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Cancel animation canceling

  • jaschacasadiob16_ESO
    jaschacasadiob16_ESO
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    If you remove it, you essentially break end-game content.
    "Yesterday while searching a barrel in vVoM I found a lemon. Best drop of the whole run."

    Protect the weak. Heal the sick.
    Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.
    Honor the Earth, its creatures, and the spirits. Use Nature's gifts wisely. Respect her power. Fear her fury.
  • jcm2606
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    ynimma wrote: »
    One reason chess have been such a solid and fantastic game for long centuries that every step in the encounter has a place in the game and also accountable. I wonder how quickly chess could have been ditched if there was animation cancelling in it: like making a move with one figure and by the time it reaches its new position you put another figure somewhere else too.
    Chess didn't need weekly maintenance as well, just sayin' ;)

    So I agree, animation cancelling is a glitch cripples the game. No matter how skillful someone can be using it, no matter if it's called "feature" by now in lack of capability dealing with it, it remains a glitch and I'd be happy to see it go.

    Chess doesn't require split-second strategy changes like ESO's combat system does. You don't have to immediately block an enemy's action that could instantly lose the game for you, like you have to in ESO.

    Here's a quick experiment. Run through a dungeon, and wait for the entire animation of every action you perform to finish before you block an incoming attack. Boss has a one-shot mechanic? Too bad, wait for your character to return to their idle pose.
    Edited by jcm2606 on May 28, 2018 9:28AM
  • jaschacasadiob16_ESO
    jaschacasadiob16_ESO
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    jcm2606 wrote: »
    Here's a quick experiment. Run through a dungeon, and wait for the entire animation of every action you perform to finish before you block an incoming attack. Boss has a one-shot mechanic? Too bad, wait for your character to return to their idle pose.
    Disable combat hints. Even if you cancel the animation, you are going to die.
    Crypts 2 anyone? xD
    "Yesterday while searching a barrel in vVoM I found a lemon. Best drop of the whole run."

    Protect the weak. Heal the sick.
    Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.
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  • gimpdrb14_ESO
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    I hate it as well but the devs say they love it so its not going anywhere
  • Rokushakubo
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    It's not hard to learn and running vet content with people who can do it is fun for me. What isn't fun is running vet content with someone who can barely hit 15K DPS because they aren't interested in trying to become proficient at the game.
  • jcm2606
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    jcm2606 wrote: »
    Here's a quick experiment. Run through a dungeon, and wait for the entire animation of every action you perform to finish before you block an incoming attack. Boss has a one-shot mechanic? Too bad, wait for your character to return to their idle pose.
    Disable combat hints. Even if you cancel the animation, you are going to die.
    Crypts 2 anyone? xD

    If you learned how to telegraph incoming attacks to know how to block them, you could easily survive without combat hints.

    Isn't really relevant to the discussion at hand, though.
  • Ilithyania
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    With a little effort learning LT/HT weave or Anim-Cancel is not that bad. And it feels rewarding when you start to get the hang of it. I am glad the game has some sort of skill progression beyond just spam abilites. :)

    PC
  • JumpmanLane
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    If you’re not animation cancelling all throughout your rotation you’re really moving too slow. It’s not even a SKILL. It’s just what the game itself does if you hit another key RAPIDLY enough. The skill part comes in when you realize which series of buttons will cause one animation to cancel out another.

    For example, pressing block shortly after hitting steel tornado causes the full animation for steel tornado to not occur; but the full damage occurs as if the full animation had run. You do it fast enough it’s like you’re blocking and doing damage almost simultaneously.

    A pal of mine who’s been playing since beta told me that the BEST way to get better in the shortest amount of time is to do everything quicker. If you do things quicker you discover which animations cancel each other and which do not.

    KNOWING such things will definitely make you a better player. Refusing to learn animation canceling is your choice in particular. Refusing to get better at a game is your choice in general. Yet, if you decide to refuse to improve, why should you expect anyone wrecking you to feel sorry for you at ALL, in say PVP.

    ESO Is a competitive game. If you refuse to compete, why are you playing at all
  • JumpmanLane
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    Tyhar wrote: »
    I don't understand why so many people keep asking for the wrong thing. Animation cancelling is fine and needs to stay. What people should be asking for is for the skill not to register if it is animation cancelled.

    Truly,THIS. ^
    Gprime31 wrote: »
    L2P or play something else, it’s not hard to weave
    Not hard AT ALL. It’s something that just happens if you are playing fast enough.
  • Aurielle
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    Now that I’ve had a chance to recover from 36 hours of being on my feet and actually have the energy to face this thread, let’s get a few things straight:

    Animation Cancelling (for DPS Purposes): the process of using the game’s ability priority system to cancel the recovery animation of an instant skill (usually by pressing block or bar swap once the damage is calculated). Skill animations are slightly longer than the global cool down (we’re talking milliseconds here), so this process will permit players to activate their next skill as soon as the GCD expires. Please note: animation cancelling (1) CANNOT bypass the GCD, and (2) is hardly EVER used by good damage dealers on every skill. Most skilled damage dealers barswap cancel a particularly clunky animation (e.g. caltrops, sorc’s volatile familiar) at the END of one bar’s rotation, resulting in only 1-2 cancelled animations per full rotation. Block cancelling every skill is more trouble than it’s worth, and barely has an impact on overall DPS, so hardly anyone does it.

    Weaving: the process of using a light or heavy attack (usually light) between each skill. Class/weapon abilities take priority over light attacks, so it is possible to cancel the recovery animation of the light attack if a skill is activated IMMEDIATELY after activating a light attack; however, it is NOT necessary to cancel light attack animations in order to weave. If you can weave light/heavy attacks quickly without cancelling the recovery animations of said light/heavy attacks you will STILL do good DPS if you have a good rotation and good gear. Cancelling the animations of light/heavy attacks will only result in a slight DPS increase during longer dungeon boss/trial fights, because again, you CANNOT BYPASS THE GCD WITH ANIMATION CANCELLING.

    Now, read this next sentence carefully: your inability/refusal to cancel animations is not the reason why you only do 10-15k DPS, and it is not the reason why you are getting kicked from groups. DPS in this game is predicated first and foremost on your rotation, how WELL you can execute your rotation, your ability to weave, your gear, and the potions you use. You need to PRACTICE to get good at doing DPS, and you need to SPEND MONEY on golding out your weapons/gear and crafting potions. If you rock into a vet trial on your Nord magicka Templar in a mix of blue/purple off-meta gear, pressing skills at random, and using trash potions, animation cancelling on top of that will not instantly take you from 10-15k DPS to 35-40k DPS.

    End. Of. Story.
    Edited by Aurielle on May 28, 2018 11:50AM
  • Anastian
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    Dude you are probably playing on a strange PC, my weaving looks amazing on my magblade.
  • srfrogg23
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    Cruxanero wrote: »
    srfrogg23 wrote: »
    Animation canceling exists so that you as a player can react defensively (blocking/dodging) when you see an enemy mechanic that could kill your character. It keeps combat flowing smoothly and allows you to prevent a death that would otherwise be caused by you being stuck in an attack animation.

    As a result, animation canceling isn’t going away any time soon.

    Maybe cancelling the animation should cancel the whole skill then? Basically a skill or light/heavy attack only gets effective at the end of its animation, and not the beginning/somewhen during the animation anymore. That way you can still block/dodge, even though you lose your attack by doing so, without being able to abuse the system.
    That could even bring new strategic questions, like if its doable to finish the attack and then dodge immediately or if you should play it save and dodge now instead.

    That would be one way to go about doing things I suppose. I think it would be counter to what they are going for with the combat style in the game though.

    With the way things are currently, we’re encouraged to take the offensive and fire off our abilities but we also need to actively watch for enemy mechanics and react quickly to them. So there’s a bit of a faster pace to things here, kind of like the single player hack and slash games like God of War. It’s the same reason ESO doesn’t use cooldowns and has very few cast time abilities.

    I don’t know if they would want to do what you’re suggesting because it would encourage a more defensive play style. “Wait and see, can I use this ability now? Nope wait for an opening...”. Just seems a bit clunky and not as action oriented or exciting. They might change it to slow things down, but I don’t think I see that happening any time soon.
  • Raraaku
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    The Devs are clearly in support of weaving; and I'm fine with that. Luckily there are just as many, if not more, guilds/groups out there who don't require their DPS to master weaving in order to participate in their trial/dungeon runs, which is great. The only players I can think of who would require expertise in such a skill to run with them are those that wish to do speedruns/leaderboards challenges. I also think it's possible to achieve the appropriate DPS numbers for virtually all content that's available within the game without needing to be proficient at weaving.

    What I don't think is appropriate is the devs not even mentioning a mechanic, that they've clearly embraced within the game. I had not even heard of weaving until I came to the forums, and even then I had to do independent research to even find out what weaving really is and how it works. That's unacceptable. They need to be upfront with their own mechanics and at least touch on the concept early in-game somehow, heck even a load screen tip would be nice.

    I think that's what upsets me the most, it's that they're relying on their own customers teach other customers on a skill that they have clearly shown to be at least a somewhat important skill to have. It's one thing if weaving pertains to just a support role such as tanking or healing, but DPS is by far the most popular role of just about any MMO and weaving is important for the role in order to further boost their damage.

    Seriously, it's like going to a delicious restaurant only to be provided a menu with no entree section and the restaurant has its regulars explain the entree selections because you wouldn't know what's available otherwise.
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  • Aurielle
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    Raraaku wrote: »
    The Devs are clearly in support of weaving; and I'm fine with that. Luckily there are just as many, if not more, guilds/groups out there who don't require their DPS to master weaving in order to participate in their trial/dungeon runs, which is great. The only players I can think of who would require expertise in such a skill to run with them are those that wish to do speedruns/leaderboards challenges. I also think it's possible to achieve the appropriate DPS numbers for virtually all content that's available within the game without needing to be proficient at weaving.

    What I don't think is appropriate is the devs not even mentioning a mechanic, that they've clearly embraced within the game. I had not even heard of weaving until I came to the forums, and even then I had to do independent research to even find out what weaving really is and how it works. That's unacceptable. They need to be upfront with their own mechanics and at least touch on the concept early in-game somehow, heck even a load screen tip would be nice.

    I think that's what upsets me the most, it's that they're relying on their own customers teach other customers on a skill that they have clearly shown to be at least a somewhat important skill to have. It's one thing if weaving pertains to just a support role such as tanking or healing, but DPS is by far the most popular role of just about any MMO and weaving is important for the role in order to further boost their damage.

    Seriously, it's like going to a delicious restaurant only to be provided a menu with no entree section and the restaurant has its regulars explain the entree selections because you wouldn't know what's available otherwise.

    FDGgEFc.jpg
    Edited by Aurielle on May 28, 2018 12:22PM
  • TelvanniWizard
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    idk wrote: »
    It´s a glitch. Should be fixed.

    @TelvanniWizard How does something a glitch when the devs have publicly stated is an official part of the game.

    It is not gaming the system. It is merely animations are longer than the time required for the skill. Nothing more and perfectly legit.

    It´s a glitch. Devs said that not to be bothered fixing it.
  • Rawkan
    Rawkan
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    I started doing this automatically before reading about it on the forums, I think a lot of other people did to. It's really very simple.
  • ZOS_JesC
    ZOS_JesC
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    Greetings, we've removed a few comments for baiting and being nonconstructive. This is a friendly reminder to keep comments on topic and make sure they contribute something to the conversation. Thank you for your understanding.
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  • Peekachu99
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    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.
  • jcm2606
    jcm2606
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    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.
  • lordspyder
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    jcm2606 wrote: »
    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.

    or, how about this, if you cancel the animation, you also cancel the attack...
  • Peekachu99
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    jcm2606 wrote: »
    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.

    One shot mechanics are all clearly telegraphed for a couple of seconds with GIANT WAVERING LINES or object glows (Stautes in SCP, for example) and don’t require twitch movements to dodge/ block. So yeah, don’t be casting a 4s channel while tanking? But that’s just common sense. They could completely remove animation cancelling and no one would notice except for the people who inflate their dps with it. I’ve seen similar discussions before and even CANCELLING the action for a defensive action is also a perfectly viable solution. Why the Hell would my staff blast, sword swing, whatever still connect if I’m stopping everything for a Hail Mary block? Does that make sense? Animation cancelling should cancel the action. The end. PVP and PVE would be so much cleaner and defensive tactics are kept intact. All they have to do is flag what skills can and can’t be cancelled and they’ve already done this to a degree.

    Also NB parse from SS before launch was 71K or something. So yes, top tier dps are already pushing those numbers and whatever DLC comes next will exacerbate that.
    Edited by Peekachu99 on May 28, 2018 1:56PM
  • Phelaen
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    i can animation cancel, but i think it makes the game look silly, i would like to see that you can learn to perfectly time the animation in a row, to gain max dps, and not to cancel them out, which makes my characters look twitchy and weird. they need to rework the system.
  • Septimus_Magna
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    lordspyder wrote: »
    jcm2606 wrote: »
    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.

    or, how about this, if you cancel the animation, you also cancel the attack...

    That wouldnt work at all, you press skill>LA but the skill would be cancelled if you press LA too quick.
    You'll end up doing only light attacks or no light attacks at all because you dont want to risk canceling the skill.

    How would that make the combat in this game any better?

    Besides, good players would adapt better to the more difficult combat system which would only increase the dps gap.
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  • Peekachu99
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    lordspyder wrote: »
    jcm2606 wrote: »
    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.

    or, how about this, if you cancel the animation, you also cancel the attack...

    That wouldnt work at all, you press skill>LA but the skill would be cancelled if you press LA too quick.
    You'll end up doing only light attacks or no light attacks at all because you dont want to risk canceling the skill.

    How would that make the combat in this game any better?

    Besides, good players would adapt better to the more difficult combat system which would only increase the dps gap.

    Well no. Active/ aggressive skills would be flagged as such and would therefor must/ should complete their animations before other actions took place—i.e. GCD, same as all other MMORPGs. If you tap the button, that’s a LA, if you hold it, it’s a heavy. That would actually reduce button keyboard mashing. If a defensive action is taken—rolling, blocking, maybe even certain CC immune skills and breaks—the animation and skill is indeed cancelled, including a LA if that was the current aggressive animation/ skill.

    There is nothing convoluted about this type of system/ queue.
    Edited by Peekachu99 on May 28, 2018 4:09PM
  • Horker
    Horker
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    L2P
    ROSES ARE RED, VIOLETS ARE BLUE, TRINIMAC IS DEAD, MALACATH IS TRUE
  • kaiage
    kaiage
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    they should also remove getting focused by four snipers in battlegrounds. >:|
    an anonymous EP nightblade and Templar...
    also; a warden and nightblade of the aldmeri flavour.

    "there's a dragon with matches, that's loose on the town..."
    "it's no easy road, this struggle and strife... we find ourselves, in the show of life" - tab @ the tab
    If you've been fallen by my steel or blade - sorry there's no tomorrow for yeh!
    Kidding;) don't take it so bad, I've been doing this a long time
  • Aebaradath
    Aebaradath
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    Aliyavana wrote: »
    DanteYoda wrote: »
    I totally agree these exploits need to go.. and it would help with the power creep as well..

    What exploit? This thread is about a legitimate game mechanic
    ZOS only calls it a "legitimate game mechanic" because they don't wanna fix it.
  • Aurielle
    Aurielle
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    lordspyder wrote: »
    jcm2606 wrote: »
    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.

    or, how about this, if you cancel the animation, you also cancel the attack...

    That would make it even HARDER to deal top-tier damage. As things currently stand, it’s very easy to ACCIDENTALLY cancel the recovery animation of a light attack while you’re flying through your rotation. Light attacks add a not unsubstantial amount of DPS when weaved into a rotation appropriately (especially with Summerset). In order to maximize your DPS without inadvertently subtracting your light attack damage due to accidental cancelling, you would need to have metronome-like reflexes to ensure your light attacks and skills are perfectly timed.


  • lordspyder
    lordspyder
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    Aurielle wrote: »
    lordspyder wrote: »
    jcm2606 wrote: »
    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.

    or, how about this, if you cancel the animation, you also cancel the attack...

    That would make it even HARDER to deal top-tier damage. As things currently stand, it’s very easy to ACCIDENTALLY cancel the recovery animation of a light attack while you’re flying through your rotation. Light attacks add a not unsubstantial amount of DPS when weaved into a rotation appropriately (especially with Summerset). In order to maximize your DPS without inadvertently subtracting your light attack damage due to accidental cancelling, you would need to have metronome-like reflexes to ensure your light attacks and skills are perfectly timed.



    Ummm, no, this ...
    Peekachu99 wrote: »
    lordspyder wrote: »
    jcm2606 wrote: »
    Peekachu99 wrote: »
    If you remove it, you essentially break end-game content.

    Damage ceiling is higher than ever just from weaving (not clipping) light attacks with the absurd set bonuses and CP. Your argument isn’t founded in reality. Top enders will be around the 60K mark which is basically the equivalent of two dps from a patch ago. C’mon already. It would actually be a great solution to combat power creep. I do it because I can and must, but I hate it, because it looks so weird—attacks going off without even animating? Does that happen in real life? No. Does that happen in most games? No, it doesn’t.

    And before you try the “think of the little guy” defence; he/ she/ they are clueless about clipping and again their damage has passively increased from all the changes, so they’re fine too.

    Pretty sure top enders were still around the 40-50k mark last patch. Especially stamina.

    But again. They cannot remove animation cancelling without breaking combat as we know it. Animation cancelling, or rather the priority system that allows for it, is central to the reactive and responsive combat system ESO has, and is the sole reason why you can block a one-shot mechanic on a whim when needed: the block action is cancelling whatever lower priority action you were already doing, cancelling the animation. Without the priority system, you would have to wait anywhere from fractions of a second, to a whole second or more to block an incoming attack, or roll out of an AOE.

    If you would like to see what the combat system would be like without the priority system, run through a dungeon and wait for the entire animation of every action to play out before performing another action. Is there a one-shot mechanic on a boss? Too bad, wait for your character to return to their idle pose before you can block it.

    or, how about this, if you cancel the animation, you also cancel the attack...

    That wouldnt work at all, you press skill>LA but the skill would be cancelled if you press LA too quick.
    You'll end up doing only light attacks or no light attacks at all because you dont want to risk canceling the skill.

    How would that make the combat in this game any better?

    Besides, good players would adapt better to the more difficult combat system which would only increase the dps gap.

    Well no. Active/ aggressive skills would be flagged as such and would therefor must/ should complete their animations before other actions took place—i.e. GCD, same as all other MMORPGs. If you tap the button, that’s a LA, if you hold it, it’s a heavy. That would actually reduce button keyboard mashing. If a defensive action is taken—rolling, blocking, maybe even certain CC immune skills a breaks—the animation and skill is indeed cancelled, including a LA if that was the current aggressive animation/ skill.

    There is nothing convoluted about this type of system/ queue.

    this is how it should work.
  • Juhasow
    Juhasow
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    Cladius30 wrote: »
    It's so terrible

    Not less terrible then reading QQ comments about how it's terrible.
    Aliyavana wrote: »
    DanteYoda wrote: »
    I totally agree these exploits need to go.. and it would help with the power creep as well..

    What exploit? This thread is about a legitimate game mechanic
    ZOS only calls it a "legitimate game mechanic" because they don't wanna fix it.

    They dont want to "fix it" because they dont consider this as bug but as legitimate game mechanic. Sonner You'll also better for You.
    idk wrote: »
    It´s a glitch. Should be fixed.

    @TelvanniWizard How does something a glitch when the devs have publicly stated is an official part of the game.

    It is not gaming the system. It is merely animations are longer than the time required for the skill. Nothing more and perfectly legit.

    It´s a glitch. Devs said that not to be bothered fixing it.

    It WAS a glitch (past tense). Devs said they find it interresting addition to the game so they decide to improve and keep it. I think people dont realize how many of todays must have game features started as a glitches , exploits or cheats. For example can You imagine current MMO game without health bars ?
    Cladius30 wrote: »
    Or even end game vet dungeons.. I can't even play these now with out people complaining that I'm not doing the dumb stuff to get the extra DPS? Do you get kicked or hassled for not doing it in pve?

    It's 2018. You can get enough DPS to complete every vet dungeon with hard mode just by spamming one button. Add 2 more buttons once every 10 seconds and You'll complete it easily. If You cant manage that then animation cancelling is not Your main issue here.
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