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Blizzard devs comment on class balance & animation cancelling

  • BlueRaven
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    NupidStoob wrote: »
    Stop beating the dead horse, animation cancelling is here to stay. This game is balanced around animation cancelling at this point. If you can't handle that it exists then leave and find a game that does things the way you imagine it should be done.

    Your probably right. But the fact that animation canceling was allowed to stay in the game is just a symptom at how weak and short sided the combat teams philosophy is in eso. It’s a poor aspect to a substandard combat system.

    And it really shows how strong the other game systems are in eso to still attract people despite a such bad combat system.
  • Paramedicus
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    Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.

    So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
    No offence but i think this statement is bit overly dramatic. Can you be more specific?

    The following content cannot be completed without DPS who are weaving semi-competently:

    Vet Cradle of Spiders
    Vet Ruins of Mazzatun
    Vet Halls of Fabrication
    Vet Bloodroot Forge
    Vet Falkreath Hold
    (..)
    End of long list.
    OK, but why it cannot be completed without DPS who are weaving semi-competently?

    Because you cannot clear the hard wipe DPS checks without weaving.
    So just lower DPS checks as if there wouldn't be that amount of damage in -game. This basically means lowering HP of bosses and some mobs. No need to replace whole DLC content. Everytime when devs consider nerfing anything combat related (CP, sustain etc) they need take that into account anyway.
    PC EU
    /script JumpToHouse("@Paramedicus")
    
    ↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
  • AgaTheGreat
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    BlueRaven wrote: »
    BlueRaven wrote: »

    Imagine wanting Elder Scrolls Online to be like Elder Scrolls! How could someone link the two??!!! /s

    First mistake most people do is asuming this is another Skyrim, when in fact it wouldn't be able to be. It has to follow ceraint MMO rules and that means levels of difficulty both in content and in skillful play.

    Trying to figure out how your comment relates to animation canceling.... 🤔

    Are you claiming that games like WoW, which doesn’t have animation canceling, does not have difficulty or skillful gameplay?

    It's related to the post that I quoted. Other Elder Scrolls single player games don't have animation cancelling but you can have that as it doesn't matter in the long run with both difficulty slider or weapon improvements. In Skyrim you could basically have a gear that one shot everything, in Oblivion gear that made you invisible.

    ESO however has content that is fine with the normies, ie. regular elder scrolls lovers - quests.
    It also gives you challenge that you go though, first by learning noramal content, then progressing to veteran. And yes, as you go, you have to learn to both weave and animation cancel. If you're unable to understand how it works then you don't have enough skill (or time or whatever the reason). This is not however the reason to bring everyone down to their level. It should be them, to aspire to be better.

    However what it looks to me in all these topics is that people come into eso thinking this is another Skyrim and that by spamming abilities at random they'll eventually reach their goal. It doesn't work like that and they should stop comparing this game to other games as I really don't give a flying f... about WoW to be honest.
    PS4 EU Aga_The_Grey - retired | PC EU AgaTheGreat
  • AgaTheGreat
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    BlueRaven wrote: »
    NupidStoob wrote: »
    Stop beating the dead horse, animation cancelling is here to stay. This game is balanced around animation cancelling at this point. If you can't handle that it exists then leave and find a game that does things the way you imagine it should be done.

    Your probably right. But the fact that animation canceling was allowed to stay in the game is just a symptom at how weak and short sided the combat teams philosophy is in eso. It’s a poor aspect to a substandard combat system.

    And it really shows how strong the other game systems are in eso to still attract people despite a such bad combat system.

    Only people who don't want to take the time to work on their deeps complain about it.
    PS4 EU Aga_The_Grey - retired | PC EU AgaTheGreat
  • Coppes
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    BlueRaven wrote: »
    NupidStoob wrote: »
    Stop beating the dead horse, animation cancelling is here to stay. This game is balanced around animation cancelling at this point. If you can't handle that it exists then leave and find a game that does things the way you imagine it should be done.

    Your probably right. But the fact that animation canceling was allowed to stay in the game is just a symptom at how weak and short sided the combat teams philosophy is in eso. It’s a poor aspect to a substandard combat system.

    And it really shows how strong the other game systems are in eso to still attract people despite a such bad combat system.

    To be honest, most people (no source) that play ESO seem to play it for solo play and RP. Maybe some minor/major PvE and very very little PvP.
    Edited by Coppes on January 30, 2020 2:06PM
  • Na0cho
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    They pretty much said it’s staying. They are working on ways to make it look smoother.

    They won’t even fix running on top of your mount.

    They went so far as to say it’s pretty much a feature at this point.

    I do not think they should balance content around it however.

    Let the people who want to push the leaderboards do it and leave the general populace alone.

  • RinaldoGandolphi
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    Animation Canceling has only been embraced as a feature because ZOS knows they would have to refactor their entire netcode from scratch in order to fix it.

    Animation Canceling is the primary cause for server performance issues in the game. This game uses TCP as its Netcode, and that's the problem.

    If you understand how the TCP protocol works such as IETF RFC 793, 1122, 3168,6093, and 6528 its obvious ZOS made a fatal mistake using TCP for ESO especially a real-time combat game.

    UDP exists for a reason, and there is a reason nearly every real-time online combat game since the early 2000's use their UDP netcode with their own custom error handing and other functions wrapped around it.

    To be very basic:

    1.Every TCP packet has to be Acked at the other end.
    2. You can sometimes group ACK's together, but they still gotta be Acked.
    3. TCP "assumes" dropped packets or packets that expire their TTL value were lost because of Network Congestion.
    4. Because of #3 TCP will dial back thoughput/throttle your connection and retransmit.
    5. No changes made on your computer matter because all the routers between you and ZOS follow the IETF and have proper TCP Congestion controls such as TCP Reno, TCP Vegas, Compound TCP, TCP Westwood+, etc
    6. Since TCP relies on data being delivered in order, a dropped or ttyl expire packet requires a retransmission, even if the newest packet is held in a buffer to prevent an out of sync client crash, your still going to lag and be behind while it requests retransmission of data...this is why large keep battles and trials with lots of effects lag and crash.

    Early in the games life, ZOS did a lot of things client side and for that reason they were able to get around some of the performance issues by taking stress off the server. TCP however has too much overhead and they have moved so much server side that its simply not feasible to ever have good performance with TCP under their current setup.

    they either need to:

    Remove Animation Canceling, and bring in a client anti-cheat software and offload stuff back to client side like it was before.

    Or

    Re-write their entire netcode in a UDP protocol, and only use TCP as a control channel to authenicate your account and database stuff.

    None of these things are going to happen though. ZOS made huge mistakes when they created this game either because they refused to listen to qualified network engineers (I do this for a living) or simply refused to hire qualified consultants that knew what they were doing to help design a proper netcode for the game.

    Yes, its much harder to write a UDP protocol, TCP does a lot of that for you, but at a cost of significant overhead. In this case the overhead is too much for them to overcome. At this stage, they are not going to re-write the netcode and no amount of changes to the client (like making it smaller) is going to make any significant impact on performance.

    After all their "performance improvements" are done, if the netcode is still using TCP your going to be stuck with the same performance you have always had in large keep battles and trials. It is what it is.

    I liked AC personally, but i'd rather be able to play the game reliably instead of lag all the time. People being able to spam TCP commands at the server(because of AC) the way ESO currently does just simply isn't ever going to work without performance issues. Just my 2 cents.


    Edited by RinaldoGandolphi on January 30, 2020 2:27PM
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
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    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • hmsdragonfly
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    Why U so dramatic? You know that devs could just make LA/HA worth using again by giving them more resource return bonus?
    So we give LA resource return now? So what's the point of HA when both HA and LA return res? You choose which one to use based on your mood? Or zodiac calendar?
    Oh, beside drama you have some talent in comedy too ;)

    HA would give disproportionately more resource return than LA, because finishing HA in fast paced combat is more risky.

    That's not how you design games. If both HA and LA return resources, it will be just a question of which one is mathematically more efficient at it, then no point to do the other.

    Aldmeri Dominion Loyalist. For the Queen!
  • DMuehlhausen
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    Do people actually want A/C to not exist? For the love of god why?? The combat would be slow and atrocious. Why would anyone want that?

    People have been begging and asking for it to be cancelled since launch.
  • BlueRaven
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    BlueRaven wrote: »
    BlueRaven wrote: »

    Imagine wanting Elder Scrolls Online to be like Elder Scrolls! How could someone link the two??!!! /s

    First mistake most people do is asuming this is another Skyrim, when in fact it wouldn't be able to be. It has to follow ceraint MMO rules and that means levels of difficulty both in content and in skillful play.

    Trying to figure out how your comment relates to animation canceling.... 🤔

    Are you claiming that games like WoW, which doesn’t have animation canceling, does not have difficulty or skillful gameplay?

    It's related to the post that I quoted. Other Elder Scrolls single player games don't have animation cancelling but you can have that as it doesn't matter in the long run with both difficulty slider or weapon improvements. In Skyrim you could basically have a gear that one shot everything, in Oblivion gear that made you invisible.

    ESO however has content that is fine with the normies, ie. regular elder scrolls lovers - quests.
    It also gives you challenge that you go though, first by learning noramal content, then progressing to veteran. And yes, as you go, you have to learn to both weave and animation cancel. If you're unable to understand how it works then you don't have enough skill (or time or whatever the reason). This is not however the reason to bring everyone down to their level. It should be them, to aspire to be better.

    However what it looks to me in all these topics is that people come into eso thinking this is another Skyrim and that by spamming abilities at random they'll eventually reach their goal. It doesn't work like that and they should stop comparing this game to other games as I really don't give a flying f... about WoW to be honest.

    The problem is your argument appears to amount to;

    It’s an mmo not a single player game, so it has to have animation cancelling. And then something about how if it doesn’t exist suddenly the game would be super easy.

    None of which is true.

    This game could have paid much more respect to its source material and been stronger for it.

    Animation canceling is something I have to do, it does not mean I like it. Nor am I going to sing the praises nor feel superior to other players who don’t. It’s a bad aspect to a combat system that I am not impressed with to begin with.

    No other mmo that I know of would allow such an obviously problematic gameplay mechanic to persist for so long.
  • Juhasow
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    Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.

    So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
    No offence but i think this statement is bit overly dramatic. Can you be more specific?

    The following content cannot be completed without DPS who are weaving semi-competently:

    Vet Cradle of Spiders
    Vet Ruins of Mazzatun
    Vet Halls of Fabrication
    Vet Bloodroot Forge
    Vet Falkreath Hold
    (..)
    End of long list.
    OK, but why it cannot be completed without DPS who are weaving semi-competently?

    Because you cannot clear the hard wipe DPS checks without weaving.

    Actually You can do ~30k+ DPS in group just by holding left mouse button so most if not all the things You've mentioned can be completed on vet without competent weaving. It will just take longer then with decent weaving.
    Edited by Juhasow on January 30, 2020 3:16PM
  • rfennell_ESO
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    Stebarnz wrote: »
    Skwor wrote: »
    Stebarnz wrote: »
    No, the ZOS devs do not think like this as they know removing A/C would turn this game into a dead landscape of rp'ers and low dps potatoes.
    If every class and everyone can A/C then balancing is the same as if no one can.

    Not accurate at all, the benefit to different classes is much greater to some than others, animation cancelling is not even across the board for classes and their skills.

    It is a problem that should have been fixed along time ago. When this game first published it was acknowledged as a problem but the Devs were unable to solve it so instead it has been tolerated and now it has become a de-facto style of game-play.

    Just stating random things with no back up or reasoning means nothing, 44% of all people know this!

    Give me an example of which class benefits A/C and which doesn't and ill explain to you why you are wrong.

    That's mostly a strawman fallacy. Being that the classes can use the same abilities in many cases.

    The real question to ask would be what abilities benefit more from animation cancelling; what combinations of abilities benefit from animation cancelling. Obviously people have built their "burst" phases around abusing animation cancelling (or automated them with it included).

    I'm just perusing the forums after not playing for a while, I don't know the current state with ultimates not being instant and totally invisible with animation cancelling. But... things like wrecking blow and other channeled cast type abilities generally could be abused heavily with animation cancelling.

    There is a good reason why pvp is a niche fest of classes all being built similarly and using the same sequences of attacks and class abilities being mostly flavor or buffs. Similarly that's the reason pvp is and has been garbage for a while now.

    They could easily maintain animation cancelling for defensive abilities and force animations to play out with offensive abilities for all the argument via absurdity types in the thread.

    The other issue with animation cancelling in pve is raiding and doing it is a case study in how to promote carpal tunnel. It's so bad that it makes it not worth pveing.

    If they wanted the light attacks to constantly be "ticking" in all combat they could just do what wow did and make them auto attacks you only had to be in range for. It's their usage to hide animations that has always been the issue on top of the constant repetitive clicking issue.
  • Paramedicus
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    That's not how you design games. If both HA and LA return resources, it will be just a question of which one is mathematically more efficient at it, then no point to do the other.
    So if devs make some abilites to have 10s cast time, then everyone gonna use only them if saids skills gonna be (mathematically) more effective?

    You sure about that?

    PC EU
    /script JumpToHouse("@Paramedicus")
    
    ↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
  • luizpaulom17
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    Akisohida wrote: »
    Apparently Blizzard changed the EULA For Warcraft 3 so that if you make anything with the map maker, they own it and the idea derived from it and can sue you.


    Please, folks; stop giving Blizzard money. Stop listening to anything Blizzard says.

    Sure, cuz Zenimax Other company called Bethesda didn't do the same thing with Fallout 14, selling the mods made by the comunity right?

    But go on, no but Zenimax new Skyrim online so they can charge U for the same game they have being selling since 2011, with the same bugs lol.

    Edited by luizpaulom17 on January 30, 2020 4:18PM
  • luizpaulom17
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    Akisohida wrote: »
    Apparently Blizzard changed the EULA For Warcraft 3 so that if you make anything with the map maker, they own it and the idea derived from it and can sue you.


    Please, folks; stop giving Blizzard money. Stop listening to anything Blizzard says.

    Sure, cuz Zenimax Other company called Bethesda didn't do the same thing with Fallout 14, selling the mods made by the comunity right?

    But go on, no but Zenimax new Skyrim online so they can charge U for the same game they have being selling since 2011, with the same bugs lol.

    Edited by luizpaulom17 on January 30, 2020 4:18PM
  • Inaya
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    BlueRaven wrote: »
    svartorn wrote: »
    All ESO problems aside, who really cares what anyone at Blizzard thinks about.... anything.

    Well like it or not WoW is still the big dog when it comes to mmo’s. And the thing is Blizzard is a lot more talkative about balance issues then ZOS. So those are some of the reasons why it’s relevant.

    What I am interested in is does anyone have a developer outside of the ones associated with eso that has said “animation cancelling, we love it”? I cannot think of any.

    They may be more talkative but their game is wayyyyy more screwed up than ESO is and a lot of their "talk" is defending a lot of really unpopular decisions. Go check out their forums if yoiu want to see discontent with the state of the "big dog".
  • luizpaulom17
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    Inaya wrote: »
    BlueRaven wrote: »
    svartorn wrote: »
    All ESO problems aside, who really cares what anyone at Blizzard thinks about.... anything.

    Well like it or not WoW is still the big dog when it comes to mmo’s. And the thing is Blizzard is a lot more talkative about balance issues then ZOS. So those are some of the reasons why it’s relevant.

    What I am interested in is does anyone have a developer outside of the ones associated with eso that has said “animation cancelling, we love it”? I cannot think of any.

    They may be more talkative but their game is wayyyyy more screwed up than ESO is and a lot of their "talk" is defending a lot of really unpopular decisions. Go check out their forums if yoiu want to see discontent with the state of the "big dog".

    Wow is more screwed than ESO??? Lol
    Right now there are 150k + people watching Wow on twitch for the world first race, while ESO EU Server is broken and people cant play hahahahaha
    ZOS couldnt put more than 70k people on twitch for their biggest exp annoucment even after paying for Sypher to come back lol
    PS4 player cant play without having Blue screens.
    Wow retrived a loy of players like me and even new ones with classic, while zos is strugling to retrive the players they lost last year

    Wow in its worst phase still is ages beyond ESO m8
    Edited by luizpaulom17 on January 30, 2020 4:41PM
  • jircris11
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    Here's the thing, everyone complains about ani cancel yet it's not a class specific thing. any one can do it, there is no disadvantage, just learn how to do it proper and you will be fine. Hell it makes combat a bit more fast paced.
    IGN: Ki'rah
    Khajiit/Vampire
    DC/AD faction/NA server.
    RPer
  • Cryptical
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    I laugh at the people who whine that they need AC for faster combat.

    In pvp the need is to get that block up.

    What, they’re gonna die if they can’t hit 60k dps and can only reach 52k? That’s their ‘need’?
    Ani canceling is supposed to be for defensive reactions, not for DPS.

    Not in ESO. Here weaving light attacks and active abilities is expected behavior.

    Weaving is not the same as A C.

    Weaving is the order of your commands.

    AC is the result of your commands.

    You can weave your skill / LA / skill / LA without doing any AC
    Xbox NA
  • hmsdragonfly
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    That's not how you design games. If both HA and LA return resources, it will be just a question of which one is mathematically more efficient at it, then no point to do the other.
    So if devs make some abilites to have 10s cast time, then everyone gonna use only them if saids skills gonna be (mathematically) more effective?

    You sure about that?

    No actual game developer will even think about making a 10s cast time ability in a game where you can spam skills and have a global cool down of 1s.
    That i am sure about.

    The second thing i am sure about is that if you give resource return to both LA and HA, players will just use the more mathematically efficient one.
    Edited by hmsdragonfly on January 30, 2020 4:55PM
    Aldmeri Dominion Loyalist. For the Queen!
  • hmsdragonfly
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    Cryptical wrote: »
    You can weave your skill / LA / skill / LA without doing any AC

    But no point in LA weaving if it weren't for AC, why you weave LA when you can just spam the spammable instead?
    In games like LoL people do light attacks/auto attacks in between skills because there's a long cool down for skills. But here global cool down is 1s there's no point in doing light attacks then.

    Aldmeri Dominion Loyalist. For the Queen!
  • Akisohida
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    Once again, as I said earlier: Glitches CAN become part of the game!

    Combos in fighting games.
    (I guess you guys no longer want Tekken, or Soul Caliber, or Mortal Kombat..)

    Final Fantasy's Peninsula of Power

    Skiing in the Tribes Series

    Team Fortress's Spy

    Jugging in Devil May Cry (Started as a physics glitch when making Onimusha: Warlords)
    ( Don't want DMC anymore?)

    Rocket Jumping


    Just because it was a mistake, does not mean it should be removed.
    The devs decided to use it instead of remove it. So just accept it's here to stay, since most of the game would have to be overhauled if animation canceling was removed.


    And I'll ALSO say once again that Blizzard is NOT a company to be copying for anything at the moment. WoW has been dying for years and was pretty terrible when it came out. It coasted on the Warcraft IP, not the mechanics it had.
  • Sanguinor2
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    But no point in LA weaving if it weren't for AC, why you weave LA when you can just spam the spammable instead?
    In games like LoL people do light attacks/auto attacks in between skills because there's a long cool down for skills. But here global cool down is 1s there's no point in doing light attacks then.

    And even in League you can Animation cancel on some characters.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • Akisohida
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    Cryptical wrote: »
    I laugh at the people who whine that they need AC for faster combat.

    In pvp the need is to get that block up.

    What, they’re gonna die if they can’t hit 60k dps and can only reach 52k? That’s their ‘need’?
    Ani canceling is supposed to be for defensive reactions, not for DPS.

    Not in ESO. Here weaving light attacks and active abilities is expected behavior.

    Weaving is not the same as A C.

    Weaving is the order of your commands.

    AC is the result of your commands.

    You can weave your skill / LA / skill / LA without doing any AC

    And I'm laughing at the people whining that the entire game should be overhauled based on their flawed opinions because they want the Devs to cater to them. :D
  • AgaTheGreat
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    Weaving is a form of animation cancelling. You cancel the animation of the light attack with the animation of the skill.

    Casual scrolls online, SMH
    PS4 EU Aga_The_Grey - retired | PC EU AgaTheGreat
  • p00tx
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    phermitgb wrote: »
    I've always been of the opinion that the very concept of animation cancelling is inherently breaking code. My logic goes something like this...
    programmers created the animations for a REASON
    under normal play, I hit a button or command, the results of that command goes hand in hand with the animation I watch on screen
    the ability to bypass the visual animation part of the is bypassing one of the two fundamental features of code associated with using that action

    now, some games, the animations for certain skills or abilities are excessively long, or lock you into an action while still exposing you to the environment. Alien vs Predator by Sega (2010) was a really egregious example of this, allowing players to do these wildly gruesome execution animations, in a fast first person shooter. The animation were pretty cool, but you could very easily be shot to death while locked into the kill animation, unable to cancel out if you started to take fire.

    Middle Earth : Shadow of War is a moderately good example of the other side - there were quite a few exotic animations for certain attacks, but most would be cancelled out by certain actions (like dodge) so that your defensive skills could override your offensive skills to allow you to get out of an offensive animation that might get you killed. And it is, in fact, under very narrow circumstances, possible to still get off your offensive skill and then effectively cancel the animation (the context-sensitive BLOCK skill does this pretty frequently)

    This is, as far as I can tell, the reason that animation cancelling might have a valid reason to exist - some animations are excessively complicated, locking you into an animation that might get you killed. Especially in an MMO with at least some boss mechanics that are instant kills, maybe animation cancelling is a necessity. BUT...using it as a technique to enhance your outgoing DPS is inherently bypassing what was "supposed" to be a limitation.

    And while the advocates of animation cancelling continue to point out that they should be allowed to exploit every advantage they can find and train themselves to use, the blizzard point above is perfectly reasonable. Game balance is, at least at some level, designed around animations as part of the limits of how far and fast players can damage targets, for the general population. Not every member of the general population can use, or wants to use, or even knows to use, animation cancelling, a bypassing of the intended purpose of the code, as a way to compete with the content. So, now devs are forced to either adjust coding for the potentials of animation cancelling for only a portion of the population, or listen to the overly tuned segment of the population *** about wanting harder content to cope with their animation cancelling adjustments to outgoing damage.

    in short (too late!) - animation cancelling as a feature of any code essentially acts as an "out" for players, allowing them to get out of a animation that might get them killed. However, when it's exploited as a way of increasing outgoing damage in games that are mostly centered around killing, it becomes a technique that warps game balance in general, actually ultimately harming both those that don't use it AND those that use it, driving a wider gap between 2 mindsets of players and forcing devs to either create a multitude of solutions for different segments of the population, or creating a frankenstein's monster of code trying to appease all.

    Cool, except those who typically care more about how their characters look than the outcome of their rotation are probably the same players who like to listen to/read every single thing quest NPCs say (Presumptuous, yes. I'll admit that. Likely a fair assessment though). If that's the case, cool. You're getting a lot out of this rich game and I'm glad this portion of the population has that option. For those of us who enjoy competitive game play and prefer to push for the most maximized playstyle available (and likely don't care about quests, preferring to instead rapidly speed through just to get to the "here's your skill point" part), this game also offers us the option to forgo all of the fluttery, flowing, time consuming animations that don't lend themselves to our gameplay in any way. So far, the devs have not done anything that might indicate a desire to conform coding to ani-cancelling. Quite the opposite actually, if you look at the overly long and clunky animations of the Mag Necro, which is notoriously difficult to learn to weave properly with.

    The current endgame playstyle meta doesn't take anything away from your game play, nor does it force you to use ani-cancelling. You have the choice to forgo light attacks between skills and see them to their conclusion. You have the choice to avoid the more extreme (difficult) content. We currently have the choice to do the opposite. Neither way is wrong, both playstyles are equally valid and valuable, and it's not cool to try to force another group of players to conform to the playstyle of another.
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  • BlueRaven
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    Inaya wrote: »
    BlueRaven wrote: »
    svartorn wrote: »
    All ESO problems aside, who really cares what anyone at Blizzard thinks about.... anything.

    Well like it or not WoW is still the big dog when it comes to mmo’s. And the thing is Blizzard is a lot more talkative about balance issues then ZOS. So those are some of the reasons why it’s relevant.

    What I am interested in is does anyone have a developer outside of the ones associated with eso that has said “animation cancelling, we love it”? I cannot think of any.

    They may be more talkative but their game is wayyyyy more screwed up than ESO is and a lot of their "talk" is defending a lot of really unpopular decisions. Go check out their forums if yoiu want to see discontent with the state of the "big dog".

    Yeah the forums there are super toxic. But while I am not going to check it myself, I am going to guess that implementing "animation canceling" is not really a major source of concern for the forum posters.

  • ZeroXFF
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    Again? A/C is integral to the reactive DEFENSE in ESO just as much as offense. You can't take one away without also taking the other.

    If you want that sort of combat, there are emulators for the og regular Nintendo version of Final Fantasy. You can find turn based combat there.

    Put LAs on the same cooldown as skills. There you go, AC is now defensive. I've done what according to you is impossible.
  • Siohwenoeht
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    ZeroXFF wrote: »
    Again? A/C is integral to the reactive DEFENSE in ESO just as much as offense. You can't take one away without also taking the other.

    If you want that sort of combat, there are emulators for the og regular Nintendo version of Final Fantasy. You can find turn based combat there.

    Put LAs on the same cooldown as skills. There you go, AC is now defensive. I've done what according to you is impossible.

    We've been over this before as well. You'd have to redesign the entire priority system to do that. It's not a matter of "fixing" something, it would have to be an entirely new combat system to accomplish what you want.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • ZeroXFF
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    ZeroXFF wrote: »
    Again? A/C is integral to the reactive DEFENSE in ESO just as much as offense. You can't take one away without also taking the other.

    If you want that sort of combat, there are emulators for the og regular Nintendo version of Final Fantasy. You can find turn based combat there.

    Put LAs on the same cooldown as skills. There you go, AC is now defensive. I've done what according to you is impossible.

    We've been over this before as well. You'd have to redesign the entire priority system to do that. It's not a matter of "fixing" something, it would have to be an entirely new combat system to accomplish what you want.

    We may have been over it before, but you never made any good point about it, otherwise I would remember.
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