Ectheliontnacil wrote: »Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.
Like switch weapons to cut cast time of igneous shield.Ectheliontnacil wrote: »Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.
Like switch weapons to cut cast time of igneous shield.
But this mostly goes for animation canceling macros.
Ectheliontnacil wrote: »
Honestly, I've never heard of a decent player using macros. Pretty sure they're not even a thing. I don't see the point in using them. There's still a GCD in place so you can't use like 10 abilities in a second anyways...
Macros is just what you hear zerglings crying in zone when they're killed by better players. It's an absolute myth that macros are a problem in pvp.
Alienoutlaw wrote: »the best way to reduce lag (for me at least) is to turn off 99% of your Add-ons (PC), turn off grass texture (ppl still hide in bushes its funny)
as for the "Macro" issue NO skilled player would even bother as whilst the initial contact will be a "rotation" the rest of the fight is reactive damage or defence or a mixture of both depending on who your fighting so a macro would simply not work ever.
getting hit by 10 skills in 1 second is a tad extreme, most skilled players will have seen you coming long before you saw them and have cast most things to be timed to hit you at the same time (not hard to do even without animation cancel) with a well timed attack and set proc it can read on re-cap that way, for eg if i cast Sub assault (3secs) fire off an endless hail barswap and hit you with a crit rush all 3 will hit you at the same time if im wearing a set and it procs at the same time and i get a light attack in thats 4 different damage sources not including the tics.
thats how it works so no "cheating" involved
Yep, it's weird seeing these two extreme ends of the spectrum. A good animation cancelling system just makes sure damage is applied when a skill visually connects. You can still cancel a skill into a block or dodge (see For Honor, for example), but if the attack hasn't connected yet then no damage is dealt when it's cancelled.Ectheliontnacil wrote: »Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.
You’re so delusional to think animation canceling is the problem that cause lag.
Darkstorne wrote: »Yep, it's weird seeing these two extreme ends of the spectrum. A good animation cancelling system just makes sure damage is applied when a skill visually connects. You can still cancel a skill into a block or dodge (see For Honor, for example), but if the attack hasn't connected yet then no damage is dealt when it's cancelled.Ectheliontnacil wrote: »Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.
That's the real solution to ESO's problem. Not locking us into an animation until completion (like Dark Souls), and not sticking with the current system of "weaving" and block cancelling still applying attack and skill damage even though the attacks haven't connected yet. But a good system where animation cancelling is still a thing for responsive gameplay, but doesn't deal damage if you cancel the skill before it connects. That way you're still rewarding weaving skill, when players nail the timing between animations, but get rid of the current situation where attacks and skills are flying out too fast to visually connect but still deal damage, which rewards the players who use macros more than anyone else.
You’re so delusional to think animation canceling is the problem that cause lag.