Knootewoot wrote: »Well, it would bother me, if I would want to PvP, because I think, it is just a very lazy and faulty implementation, which was raised to a feature, because ZOS could not fix it. But I am not PvPing and I do as well no group content, so be it. It is one of the reasons though, that I do not do any of the group content - because people would force me to learn it, and I refuse. To me that is a bug and not a feature.
Lysette, you do not have to cancel the animations of all of your skills to do good DPS. Also, attack weaving is merely ESO’s active equivalent of passive auto-attacking in other MMOs. It’s not a bug, it’s not difficult to do, and it’s also not the equivalent of an insta-30k+ DPS button.
Well, I don't like it, I wait for the animation to play and then I do the next move - I give a damn on good dps, I want it to look nicely and one motion after the other not all in one causing a visual mess.
I also see all of my skill animations play out on my PVE DPS character with light attack weaving (just not Volatile Familiar, which I bar-swap cancel). It’s not a “visual mess.” I do 35k DPS self-buffed on target dummies using my dungeon/trial setup when I’m blessed with good crit RNG, and 32-33k when I’m not.
Repeat after me: “I don’t need to cancel the animations of my skills to do competent DPS, so I don’t need to use animation cancelling as a scapegoat to explain why I’m ‘barred’ from endgame content”
I have no interest in end game content either - end game is for me - end of game - and I will move on.
You suggested earlier that animation cancelling prohibits you from doing group content (it doesn’t, FYI). If you have no interest in end game content, why are you making false claims about an aspect of ESO’s combat system that doesn’t affect you anyway?
Because things which are wrong are wrong, regardless if they effect me or not - to me that is a bug declared to be a feature, because ZOS could not fix it properly.And this does not change, regardless if it effects me or not.
There is nothing wrong with animation cancelling! You do not need to cancel the animations of your skills to deal 30k+ DPS! You cannot bypass the global cooldown with animation cancelling! You do need to cancel animations to dodge roll out of AOE, taunt a boss while blocking, stop casting Jesus Beam to throw out BoL, etc. and the game would be broken without it.
It.
Is.
Not.
A.
Bug.
Agree it should be canceble. But since the animation is cancelled, the attack didn't happen, so the damage should be cancelled also, Everybody happy.
Well, it would bother me, if I would want to PvP, because I think, it is just a very lazy and faulty implementation, which was raised to a feature, because ZOS could not fix it. But I am not PvPing and I do as well no group content, so be it. It is one of the reasons though, that I do not do any of the group content - because people would force me to learn it, and I refuse. To me that is a bug and not a feature.
Lysette, you do not have to cancel the animations of all of your skills to do good DPS. Also, attack weaving is merely ESO’s active equivalent of passive auto-attacking in other MMOs. It’s not a bug, it’s not difficult to do, and it’s also not the equivalent of an insta-30k+ DPS button.
Well, I don't like it, I wait for the animation to play and then I do the next move - I give a damn on good dps, I want it to look nicely and one motion after the other not all in one causing a visual mess.
I also see all of my skill animations play out on my PVE DPS character with light attack weaving (just not Volatile Familiar, which I bar-swap cancel). It’s not a “visual mess.” I do 35k DPS self-buffed on target dummies using my dungeon/trial setup when I’m blessed with good crit RNG, and 32-33k when I’m not.
Repeat after me: “I don’t need to cancel the animations of my skills to do competent DPS, so I don’t need to use animation cancelling as a scapegoat to explain why I’m ‘barred’ from endgame content”
I have no interest in end game content either - end game is for me - end of game - and I will move on.
You suggested earlier that animation cancelling prohibits you from doing group content (it doesn’t, FYI). If you have no interest in end game content, why are you making false claims about an aspect of ESO’s combat system that doesn’t affect you anyway?
Because things which are wrong are wrong, regardless if they effect me or not - to me that is a bug declared to be a feature, because ZOS could not fix it properly.And this does not change, regardless if it effects me or not.
There is nothing wrong with animation cancelling! You do not need to cancel the animations of your skills to deal 30k+ DPS! You cannot bypass the global cooldown with animation cancelling! You do need to cancel animations to dodge roll out of AOE, taunt a boss while blocking, stop casting Jesus Beam to throw out BoL, etc. and the game would be broken without it.
It.
Is.
Not.
A.
Bug.
Well, it would bother me, if I would want to PvP, because I think, it is just a very lazy and faulty implementation, which was raised to a feature, because ZOS could not fix it. But I am not PvPing and I do as well no group content, so be it. It is one of the reasons though, that I do not do any of the group content - because people would force me to learn it, and I refuse. To me that is a bug and not a feature.
Lysette, you do not have to cancel the animations of all of your skills to do good DPS. Also, attack weaving is merely ESO’s active equivalent of passive auto-attacking in other MMOs. It’s not a bug, it’s not difficult to do, and it’s also not the equivalent of an insta-30k+ DPS button.
Well, I don't like it, I wait for the animation to play and then I do the next move - I give a damn on good dps, I want it to look nicely and one motion after the other not all in one causing a visual mess.
I also see all of my skill animations play out on my PVE DPS character with light attack weaving (just not Volatile Familiar, which I bar-swap cancel). It’s not a “visual mess.” I do 35k DPS self-buffed on target dummies using my dungeon/trial setup when I’m blessed with good crit RNG, and 32-33k when I’m not.
Repeat after me: “I don’t need to cancel the animations of my skills to do competent DPS, so I don’t need to use animation cancelling as a scapegoat to explain why I’m ‘barred’ from endgame content”
I have no interest in end game content either - end game is for me - end of game - and I will move on.
You suggested earlier that animation cancelling prohibits you from doing group content (it doesn’t, FYI). If you have no interest in end game content, why are you making false claims about an aspect of ESO’s combat system that doesn’t affect you anyway?
Because things which are wrong are wrong, regardless if they effect me or not - to me that is a bug declared to be a feature, because ZOS could not fix it properly.And this does not change, regardless if it effects me or not.
There is nothing wrong with animation cancelling! You do not need to cancel the animations of your skills to deal 30k+ DPS! You cannot bypass the global cooldown with animation cancelling! You do need to cancel animations to dodge roll out of AOE, taunt a boss while blocking, stop casting Jesus Beam to throw out BoL, etc. and the game would be broken without it.
It.
Is.
Not.
A.
Bug.
it originated unintentionally. i.e. it was a bug that became a 'feature' as the devs could not find a way to fix it in a satisfactory fashion.
rustic_potato wrote: »Hey it is this thread again..
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
exeeter702 wrote: »I see I did not make my point in the right way - my argument was less that I do not like it, i don't, that is true, but by other reasons. My argument was, that if there would be a trade-off between choosing a more complex attack move OR a defensive move and this attack move would take some specific amount of time, where one is not able to dodge (like you can with animation cancelling), that this would add more tactics to the game and make it overall more interesting to play. What bothers me is that you can do a perfect complex attack move while at the same time do a defensive move as well.
Again sorry but this entire mentality is a dead end. Please for the love of god please read carefully, PLEASE
Instant cast abilities resolve instantly. Any animation that plays out over the course of the GCD refresh is inconsequential. You cant speed the attack up visually to excute in its entirety in under 1 second, that would look ridiculous on top of making combat feel terrible - imagine the impact point of uppercut being at the point where your character is reeled back from the weight of the 2her. It makes no sense. You are not realizing that what you want would inadvertently make combat leaps and bounds more immersion breaking and look horrible.
If you hard cast an ability, the cast time has to complete for you to be rewarded with its yeild. If you take any defensive action before the cast completes, you get nothing. Likewise, if you break a channel prematurely, you not only eat the resource cost but you dont get the full yeild of the skill for which that resource cost is budgeted around. The GCD begins the moment you activate any skill, in the case of hard casted abilities, the GCD is refreshing WHILE the cast is going, this is why if you spam uppercut for example, it looks like you are doing this jackhammer twitch like smacks because the point where the ability resolves is the point where the strike visually makes contact with the target which lines right up with the GCD being refreshed and you are again allowed to activate another skill which is absolutely positively by design. If you do not activate anything, your character will do the complete follow through recovery animation where they reel back from the weight of the 2her.
If you were to force a player into this animation, you are not only denying them a GCD, but you are punishing them by disallowing them to take a defensive action. Lets say you play your hand right and predict an opponents movement and land a good clean uppercut, but you then immediately notice that a snipe is flying your way... you have met the criteria the game sets up for you in landing a hard cast ability at which point you have no other obligation to the skill, but since you want natural looking animations, you are forced to eat the snipe completely contrary to your clear knowledge that it was on its way.
So i pose the simple question? How do you fix that problem your suggestion would create? and how do you suggest anything that i have just laid out for you as anything even remotely close to being a bug or exploit?
rustic_potato wrote: »Hey it is this thread again..
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
rustic_potato wrote: »Hey it is this thread again..
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
Of course we do, only a moron would actually like the way it is now. You just have to look at your character in combat to see something is terribly wrong there. Plus, Shadowdamage (damage that is only seeable in Logs) is always an indicator of a big coding issue.Anyone else find this seizure looking dumb irritating stuff wrecks the game? I do.
I see I did not make my point in the right way - my argument was less that I do not like it, i don't, that is true, but by other reasons. My argument was, that if there would be a trade-off between choosing a more complex attack move OR a defensive move and this attack move would take some specific amount of time, where one is not able to dodge (like you can with animation cancelling), that this would add more tactics to the game and make it overall more interesting to play. What bothers me is that you can do a perfect complex attack move while at the same time do a defensive move as well.
rustic_potato wrote: »Hey it is this thread again..
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
He said that after multiple attempts to fix it. Sounded more like an excuse then an intended feature.
rustic_potato wrote: »Hey it is this thread again..
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
I am totally aware that it will not go away, but i will nevertheless not play like this - they said "play as you want" and I do. But I think it is a bad design decision and not the design is actually the reason to encourage that, but the inability or unwillingness to implement it correctly. So to me that is a bug declared to be a feature and nothing can convince me that it isn't, because it does not feel right to me.
rustic_potato wrote: »rustic_potato wrote: »Hey it is this thread again..
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
He said that after multiple attempts to fix it. Sounded more like an excuse then an intended feature.rustic_potato wrote: »Hey it is this thread again..
https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs
Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
I am totally aware that it will not go away, but i will nevertheless not play like this - they said "play as you want" and I do. But I think it is a bad design decision and not the design is actually the reason to encourage that, but the inability or unwillingness to implement it correctly. So to me that is a bug declared to be a feature and nothing can convince me that it isn't, because it does not feel right to me.
Well the answer to both your statements is the same. You either accept it as a part of the game that you aren't interested in or give up on the game. Complaining and whining is not going to get you anywhere because fixing this would mean a lot of unnecessary dev resource spent on something futile.
TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
TheRealSniker wrote: »TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
There is no making anything better by disabling a game mechanic that differentiates a good from a bad player
Animation cancelling makes this already slow combat system just a bit more exciting and something to brag about when doing rotations
TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
TheRealSniker wrote: »TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
There is no making anything better by disabling a game mechanic that differentiates a good from a bad player
Animation cancelling makes this already slow combat system just a bit more exciting and something to brag about when doing rotations
player ability vs. character abilities - I said it before,that is not roleplay, if a player's abilities govern the outcome and not a character's abilities. It is designed like this - in an game coming from the RPG genre - bad enough that they did it like that. But then have animations, which mean nothing, because they can be canceled so that one does not even see what is happening, even worse. It is bad design, simple as that - it might be MMO specific, but it is so against where TES is coming from.
Except that for a light or heavy attack, the animations up until the 'hit' will actually be shown anyway. ZOS made changes around TG/DB in order to ensure that the 'hit' part of an animation always shows during a weave. Animation cancelling by this point is only for barswaps or blocks - block cancel is so rarely used for dps purposes as it ties up the GCD and barswap 'cancel' of a skill is nowhere near a requirement for rotations.TheRealSniker wrote: »TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.TheRealSniker wrote: »animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.
this post is filled with L2P issues
That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
There is no making anything better by disabling a game mechanic that differentiates a good from a bad player
Animation cancelling makes this already slow combat system just a bit more exciting and something to brag about when doing rotations
player ability vs. character abilities - I said it before,that is not roleplay, if a player's abilities govern the outcome and not a character's abilities. It is designed like this - in an game coming from the RPG genre - bad enough that they did it like that. But then have animations, which mean nothing, because they can be canceled so that one does not even see what is happening, even worse. It is bad design, simple as that - it might be MMO specific, but it is so against where TES is coming from.
SixVoltCar wrote: »People who are unsporting like the skill cap to go beyond actual skill, to the point where the GAME ENGINE and their latency become factors in whether or not they win-- they do this, because they want an advantage beyond the game rules, this makes it a form of exploit.
I oppose it in every game.
I am, of course, referring to increasing skill usage output by animation cancelling. The animation should be the cast speed and should not be cancelable while also achieving a successful skill use.
SixVoltCar wrote: »People who are unsporting like the skill cap to go beyond actual skill, to the point where the GAME ENGINE and their latency become factors in whether or not they win-- they do this, because they want an advantage beyond the game rules, this makes it a form of exploit.
I oppose it in every game.
I am, of course, referring to increasing skill usage output by animation cancelling. The animation should be the cast speed and should not be cancelable while also achieving a successful skill use.
Why would you wanna be limited by the duration of the animation? I'd prefer my own capabilities to be the limit.