same!This game would be so slow and boring without attack weaving/animation cancelling.
If they adjusted the length of the animations to the abilities cooldown length combat would stay exactly the same!This game would be so slow and boring without attack weaving/animation cancelling.
It would, however, fix the problem of skills firing off before their animation has finished, animation canceling would be a thing of the past and people would stop complaining about it ...
If they adjusted the length of the animations to the abilities cooldown length combat would stay exactly the same!This game would be so slow and boring without attack weaving/animation cancelling.
It would, however, fix the problem of skills firing off before their animation has finished, animation canceling would be a thing of the past and people would stop complaining about it ...
and it would also remove the only playerskill element this game has. just stop complaining about it and gitgud and you wont have anything to complain about.
If they adjusted the length of the animations to the abilities cooldown length combat would stay exactly the same!This game would be so slow and boring without attack weaving/animation cancelling.
It would, however, fix the problem of skills firing off before their animation has finished, animation canceling would be a thing of the past and people would stop complaining about it ...
If they adjusted the length of the animations to the abilities cooldown length combat would stay exactly the same!This game would be so slow and boring without attack weaving/animation cancelling.
It would, however, fix the problem of skills firing off before their animation has finished, animation canceling would be a thing of the past and people would stop complaining about it ...
If they adjusted the length of the animations to the abilities cooldown length combat would stay exactly the same!This game would be so slow and boring without attack weaving/animation cancelling.
It would, however, fix the problem of skills firing off before their animation has finished, animation canceling would be a thing of the past and people would stop complaining about it ...
No, it wouldn’t. Instant skills ALWAYS fire off before the full animation completes. There is a recovery animation for every skill. Even if you shorten the total duration of the animations, some people would still cancel recovery animations if doing so allowed them squeeze in a light attack before the GCD ends. If damage was only calculated at the end of a recovery animation to deal with that issue, combat would feel laggy/unresponsive. If recovery animations were eliminated entirely, combat would look just as “jittery” as it does now when people animation cancel.
exeeter702 wrote: »You are arguing for a cosmetic change while not realizing how that would ruin combat from an internal clock standpoint.
exeeter702 wrote: »You are arguing for a cosmetic change while not realizing how that would ruin combat from an internal clock standpoint.
No, it wouldn't. If the combat system had been designed correctly from the beginning we wouldn't even have this discussion. I've worked in the gaming industry as a programmer for many years and yes, i have designed and developed combat systems as well.
There is a right way to do this and ZOS could still fix this correctly with fairly little effort and no, it wouldn't ruin your combat experience.
Having animations that match the cooldown is crucial for fluid combat and instant attacks need very short animations.
exeeter702 wrote: »You are arguing for a cosmetic change while not realizing how that would ruin combat from an internal clock standpoint.
No, it wouldn't. If the combat system had been designed correctly from the beginning we wouldn't even have this discussion. I've worked in the gaming industry as a programmer for many years and yes, i have designed and developed combat systems as well.
There is a right way to do this and ZOS could still fix this correctly with fairly little effort and no, it wouldn't ruin your combat experience.
Having animations that match the cooldown is crucial for fluid combat and instant attacks need very short animations.
exeeter702 wrote: »You are arguing for a cosmetic change while not realizing how that would ruin combat from an internal clock standpoint.
No, it wouldn't. If the combat system had been designed correctly from the beginning we wouldn't even have this discussion. I've worked in the gaming industry as a programmer for many years and yes, i have designed and developed combat systems as well.
There is a right way to do this and ZOS could still fix this correctly with fairly little effort and no, it wouldn't ruin your combat experience.
Having animations that match the cooldown is crucial for fluid combat and instant attacks need very short animations.
I personally would not mind if skill animation times and the GCD were perfectly synced; however, perfectly syncing those two things is NOT going to stop animation cancelling. Animation cancelling (for DPS purposes) is done (1) to ensure that the next skill is used as soon as it is possible to do so, i.e. the exact moment the GCD has expired, and (2) to offset the teeny tiny DPS loss associated with the bar swap animation. Because bar-swapping and light attacks are not affected by the GCD, players would still cancel animations to squeeze in LAs and bar-swaps between each GCD if ZOS perfectly synced skill animation times to the GCD. If I get to the end of my back bar rotation and allow my last skill to play out in full without cancelling it, there is going to be a tiny delay while I sit through the bar swap animation before I can activate my next skill. If I cancel the animation of the skill I use just before bar-swapping, I would be able to fire off the first skill on my front bar as soon as the GCD has expired, and thus mitigate the effects of that delay. As I said before, for your idea to work, skill animations would have to be SHORTER than the GCD — which might be even more jarring to look at than cancelled animations.
It's when I read posts like these that I convince myself that most MMORPG players (especially in this community) have never, EVER played a real action game.VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
Putting aside the concept of animation canceling, it's the notion of RISK/REWARD too that this community is almost completely lacking.
Seems like everything I read around here is about "the faster, the better - nothing else matters" with the devs obeying that rule and delivering us these clunky, finger-massacre fest that rotations are in these game.
Meh.
It's when I read posts like these that I convince myself that most MMORPG players (especially in this community) have never, EVER played a real action game.VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
Putting aside the concept of animation canceling, it's the notion of RISK/REWARD too that this community is almost completely lacking.
Seems like everything I read around here is about "the faster, the better - nothing else matters" with the devs obeying that rule and delivering us these clunky, finger-massacre fest that rotations are in these game.
Meh.
One of the only thing that balances this game is ani cancelling. In PvP it’s one of the last things left to good solo and small scale players that sets them apart from the masses. And how is the ruining your immersion? Just don’t do it if you don’t like it. You can still pull decent numbers without AC. More likely you’re making AC out to be something it’s not and you’re blaming your inability to pull a certain dps or win in PvP on it and that’s why you want it gone.
One of the only thing that balances this game is ani cancelling. In PvP it’s one of the last things left to good solo and small scale players that sets them apart from the masses. And how is the ruining your immersion? Just don’t do it if you don’t like it. You can still pull decent numbers without AC. More likely you’re making AC out to be something it’s not and you’re blaming your inability to pull a certain dps or win in PvP on it and that’s why you want it gone.
You do not see how it ruins my Imersion, I get that. You are not me and can not see through my eyes.
Now that we have learned that you are not me, lets learn something else: I am not you. I am competitivly driven, and will make the effort to remain competitive, even at the cost of certain other aspects of the game, which I refer to as imersive characteristics.
To be quite specific, animations abruptly ending (and the skill still firing) is my largest irk in the whole scenario.
Visit the descriptor ‘MMORPG’: RPG = Role Playing Game a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making of character development.[3] Actions taken within many games succeed or fail according to a formal system of rules and guidelines. (Thank you wikipedia)
In one post within this thread, it is pointed out that this is not an ‘action-game’. If this distinction is important, why would one be ok with sacrificing a portion of the roles ‘ilustration’ for the sake of ‘efficiency’.
Hopping around a battle field while casting (not the focus of my thread, but part of imersion) doesn’t happen in any fantasy battle scenario I have imagined, from readings to table top Warehammer Fantasy battles, to films based on Tolken’s books.
We are constantly working towards more immersive forms of gaming: take VR for example. The future of gaming is player immersion.
Drag everyone down? I don’t think we are on the same page. I am imperfectly communicating the grand scenario within my mind.Micah_Bayer wrote: »One of the only thing that balances this game is ani cancelling. In PvP it’s one of the last things left to good solo and small scale players that sets them apart from the masses. And how is the ruining your immersion? Just don’t do it if you don’t like it. You can still pull decent numbers without AC. More likely you’re making AC out to be something it’s not and you’re blaming your inability to pull a certain dps or win in PvP on it and that’s why you want it gone.
You do not see how it ruins my Imersion, I get that. You are not me and can not see through my eyes.
Now that we have learned that you are not me, lets learn something else: I am not you. I am competitivly driven, and will make the effort to remain competitive, even at the cost of certain other aspects of the game, which I refer to as imersive characteristics.
To be quite specific, animations abruptly ending (and the skill still firing) is my largest irk in the whole scenario.
Visit the descriptor ‘MMORPG’: RPG = Role Playing Game a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making of character development.[3] Actions taken within many games succeed or fail according to a formal system of rules and guidelines. (Thank you wikipedia)
In one post within this thread, it is pointed out that this is not an ‘action-game’. If this distinction is important, why would one be ok with sacrificing a portion of the roles ‘ilustration’ for the sake of ‘efficiency’.
Hopping around a battle field while casting (not the focus of my thread, but part of imersion) doesn’t happen in any fantasy battle scenario I have imagined, from readings to table top Warehammer Fantasy battles, to films based on Tolken’s books.
We are constantly working towards more immersive forms of gaming: take VR for example. The future of gaming is player immersion.
Why don't you play immersively then? Why drag everyone down to your level? Why would you mad the game less fun for others? You would ruin my immersion.
Drag everyone down? I don’t think we are on the same page. I am imperfectly communicating the grand scenario within my mind.Micah_Bayer wrote: »One of the only thing that balances this game is ani cancelling. In PvP it’s one of the last things left to good solo and small scale players that sets them apart from the masses. And how is the ruining your immersion? Just don’t do it if you don’t like it. You can still pull decent numbers without AC. More likely you’re making AC out to be something it’s not and you’re blaming your inability to pull a certain dps or win in PvP on it and that’s why you want it gone.
You do not see how it ruins my Imersion, I get that. You are not me and can not see through my eyes.
Now that we have learned that you are not me, lets learn something else: I am not you. I am competitivly driven, and will make the effort to remain competitive, even at the cost of certain other aspects of the game, which I refer to as imersive characteristics.
To be quite specific, animations abruptly ending (and the skill still firing) is my largest irk in the whole scenario.
Visit the descriptor ‘MMORPG’: RPG = Role Playing Game a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making of character development.[3] Actions taken within many games succeed or fail according to a formal system of rules and guidelines. (Thank you wikipedia)
In one post within this thread, it is pointed out that this is not an ‘action-game’. If this distinction is important, why would one be ok with sacrificing a portion of the roles ‘ilustration’ for the sake of ‘efficiency’.
Hopping around a battle field while casting (not the focus of my thread, but part of imersion) doesn’t happen in any fantasy battle scenario I have imagined, from readings to table top Warehammer Fantasy battles, to films based on Tolken’s books.
We are constantly working towards more immersive forms of gaming: take VR for example. The future of gaming is player immersion.
Why don't you play immersively then? Why drag everyone down to your level? Why would you mad the game less fun for others? You would ruin my immersion.
If you take the variables discussed in the arguments:
Animations being abruptly cut off and the associated effects not being cut off.
There are many ways to find a compromise to my problem variables.
One way is to add cut off animations, hopefully accompanied by penalties for interupting; another is to have animations match the casting exactly, so as to eliminate the need for animation canceling altogether.
These solutions are already within this thread, and I find it hard to believe that there is no middle ground between us.