Tommy_The_Gun wrote: »It was so nice to hear Gilliamtherogue saying his "greetings" line in an ESO video once more... I kinda miss that
Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
Thevampirenight wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
I think these changes are being put into place to reduce the sync because there is so much of it going on it might be a factor in performance. They are doing it for a reason. Also they got console players to consider so I think attempting to do what they can do improve performance is something they are working hard on doing this year. I believe the factors of performance and also console performance is the biggest factor in doing this change. Since it is meant to help out with the performance from what I understand.
Trancestor wrote: »Thevampirenight wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
I think these changes are being put into place to reduce the sync because there is so much of it going on it might be a factor in performance. They are doing it for a reason. Also they got console players to consider so I think attempting to do what they can do improve performance is something they are working hard on doing this year. I believe the factors of performance and also console performance is the biggest factor in doing this change. Since it is meant to help out with the performance from what I understand.
Even if these kind of changes will slightly improve performence, at what cost will that come? After this it will be changes to roll dodge canceling because that also hurts performence, after that it would be to bash canceling and after that it would be to light/heavy attack weaving because all of that also causes server lag and desyncs, of course the server wouldnt be nearly as stressed when the combat becomes much slower and requires less buttons being pressed. Then we are left with a slow clunky combat system that is neither a good tab targeting system nor a good action combat system, and everyone but the questing rp'ers quit the game. Good plan.
MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
MartiniDaniels wrote: »MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
There is counter play - to predict what will happen and use timed block/roll-dodge/healing/cc before it happened. For example, you are off-balanced and warden used shalks and you are at 80% HP. Quite obviously there will be heavy attack stun timed with shalks into ultimate. So you block or roll-dodge it or stun warden before shalks hit. Problem here is that you can learn all this only from practice and there is zero info in-game info about... about everything. Maybe I'm wrong but even such basic thing like status effects doesn't have in-game description...
So basically, Another "nerf" to ani cancel.
Slowly this game will become tab targeting.
Back at the day when servers didnt lagged to ***, animation cancel was twice as fast and caused no desyncs...
Damn this game gone to ***
Littlebluelizard wrote: »So basically, Another "nerf" to ani cancel.
Slowly this game will become tab targeting.
Back at the day when servers didnt lagged to ***, animation cancel was twice as fast and caused no desyncs...
Damn this game gone to ***
Back in the day people didn't even know how to ani cancel properly like today. Stop with the nostalgia BS. This isn't even a nerf, it's an attempt to bug fix health desyncs which are a huge issue right now.
If you actually payed attention to the video. you will see that everyone will be able to animation cancel, it will just be more consistent with the server performance, rather than client performance, so no desyncs anymore because the server has priority instead of the client.
To be more specific, I will give you two scenarios, live and PTS examples:
Live: I block cancel Killer's Blade and immediatly killed my opponent. My opponent didn't even see me casting anything, or block canceling anything. For him, I was standing still and he just died.
PTS: I block cancel Killer's Blade and kill my opponent. My opponent saw the initial cast and my block cancel animation (which is pretty fast, watch the video and try to spot the difference client-wise), but since it is so fast he died regardless. For him, he saw me ani-canceling and he got killed. Makes sense, he is seeing what I'm doing, even if it is too fast for him to react.
Master_Kas wrote: »Littlebluelizard wrote: »So basically, Another "nerf" to ani cancel.
Slowly this game will become tab targeting.
Back at the day when servers didnt lagged to ***, animation cancel was twice as fast and caused no desyncs...
Damn this game gone to ***
Back in the day people didn't even know how to ani cancel properly like today. Stop with the nostalgia BS. This isn't even a nerf, it's an attempt to bug fix health desyncs which are a huge issue right now.
If you actually payed attention to the video. you will see that everyone will be able to animation cancel, it will just be more consistent with the server performance, rather than client performance, so no desyncs anymore because the server has priority instead of the client.
To be more specific, I will give you two scenarios, live and PTS examples:
Live: I block cancel Killer's Blade and immediatly killed my opponent. My opponent didn't even see me casting anything, or block canceling anything. For him, I was standing still and he just died.
PTS: I block cancel Killer's Blade and kill my opponent. My opponent saw the initial cast and my block cancel animation (which is pretty fast, watch the video and try to spot the difference client-wise), but since it is so fast he died regardless. For him, he saw me ani-canceling and he got killed. Makes sense, he is seeing what I'm doing, even if it is too fast for him to react.
What lol? Players used animation canceling back then as well as now.
Maybe not during the first days of lightattack spamming with lvl 10 characters in cyro but shortly after release there was already great players animation canceling in duels.