Darkstorne wrote: »It wasn't intended by design. It's an unfortunate exploit of the awful animation system. Rather than damage being dealt when an attack visually connects with an opponent (hitbox and frame design) damage in ESO is dealt immediately as you press a button - the animation is irrelevant. Players then realized they could exploit that by cancelling a light attack into a skill before they've even begun raising their weapon to swing it, and the damage would still be dealt. You can then also cancel that skill into a block, so you're light attacking and skill attacking at the same time with full block damage mitigation. The other problem with this archaic design is that it prohibits reactive combat (timed blocks/dodges when you see an attack incoming). This only works on cast time skills and heavy attacks in ESO. If you "see" a light attack incoming the damage has already been dealt to you regardless of your action.I still don't understand the reasoning behind people calling for it to be removed. It's available to every player, every class, every level ,every role, every race, every everything.
Are people simply saying "I can't figure out how to do it so I want it removed for everyone else?"
So when people say they want animation cancelling fixed, they don't mean removing the ability to cancel one attack into another, or into a block or dodge. They mean if you do cancel like that then the cancelled attack just shouldn't deal damage. Essentially they're asking for a functional combat system that would then open up reactive playstyles and baiting in PVP (see For Honor for a good combat system with animation cancelling).
ZOS' acceptance of the current state of the combat system is an ironically beautiful single player Bethesda game thing to do and say: "It's not a bug, it's a feature!"