( To be clear, this will be long and have no small amount of opinions based on experience. A TL;DR is at the bottom as well. )
As the title says, one of the most frustration experiences I have ever had with pvp in a mmo, and that includes Black Desert. Now why is this? Well I sat down and thought about it, my first instinct was to blame animation canceling. Its obvious to me it was not a intended feature, as its not a smooth process and the canceling doesn't mesh with the games animations like it does in other games where that is a intended feature. I also believe that the half baked animation canceling is a large part of why Cyrodiil's servers have so many issues. It makes it harder on peoples computers as well, which might account for a lot of the frame rate loss people experience. But when i think about it more, I think its just the over all combat design for the game.
Lets look at it, the stamina, magicka, health build system was flawed from the start, with no warrior type class in the game and what felt like a lack of direction on launch, it made thing s little messy from day one. But the idea behind became clear over time, they wanted warriors to grow naturally from the weapon skills and the godly ability to dodge roll, break free of crowd control, and block/bash people. Once they added a handful of utility to class abilities for stam, the power of stamina became clear.
Now lets look at how pvp evolved after that.As gear sets started to get introduced and monster helmets with strong passive procs, things started getting messy, very messy. Balance was flying out the window quickly, and ZoS refused to accept they should start balancing pve and pvp separately. Who knows? maybe they truly feel that's part of the game's identity, even if it hurts it some. Regardless, things started to get hard, and lets not forget, the Champion system came and blew things out of the water in terms of balance, or what was the standard balance at the time. We are all used to it now, but the dynamic that system brought to the game rocked the pvp world for a moment when it first appeared.
Later down the line, a new class showed up, and people got excited. Now this class was Warden and a new game mode would come with it. Battlegrounds, if this never came to the game I would not have minded in the least. BGs, or battlegrounds made the weaknesses of this games pvp glaring to me. Without a bunch of people to back you certain builds and class just could not cut it. The lack of responsive controls and weird targeting system that sometime just out right refused to work really showed the lack of polish on the game. Add this to the growing disparity if Magicka and stam in pvp and you got a huge steaming pile of ****. Before when fights were more dynamic and open, such as it was in Cyrodiil's world pvp. These issues did not shine as much and more fun was to be had. But now its all I can see thanks to BG's. The biggest thing that became clear to me was this. Animation canceling ruins broadcasting, and cuts into people's already limited ability to respond to things. Often times, with the game the way it is, you look like you are getting shield bashed but are actually getting hit with three attacks at once. You cant respond to all of that. Even BDO had animations the broadcast what was coming when canceled and you could respond.
TL;DR
So I do have certain biases and concerns with the balance between classes, magicka, and stamina. But thats not what this is about. This is about why the experience it's self is so frustrating. Lack of responsive controls and targeting being the biggest issue, animation canceling and server issues being the second biggest, then followed by the Magicka/Stamina issues I have.
Unlike WoW and GW2 where class identity is strong, and combat is smooth with cooldowns for pacing and animations are clear and broadcast well so people can react. This games approach to combat and half baked animations are not conductive to dynamic and intuitive play, or to adaptive play. It makes it a annoying and even toxic experience.
TumlinTheJolly wrote: »Animation canceling, dodge rolling, manual aiming, block, bash and break free are all things that provide ESO with a far higher skill ceiling than older MMOs. This is what makes it so fun. If you want to go back to boring old tab targeting and casting simple timed rotations on CD then feel free to go and play something else. Implementing a more complex and challenging combat system in an MMO was always going to be a challenge due to ping etc, and it is by no means perfect, but this combat system is why many of us love the game.
Concerning class identity... one of ESOs main draws is that you're not restricted to having to build exactly the same as everybody else. Yes, there are metas... but you don't HAVE to run exactly the same skills and gear as other people who play your class. It's a good thing.
( To be clear, this will be long and have no small amount of opinions based on experience. A TL;DR is at the bottom as well. )
As the title says, one of the most frustration experiences I have ever had with pvp in a mmo, and that includes Black Desert. Now why is this? Well I sat down and thought about it, my first instinct was to blame animation canceling. Its obvious to me it was not a intended feature, as its not a smooth process and the canceling doesn't mesh with the games animations like it does in other games where that is a intended feature. I also believe that the half baked animation canceling is a large part of why Cyrodiil's servers have so many issues. It makes it harder on peoples computers as well, which might account for a lot of the frame rate loss people experience. But when i think about it more, I think its just the over all combat design for the game.
Lets look at it, the stamina, magicka, health build system was flawed from the start, with no warrior type class in the game and what felt like a lack of direction on launch, it made thing s little messy from day one. But the idea behind became clear over time, they wanted warriors to grow naturally from the weapon skills and the godly ability to dodge roll, break free of crowd control, and block/bash people. Once they added a handful of utility to class abilities for stam, the power of stamina became clear.
Now lets look at how pvp evolved after that.As gear sets started to get introduced and monster helmets with strong passive procs, things started getting messy, very messy. Balance was flying out the window quickly, and ZoS refused to accept they should start balancing pve and pvp separately. Who knows? maybe they truly feel that's part of the game's identity, even if it hurts it some. Regardless, things started to get hard, and lets not forget, the Champion system came and blew things out of the water in terms of balance, or what was the standard balance at the time. We are all used to it now, but the dynamic that system brought to the game rocked the pvp world for a moment when it first appeared.
Later down the line, a new class showed up, and people got excited. Now this class was Warden and a new game mode would come with it. Battlegrounds, if this never came to the game I would not have minded in the least. BGs, or battlegrounds made the weaknesses of this games pvp glaring to me. Without a bunch of people to back you certain builds and class just could not cut it. The lack of responsive controls and weird targeting system that sometime just out right refused to work really showed the lack of polish on the game. Add this to the growing disparity if Magicka and stam in pvp and you got a huge steaming pile of ****. Before when fights were more dynamic and open, such as it was in Cyrodiil's world pvp. These issues did not shine as much and more fun was to be had. But now its all I can see thanks to BG's. The biggest thing that became clear to me was this. Animation canceling ruins broadcasting, and cuts into people's already limited ability to respond to things. Often times, with the game the way it is, you look like you are getting shield bashed but are actually getting hit with three attacks at once. You cant respond to all of that. Even BDO had animations the broadcast what was coming when canceled and you could respond.
TL;DR
So I do have certain biases and concerns with the balance between classes, magicka, and stamina. But thats not what this is about. This is about why the experience it's self is so frustrating. Lack of responsive controls and targeting being the biggest issue, animation canceling and server issues being the second biggest, then followed by the Magicka/Stamina issues I have.
Unlike WoW and GW2 where class identity is strong, and combat is smooth with cooldowns for pacing and animations are clear and broadcast well so people can react. This games approach to combat and half baked animations are not conductive to dynamic and intuitive play, or to adaptive play. It makes it a annoying and even toxic experience.
This combat system is great. I play mag mostly and do not think stam is overpowered. I think maybe you just don't have the skill for a game like this and should play traditional mmos
TumlinTheJolly wrote: »This combat system is great. I play mag mostly and do not think stam is overpowered. I think maybe you just don't have the skill for a game like this and should play traditional mmos
This. It's pretty easy to stay alive if you actually use the defensive mechanics available to all players. I feel like this could end up being a whining zergling thread...
TumlinTheJolly wrote: »This combat system is great. I play mag mostly and do not think stam is overpowered. I think maybe you just don't have the skill for a game like this and should play traditional mmos
This. It's pretty easy to stay alive if you actually use the defensive mechanics available to all players. I feel like this could end up being a whining zergling thread...
I would say it depends. Against average disorganized players, sure. But that first time you meet up with a skilled premade it might change your mind about how easy it is to stay alive.
TumlinTheJolly wrote: »TumlinTheJolly wrote: »This combat system is great. I play mag mostly and do not think stam is overpowered. I think maybe you just don't have the skill for a game like this and should play traditional mmos
This. It's pretty easy to stay alive if you actually use the defensive mechanics available to all players. I feel like this could end up being a whining zergling thread...
I would say it depends. Against average disorganized players, sure. But that first time you meet up with a skilled premade it might change your mind about how easy it is to stay alive.
Provided this is premade vs premade or GvG in Cyro or IC, then great, this is some of the best PvP in the game. If you're getting rolled by premades in BGs as a pug though, then yeah... the problem here is the queue system, not the combat system.
This combat system is great. I play mag mostly and do not think stam is overpowered. I think maybe you just don't have the skill for a game like this and should play traditional mmos
TumlinTheJolly wrote: »This combat system is great. I play mag mostly and do not think stam is overpowered. I think maybe you just don't have the skill for a game like this and should play traditional mmos
This. It's pretty easy to stay alive if you actually use the defensive mechanics available to all players. I feel like this could end up being a whining zergling thread...
TumlinTheJolly wrote: »Animation canceling, dodge rolling, manual aiming, block, bash and break free are all things that provide ESO with a far higher skill ceiling than older MMOs.
TumlinTheJolly wrote: »Concerning class identity... one of ESOs main draws is that you're not restricted to having to build exactly the same as everybody else. Yes, there are metas... but you don't HAVE to run exactly the same skills and gear as other people who play your class. It's a good thing.
combat feels faster, sure, but it also started to be like lottery - hold block in right moment to mitigate bursts
Anybody who says that animation cancelling was unintended or was a mistake doesn't know what they're talking about. Simple as that. Animation cancelling is necessary for a responsive combat system with actions needing to be actively performed, such as ESO. Look at how PoE just implemented animation cancelling for melee skills, since players need to be able to respond immediately to certain actions or mechanics.
Animation cancelling is what allows you to block or dodge one shots immediately as they come up, rather than being stuck in a clunky animation or channel and just taking the full blow. No, players can't just choose their actions more carefully, because most one shots in ESO don't give you enough time to react. Just look at Scalecaller's one-third-of-the-map-is-now-a-one-shot-that-can-kill-the-tank mechanic. Good luck dodging out of that if you're stuck in a clunky animation (Caltrops, Blockade, numerous other skills) or a channel (Channeled Acceleration, Jabs/Sweeps, Radiant Oppression, Uppercut, Snipe, Flurry), and are currently sitting in the middle of the AOE since it gives you at most a second to react.
Removing animation cancelling will make every single player more prone to one shots and attacks they could previously handle, because ESO requires active input from players to perform defensive actions. To properly remove animation cancelling, Zenimax would need to go back over all content in the game and extend all telegraphs to give players enough time to react, or move to a more traditional passive system for defensive actions, where players build into dodge and block chance, and the game/RNG does both for them (which they removed the last system like that when they reworked Major/Minor Evasion to grant AOE damage reduction). The first requires a lot more effort than Zenimax is willing to put in (consider how buggy old content is), the second removes a unique aspect of this game's combat system.
I also think anybody who says that animation cancelling is an exploit doesn't know what they're talking about, either, because at the least it just allows you to chain a light attack and a bash together with a skill (which can be done regardless), and at the most it may make the skill's effect happen slightly faster (damage appears to occur slight[y/i] earlier when you bash/block cancel, but that may just be a visual thing). That's it. It doesn't allow you to use multiple skills at once, it doesn't allow you to use multiple skills in a shorter period of time, because there's a little thing called the global cooldown in place.
Skills are on the global cooldown (GCD), such that when you cast a skill, a cooldown of about 1 second (it's around 0.9 seconds, IIRC) starts, and you are unable to cast another skill until the cooldown ends. This effectively limits you to casting 1 skill per second, and no amount of animation cancelling will change that. All animation cancelling allows you to do is use other actions that are off the GCD, such as light attacks or bash or even block, between skills, without slowing your skill casts (ideally, anyways). By animation cancelling, you can effectively chain a light attack and a bash with a skill like 'Light Attack -> Skill -> Bash', in the same GCD window, giving you the extra effects of the light attack and bash (extra damage, ultimate generation period, possible interrupt).
It's not like you're magically breaking the game, allowing you to cast 5 skills in a single second. No, all you're doing is performing a light attack and a bash together with the skill, and anybody can do it. Hell, a lot of players find it out on their own when they're just messing around, randomly casting skills and light attacking mobs to death. The animation system could use a bit of work to look a bit better while animation cancelling, I agree, but there's nothing inherently wrong with it, and it requires far more effort to fix, than it does to embrace.
TumlinTheJolly wrote: »combat feels faster, sure, but it also started to be like lottery - hold block in right moment to mitigate bursts
Again, this... except it's not really a lottery. Hold block at the right moment to mitigate burst is mostly about awareness, game sense, experience and reaction speed (I play on 215 ping FYI and yet I still say reaction speed).
Anybody who says that animation cancelling was unintended or was a mistake doesn't know what they're talking about. Simple as that. Animation cancelling is necessary for a responsive combat system with actions needing to be actively performed, such as ESO. Look at how PoE just implemented animation cancelling for melee skills, since players need to be able to respond immediately to certain actions or mechanics.
Animation cancelling is what allows you to block or dodge one shots immediately as they come up, rather than being stuck in a clunky animation or channel and just taking the full blow. No, players can't just choose their actions more carefully, because most one shots in ESO don't give you enough time to react. Just look at Scalecaller's one-third-of-the-map-is-now-a-one-shot-that-can-kill-the-tank mechanic. Good luck dodging out of that if you're stuck in a clunky animation (Caltrops, Blockade, numerous other skills) or a channel (Channeled Acceleration, Jabs/Sweeps, Radiant Oppression, Uppercut, Snipe, Flurry), and are currently sitting in the middle of the AOE since it gives you at most a second to react.
Removing animation cancelling will make every single player more prone to one shots and attacks they could previously handle, because ESO requires active input from players to perform defensive actions. To properly remove animation cancelling, Zenimax would need to go back over all content in the game and extend all telegraphs to give players enough time to react, or move to a more traditional passive system for defensive actions, where players build into dodge and block chance, and the game/RNG does both for them (which they removed the last system like that when they reworked Major/Minor Evasion to grant AOE damage reduction). The first requires a lot more effort than Zenimax is willing to put in (consider how buggy old content is), the second removes a unique aspect of this game's combat system.
I also think anybody who says that animation cancelling is an exploit doesn't know what they're talking about, either, because at the least it just allows you to chain a light attack and a bash together with a skill (which can be done regardless), and at the most it may make the skill's effect happen slightly faster (damage appears to occur slighty earlier when you bash/block cancel, but that may just be a visual thing). That's it. It doesn't allow you to use multiple skills at once, it doesn't allow you to use multiple skills in a shorter period of time, because there's a little thing called the global cooldown in place.
Skills are on the global cooldown (GCD), such that when you cast a skill, a cooldown of about 1 second (it's around 0.9 seconds, IIRC) starts, and you are unable to cast another skill until the cooldown ends. This effectively limits you to casting 1 skill per second, and no amount of animation cancelling will change that. All animation cancelling allows you to do is use other actions that are off the GCD, such as light attacks or bash or even block, between skills, without slowing your skill casts (ideally, anyways). By animation cancelling, you can effectively chain a light attack and a bash with a skill like 'Light Attack -> Skill -> Bash', in the same GCD window, giving you the extra effects of the light attack and bash (extra damage, ultimate generation period, possible interrupt).
It's not like you're magically breaking the game, allowing you to cast 5 skills in a single second. No, all you're doing is performing a light attack and a bash together with the skill, and anybody can do it. Hell, a lot of players find it out on their own when they're just messing around, randomly casting skills and light attacking mobs to death. The animation system could use a bit of work to look a bit better while animation cancelling, I agree, but there's nothing inherently wrong with it, and it requires far more effort to fix, than it does to embrace.
TumlinTheJolly wrote: »combat feels faster, sure, but it also started to be like lottery - hold block in right moment to mitigate bursts
Again, this... except it's not really a lottery. Hold block at the right moment to mitigate burst is mostly about awareness, game sense, experience and reaction speed (I play on 215 ping FYI and yet I still say reaction speed).
Oh so you now see future?
Normal human reaction time, when rested, is about half second. Even with ping 0.2s your reflexes must be really fast to know someone is attacking you. With things like desync and animation cancelling pvp is cancer
TumlinTheJolly wrote: »combat feels faster, sure, but it also started to be like lottery - hold block in right moment to mitigate bursts
Again, this... except it's not really a lottery. Hold block at the right moment to mitigate burst is mostly about awareness, game sense, experience and reaction speed (I play on 215 ping FYI and yet I still say reaction speed).
Oh so you now see future?
Normal human reaction time, when rested, is about half second. Even with ping 0.2s your reflexes must be really fast to know someone is attacking you. With things like desync and animation cancelling pvp is cancer
This made me laugh so hard.ESO with a far higher skill ceiling than older MMOs.
TumlinTheJolly wrote: »Animation canceling, dodge rolling, manual aiming, block, bash and break free are all things that provide ESO with a far higher skill ceiling than older MMOs. This is what makes it so fun. If you want to go back to boring old tab targeting and casting simple timed rotations on CD then feel free to go and play something else. Implementing a more complex and challenging combat system in an MMO was always going to be a challenge due to ping etc, and it is by no means perfect, but this combat system is why many of us love the game. The issue with having a higher skill ceiling is that the gap between the better and worse players is more noticeable... You can't just stand there casting skills mindlessly and expect to still perform OK.
duncan_cougarpreeb18_ESO wrote: »The ability to cancel an animation or skill is vital for a responsive gameplay.
However, that canceling the execution of an activity (skill, cast, ...) can be used to actually to increase the overall damage output, is not.