Shaggygaming wrote: »WOW has the best end game raiding still to this day and there’s no animation cancelling. ZOS needs to redesign their whole combat system so they can better design end game trials. The majority of people complaining are those who strive for end game PvP and PvE and both end games are trash.
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The very fact this topic has "vast majority of players" in is title is already a massive huge red flag for devs to not even take this topic seriously, because they know the OP has no actual valid data to back up his claim, lmao!
And linking a few threads related to the same topic hardly counts as anything meaningful (one of the topics had a whooping 75 agrees! OH WOW! THAT'S THE ENTIRE ESO PLAYERBASE, RIGHT GUYS??), because we all know that main reason people post in this board, is to complain about anything, so they'll just flock into whatever topic with negativity they see and make it look like there's a "vast majority of players" that wants something removed/added to the game.
Except it isnt a pvp game. 95% of the content is PVE based and nearly as much of the explorable area is pve based. Even the PVP zones are full of PVE. PVP in ESO is nothing more than an after thought so ZOS can say " we have that too!" just like housing, fishing, group finder, etc.Shaggygaming wrote: »WOW has the best end game raiding still to this day and there’s no animation cancelling. ZOS needs to redesign their whole combat system so they can better design end game trials. The majority of people complaining are those who strive for end game PvP and PvE and both end games are trash.
But this is not wow [snip], elderscrolls is all about play as you want. Eso actually was made and brought up for mainly pvp so.
Don't [snip] because you can't animation cancel and still can't do stuff, learn to play the game instead of asking for these kind of absurd things.
Minor edit for bait.
MehrunesFlagon wrote: »
Alienoutlaw wrote: »by vast you mean those who shout the loudest, i see the same names calling for nerfs all the time on these forums, cast times are fine learn to adapt your rotation, improve you situational awareness, delay your tower hugging groups ult dump for an extra 700ms
Nerftheforums wrote: »You say you started listening yo your player base after 5 years. Why won't you listen on basic stuff like NOT (NOT, i repeat, NOT) make combat clunkier? If so many people are asking to remove them, why the hell are you adding them to even more skills? Gosh we can't even ani cancel properly on pts! What the hell are doing guys?
Idk if you lost it in the process, but the goal here is to have people have more fun and improve the game so you get more money. Radically changing a 5yo product that people got so used to, will obtain the exact opposite.
See you in update 26, hopefully...
holden_caulfield wrote: »Nerftheforums wrote: »You say you started listening yo your player base after 5 years. Why won't you listen on basic stuff like NOT (NOT, i repeat, NOT) make combat clunkier? If so many people are asking to remove them, why the hell are you adding them to even more skills? Gosh we can't even ani cancel properly on pts! What the hell are doing guys?
Idk if you lost it in the process, but the goal here is to have people have more fun and improve the game so you get more money. Radically changing a 5yo product that people got so used to, will obtain the exact opposite.
See you in update 26, hopefully...
I dont know why wo casting times the game woyuld be better. In my understanding everything is subjects to 1s GCD. If so the rhythm of your rotation is deterrmined by this Gcd nothing else. But I may be waaay wrong here.
Anyway can I see your data that proves your 'vast majority' statement?
holden_caulfield wrote: »Ok maybe now i understand. The problem with skills with casting time is that they cant be cancelled by either block or bash ( and i suppose also Dodge roll and weapon switch) leaving de facto the player open to every attack against him.
Is this the problem at hand?
Nerftheforums wrote: »holden_caulfield wrote: »Ok maybe now i understand. The problem with skills with casting time is that they cant be cancelled by either block or bash ( and i suppose also Dodge roll and weapon switch) leaving de facto the player open to every attack against him.
Is this the problem at hand?
Basically. The problem tho isn't the fact that the player is left open to attacks, but that the combat is slow down considerably for anyone who plays at an average level or higher (canceling is pretty much fundamental to not perform badly tbh).
holden_caulfield wrote: »Nerftheforums wrote: »holden_caulfield wrote: »Ok maybe now i understand. The problem with skills with casting time is that they cant be cancelled by either block or bash ( and i suppose also Dodge roll and weapon switch) leaving de facto the player open to every attack against him.
Is this the problem at hand?
Basically. The problem tho isn't the fact that the player is left open to attacks, but that the combat is slow down considerably for anyone who plays at an average level or higher (canceling is pretty much fundamental to not perform badly tbh).
That I dont understand.
Whatever u do u Can only squeeze 1la 1skill 1bash or block in every given second.
If the casting time of the skill is lower of 1s the same apply.
Im an healer so maybe I dont know every aspect.
Can someone explain to me why wo casting time the combat would be faster?
Nerftheforums wrote: »holden_caulfield wrote: »Nerftheforums wrote: »holden_caulfield wrote: »Ok maybe now i understand. The problem with skills with casting time is that they cant be cancelled by either block or bash ( and i suppose also Dodge roll and weapon switch) leaving de facto the player open to every attack against him.
Is this the problem at hand?
Basically. The problem tho isn't the fact that the player is left open to attacks, but that the combat is slow down considerably for anyone who plays at an average level or higher (canceling is pretty much fundamental to not perform badly tbh).
That I dont understand.
Whatever u do u Can only squeeze 1la 1skill 1bash or block in every given second.
If the casting time of the skill is lower of 1s the same apply.
Im an healer so maybe I dont know every aspect.
Can someone explain to me why wo casting time the combat would be faster?
Try do light attack, ult, bash/block. You'll see that bash/block will prevent the ultimate to fire off.
WARNING - UNPOPULAR COMMENT FOLLOWS
If nobody had told me certain ultimates got a cast time, I wouldn't even know it had happened. Even knowing it has happened, the characters I have who have some cast time ultimates are... working exactly the same as they did before. I'm not noticing any difference. Which means the impact this has on my gameplay is somewhere around zero.
Granted, some of this is likely because there is often a half second lag between when I do anything in this game and stuff happens on the screen anyway. There's nothing to notice because it's business as usual. But even if this game was super smooth, I doubt I could find myself caring about not even a half second delay. I'm just not that twitchy.
WARNING - UNPOPULAR COMMENT FOLLOWS
If nobody had told me certain ultimates got a cast time, I wouldn't even know it had happened. Even knowing it has happened, the characters I have who have some cast time ultimates are... working exactly the same as they did before. I'm not noticing any difference. Which means the impact this has on my gameplay is somewhere around zero.
Granted, some of this is likely because there is often a half second lag between when I do anything in this game and stuff happens on the screen anyway. There's nothing to notice because it's business as usual. But even if this game was super smooth, I doubt I could find myself caring about not even a half second delay. I'm just not that twitchy.
Nerftheforums wrote: »holden_caulfield wrote: »Nerftheforums wrote: »You say you started listening yo your player base after 5 years. Why won't you listen on basic stuff like NOT (NOT, i repeat, NOT) make combat clunkier? If so many people are asking to remove them, why the hell are you adding them to even more skills? Gosh we can't even ani cancel properly on pts! What the hell are doing guys?
Idk if you lost it in the process, but the goal here is to have people have more fun and improve the game so you get more money. Radically changing a 5yo product that people got so used to, will obtain the exact opposite.
See you in update 26, hopefully...
I dont know why wo casting times the game woyuld be better. In my understanding everything is subjects to 1s GCD. If so the rhythm of your rotation is deterrmined by this Gcd nothing else. But I may be waaay wrong here.
Anyway can I see your data that proves your 'vast majority' statement?
Your understanding is not correct, I am kinda surprised. Are you new?
Anyhow, yes, skills can be casted every GCD, but the block and bash canceling that follows it does not respect this rule. The rhythm of your rotation is determined by both gcds and canceling. In pvp, it's mostly determined by canceling, especially on squishy classes who need to get in, deal damage fast, and get out. Cast times remove the possibility to cancel ult almost completely and makes combat uber clunky.
I will post the info tonight, hoping I remeber.
exeeter702 wrote: »It's for this reason that the ult cast times suck - you are more vulnerable than before in situations where you are outnumbered and would otherwise be able to outplay the odds, of which ultimates always were the key to helping you achieve that.
Spaceroamer wrote: »exeeter702 wrote: »It's for this reason that the ult cast times suck - you are more vulnerable than before in situations where you are outnumbered and would otherwise be able to outplay the odds, of which ultimates always were the key to helping you achieve that.
That’s the risk/reward. You expose yourself for a few moments to deal massive damage, in turn, the enemy can commit a sort of riposte against you.
There’s no feeling of that when you can just roll dodge or shield halfway through the animation.
Spaceroamer wrote: »exeeter702 wrote: »It's for this reason that the ult cast times suck - you are more vulnerable than before in situations where you are outnumbered and would otherwise be able to outplay the odds, of which ultimates always were the key to helping you achieve that.
That’s the risk/reward. You expose yourself for a few moments to deal massive damage, in turn, the enemy can commit a sort of riposte against you.
There’s no feeling of that when you can just roll dodge or shield halfway through the animation.
or you could argue that the risk/reward for stacking your ass inside a massive zerg is maybe someone will pick you off because you never l2ped. i like that interpretation better. seriously, the main PvP aspect of ESO in Cyrodiil not 1v1 fights it's a terrible mistake to balance it like that.
Joy_Division wrote: »React from prediction isn't reacting it's predicting and "knowing the game" is now required to anticipate every specs combos?
So barrier of entry to PvP is you must memorize the combos of every possible burst, how they line up that burst and recognize that before they begin since as you all have stated a potato isnt getting out of the burst window if its lines up already.
Good luck selling that to a developer who wants to lower the ceiling and raise the floor.
Just because you put in 4+ years of practice in something doesnt make that the best way to do it.
I personally dont care either way although I've been poked in this thread like im advocating something.
If they change things i will adapt or i will stop playing. It's not that big of a deal in the end.
Every spec combo? Nothing so dramatic.
The reality of this game since 2015 is that if your character is under 50% health, you're in danger of dying in a single global cooldown to an opponent that knows what they are doing. It's less about predicting exactly what is coming and more about taking a defensive posture and trying to limit the numerous ways you can die in that single global cooldown. I will dodge-roll, vamp mist, block cast a heal/shield, stun, do something such that my opponent is incapable of killing me in that one global cooldown. This does not require physic abilities or 4 years of PvP experience. Most people who are moderately self-reflexive figure this out pretty quickly when they PvP in just about any format aside from Stack on Crown.
Most games I have played do not require my opponent to play with their cards face down on the table so I know exactly what their next move will be. I'm not sure why all of a sudden this is some prerequisite for strategy or fantasy games to be "fair." The original Dawnbreaker had a cast-time and ZOS got rid of it because it was terrible. Now all of a sudden it needs one? This isn't vision, it isn't direction, it's just indecision and trying to appease complaints, many of them based on ignorance by people who think macros and animation canceling allow players to override the global cooldown in the game.
What the "lower the ceiling, raise the floor" crowd does not understand is that changes do not effect players equally. Whenever ZOS does something to make it more difficult to kill and easier to survive, the more experienced and skilled players are going to be able to take advantage of them more than the potatoes. A potato would be better served with an instant cast dawnbreaker because the only way their going to beat a better player is by a lucky combo and that's much more likely to happen by restricting the time and ability the better player has to avoid that Dawnbreaker. The end result of all this lower the floor "logic" is to make it such that we're right back to where we were pre-Morrowind, when ZOS was flooded with complaints about players who are unkillable who can shrug off a dozen potatoes hacking away at them. How is this direction? Now the dozen potatoes are spamming overnerfed offensive abilities and ultimates that are easier to avoid, and walk away feeling the player must have Cheat Engine installed.
Spaceroamer wrote: »exeeter702 wrote: »It's for this reason that the ult cast times suck - you are more vulnerable than before in situations where you are outnumbered and would otherwise be able to outplay the odds, of which ultimates always were the key to helping you achieve that.
That’s the risk/reward. You expose yourself for a few moments to deal massive damage, in turn, the enemy can commit a sort of riposte against you.
There’s no feeling of that when you can just roll dodge or shield halfway through the animation.