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.
Disable combat hints. Even if you cancel the animation, you are going to die.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.
jaschacasadiob16_ESO wrote: »Disable combat hints. Even if you cancel the animation, you are going to die.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.
Crypts 2 anyone? xD
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.
Not hard AT ALL. It’s something that just happens if you are playing fast enough.L2P or play something else, it’s not hard to weave
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.
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.
TelvanniWizard 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.
jaschacasadiob16_ESO wrote: »If you remove it, you essentially break end-game content.
Peekachu99 wrote: »jaschacasadiob16_ESO 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.
Peekachu99 wrote: »jaschacasadiob16_ESO 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.
Peekachu99 wrote: »jaschacasadiob16_ESO 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 wrote: »Peekachu99 wrote: »jaschacasadiob16_ESO 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...
Septimus_Magna wrote: »lordspyder wrote: »Peekachu99 wrote: »jaschacasadiob16_ESO 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.
lordspyder wrote: »Peekachu99 wrote: »jaschacasadiob16_ESO 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...
lordspyder wrote: »Peekachu99 wrote: »jaschacasadiob16_ESO 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.
Peekachu99 wrote: »Septimus_Magna wrote: »lordspyder wrote: »Peekachu99 wrote: »jaschacasadiob16_ESO 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.
It's so terrible
PelinalWhitestrake wrote: »
TelvanniWizard wrote: »TelvanniWizard 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.
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?