KoultouraS wrote: »P.S.
(As for how quickly one can cast One skill, or One LA, or One bash etc that would be ~0.100+ ms everything below that is probably a macro)
KoultouraS wrote: »(As for how quickly one can cast One skill, or One LA, or One bash etc that would be ~0.100+ ms everything below that is probably a macro)
I can blind type -- I type approx 80 wpm (words per minute), that's ~1.3 words per second; average word length in the English language is 5.1 letters; 5.1 x 1.3 = 6.63 key presses per second. 1000/6.63 = ~150ms time between presses -- keys are spread out across a wider scope than game controls. It is perfectly possible to have one hand poised above the skill button on the keyboard, and have the other hand perform mouse clicks in order to achieve 3 separate actions within 1 second.
probabkyravi wrote: »SF2 was an amazing game for its time and still is but the thing with AC in ESO is the combos don't really make sense and were only half intended by the devs.
barney2525 wrote: »wow that was long.
The debate is : If you cancel an action animation, should it still deal damage or be cancelled too ?
Dragneel1207 wrote: »Ani cancelling is an interesting post.
I myself get 300+ ping and with occasional spikes to 999+ and in pvp and bg i die even before i press the button xD
Yah the problem with ani cancelling is its dependance on ping and ppl on higher ping never know what hit them before they die.
and this leads to frustration and doubting or accusing the other person for cheating.
and the other problem with it is the constant mashing of the buttons and due to fast combat system of the eso the buttom mashes increases. As mentioned by the OP many ppl cant press the buttons.
But only top guilds ask for ppl +50 dps and if u r a casual player u dont need that much to complete the content and enjoy the game.
So I have a suggestion for ppl who cant mash buttons or cant do animation cancelling due to other matters and want to top the leaderboards. JUST PLAY AS A TANK as I do. As a tank u dont need ani cancelling and no need to abuse keyboard and even with higher ping u can play and enjoy and a good tank gets a lot of respect than a dps.
In PVP u cant escape ani cancelling as u need to kill the guy fast and need to damage as much as possible in a short interval of contact with other player. For example consider a ranged and melee, here ranged gets the advantage and melee needs to cover the gap and attack and without ani cancelling u cant kill the ranged (built tanky and heals) and that makes the game broken.
Yah ani cancelling is a good concept until it becomes broken i.e.depends heavily on ping. If u want to have animation cancelling in eso just make it independent of ping and give all the ppl same freedom to use it. If it is not possible then just remove ani cancelling
It should depend on skill and not on ppl with good ping (like fps games)
barney2525 wrote: »And since it Has been evaluated in the past, I would not hold my breath waiting for change.ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.

probabkyravi wrote: »
I'm going g to put this very simply so forgive me but I think this explains the problem best
Animation cancelling is bad for two reasons ... One it inflates DPS, Two it makes seeing damage skill in PvP much harder and trickier to counter
The issue is is simple ... Damage "trigger" is calculated at the start of an animation, so canceling the animation allows the damage to still be done.
Move the damage "trigger" to the end of the animation and you can still animation cancel to be able to block, roll dodge and everything else you may need to do in an emergency but it will not let the skill "trigger" the damage
DPS will be reduced and the game becomes more skill orientated rather than speed burns
PvP has real counters to everything as you can see the skills, now this has a potential to slow down the time to kill in PvP, but this can be adjusted by tweaking battle spirit
Truth is to rewrite the code to move the trigger is simple too time consuming expensive and ultimately not worth investing in so we are stick with it
barney2525 wrote: »wow that was long.
Just my 2 cents. Your computer and the server are Not going to sit and analyze every action and skill used in a combat - and then determine "This was Routine - No canceling here " or "This was an emergency" so you can cancel here".
I believe the idea was not that computer would analyze what is an emergency and what is not. Rather, it would simply make a cancelled attack do no damage, everytime. That makes both emergencies possible, and routing cancelling impossible(well, possible but no point doing it).
barney2525 wrote: »wow that was long.
Just my 2 cents. Your computer and the server are Not going to sit and analyze every action and skill used in a combat - and then determine "This was Routine - No canceling here " or "This was an emergency" so you can cancel here".
I believe the idea was not that computer would analyze what is an emergency and what is not. Rather, it would simply make a cancelled attack do no damage, everytime. That makes both emergencies possible, and routing cancelling impossible(well, possible but no point doing it).
probabkyravi wrote: »AC needs to be fixed the same way that NB cloak needs to be fixed fully.
Its cool but its mechanically broken. Dev intent should always be fulfilled.
Wow its like people cannot read in here..
if you can't improve because you are not in your early twenties any more than no amount of practice is going to help. If you work all day with your hands and they shake a tiny bit at the end of the day than no practice will help. If you have a bit latency than no amount of practice will help...
Also if your opponent animation cancel you cannot react. This also remove "layer of gameplay"... also i miss the animations.
I can do animation cancelling pretty well when i am not lagging and even enjoy it. But after reading your post and hearing so many similar complains from my guild members who are not young anymore i am convinced you're right. Its not a small minority we are talking about. And most of these people do not go to the forum. Its the highly competitive that do. That's why we only hear their opinion here.
If you will remove animation cancelling overall dps will go down and makes it harder to complete new stuff (even for a people that can't use animation cancelling now). Sawing your leg off just because people with disabilities have a hard time is kinda stupid.
VaranisArano wrote: »Just want to note that was in February 2016.
So if they are working on something to change the animation prioritization that's going to remove animation canceling, we're still waiting, 3 years later.
I'm going g to put this very simply so forgive me but I think this explains the problem best
Animation cancelling is bad for two reasons ... One it inflates DPS, Two it makes seeing damage skill in PvP much harder and trickier to counter
The issue is is simple ... Damage "trigger" is calculated at the start of an animation, so canceling the animation allows the damage to still be done.
Move the damage "trigger" to the end of the animation and you can still animation cancel to be able to block, roll dodge and everything else you may need to do in an emergency but it will not let the skill "trigger" the damage
DPS will be reduced and the game becomes more skill orientated rather than speed burns
PvP has real counters to everything as you can see the skills, now this has a potential to slow down the time to kill in PvP, but this can be adjusted by tweaking battle spirit
Truth is to rewrite the code to move the trigger is simple too time consuming expensive and ultimately not worth investing in so we are stick with it