AgaTheGreat wrote: »I love it. It makes the fights fluid and dynamic. You're not stuck in animations when you have to react to the situation. It's beneficial in both pve and pvp. Since it's already a feature, it's here to stay i chuj.
You don't understand what is all about.
When we say "remove AC" it means remove the current instant registration of the ability that ignores the ability's animation.
Nobody ever asked to remove the ability to move away, dodge roll or block in the middle of an ability animation.
With no AC, if it's done the way we want it to, you're still able to cancel your attack when you want to dodge roll or block or bar swap. And you're not have to stand still while you perform any magic ability, keep firing your attacks while running around, because nobody said you shouldn't.
No AC is NOT equal to WOW-like interrupted casts once you move.
No AC is NOT equal to no dodge roll while performing an attack animation.
That is the current system! Everything that is meant to have a cast time has, crystal blast, dizzy swing, jabs, beam, to name but a few and if you cancel these off mid animation they don't fire, everything else is MEANT to be able to be fired off instantly and followed up with a LA then another skill.
Otherwise it would be like watching the same animations over and over and over slowing the combat down to mindnumbing = boring! My mind is faster than processing 1 thing per second or more, I move at nanosecond pace!
You miss one little thing here: you still have to wait for the same 1 second cooldown anyway.
With no AC it's: click-1sec-click-1sec-click.
With AC it's: click-click-1sec-click-click-1sec-click-click-1sec.
Speaking of animations: with AC you still see one animation during the cooldown and it's LA animation. Sure, there's also a cutted short part of a cancelled ability animation, but the most time during the GCD you see an LA animation.
So whats your problem if that's how you see it? (which is wrong but lets go with it).
Because your description gives no advantage so why MAKE me watch a silly animation?
It was you who said "[No AC] would be like watching the same animations over and over and over slowing the combat down to mindnumbing = boring", right?
I answered to this (yours) statement: with AC you still see the same LA animation again and again and again.
My problem with AC has been already described in my previous posts in this thread (not to mention hundreds of other posts from other people all over across these forums). Sorry, but I'm not going to repeat it more than once in a day. You (not you personally but AC defenders in general) don't read them carefully anyway, because if you have read them, you wouldn't ask same questions again and again.
People just have to finally get the idea behind anti-AC.
It doesn't regard dodge rolls, bar swaps and blocks being able to cancel previous animations. That's totally separate thing.
Anti-AC, in almost every case, is against current instant fire registration that leads to the situations where there's no need to successfully swing a sword or to perform any magical action, the situations where the skill activation is always considered successful by the server right after you've released a button and it doesn't matter if you have interrupted it by light attack or block or anything else.
(snip)
The thing I would like to tell is, in the world of properly implemented animation cancelling there's usually the feature called interruption. It means when you're fighting in a game with proper animation cancelling, you can use a lot of tactical maneuvers like forcibly interrupting your opponents (bashing them or using a special abilities), or making them to dodge roll or block to mitigate your attacks and it makes them to cancel their attacks, etc. That's what people call fine tuned fast paced combat system.
I hate weaving because:-
having to mindless click the left mouse button every second during combat just aggravates the RSI in my right shoulder.
the server connections are too inconsistent and screw up the timings which are different for different skills.
I'd much rather they had a shorter internal cooldown for skills to maintain the "pace" of combat and ditched weaving. I'd also like the option to have skills fire on key-press instead of key-release.
eleussinkb16_ESO wrote: »Seeing a whole community pretend that an exploit is in fact a feature. Unacceptable.
MasterSpatula wrote: »While I answered "Dislike," Weaving and Canceling are not the same thing. I'm fine with getting a LA in between abilities. I'm less fine with squeezing LAs in what should be considered during the ability.
I've never been crazy about things that give advantages to people with better reflexes/coordination and better connections in what's ostensibly an RPG.
It remains a futile topic. Why even make a poll?
SidraWillowsky wrote: »WOW, you leaped to character judgments REAL quick...And this is not available in ESO because of one simple reason: in ESO animation cancelling doesn't affect anything except the raw damage numbers. No tactics, no reactionary gameplay, no skill requirements. Nothing but a single mouse click every second that allows you to pull more damage.
So you've got it down perfectly then, I take it?Somehow people call ESO's combat "fast paced", probably because they like it when they smash more buttons (it feels so much more action-ish, yeah) and they consider muscle memory a real skill.
People who have animation canceling perfected are doing ANYTHING but mashing buttons. Theasiangod has a video of his hands while he does a parse and it's slow and controlled.
No one is saying that muscle memory is a skill. Getting something to become muscle memory, while not skill-based per se, takes a lot of work. I've put a ton of work into my LA weaving/ani cancelling. I don't think that that makes me more skilled than anyone. It just means that I practiced, and if you practice at anything, you'll usually get better at it.The problem is, those who say "leave anicancelling alone", they like to pull damage,
No kidding?!?!? DDs usually hate dealing damage.they want their opponents not being able to counter play,
No.they like combo style gameplay where they just need to press button combinations to successfully hit the target, rinse and repeat,
No. And if you're not animation cancelling, are you not just pressing ONE button instead of two?and they don't want to be interrupted, no way.
Again, nobody does.Anicancelling defense comes out of the self oriented point of view where people only see it from their personal experience. They're not interested in the global combat mechanics, the only thing they care of is their personal ability to feel some action (by pressing more buttons) and feel strength (by performing non interuptable combos).
This doesn't even make sense.
This has the downside that all skills would have an cast time or channeling. This would be bad for shields and heals.TelvanniWizard wrote: »AC should also cancel the skill.
I hate weaving because:-
having to mindless click the left mouse button every second during combat just aggravates the RSI in my right shoulder.
the server connections are too inconsistent and screw up the timings which are different for different skills.
I'd much rather they had a shorter internal cooldown for skills to maintain the "pace" of combat and ditched weaving. I'd also like the option to have skills fire on key-press instead of key-release.
It's simpler than you think. There's an option c):People just have to finally get the idea behind anti-AC.
It doesn't regard dodge rolls, bar swaps and blocks being able to cancel previous animations. That's totally separate thing.
Anti-AC, in almost every case, is against current instant fire registration that leads to the situations where there's no need to successfully swing a sword or to perform any magical action, the situations where the skill activation is always considered successful by the server right after you've released a button and it doesn't matter if you have interrupted it by light attack or block or anything else.
(snip)
The thing I would like to tell is, in the world of properly implemented animation cancelling there's usually the feature called interruption. It means when you're fighting in a game with proper animation cancelling, you can use a lot of tactical maneuvers like forcibly interrupting your opponents (bashing them or using a special abilities), or making them to dodge roll or block to mitigate your attacks and it makes them to cancel their attacks, etc. That's what people call fine tuned fast paced combat system.
And the anti-AC people just have to finally get the idea that there are only two ways to implement what they are looking for.
a) Dynamic animation processing and combat system with damage frames tied to animation which is used in action and fighting games. Which no MMO has ever been able to achieve because the amount of processing power required to make this kind of system work with 40-60-80 players on the screen is beyond the capabilities of even the most modern hardware.
b) Do what other MMOs (and ZOS themselves in case of some skills) do and implement a cast time on every single skill. Which is the very thing AC people are so against of. Because cast time on every skill is indeed incompatible with "fast-paced" action combat.
It's simpler than you think. There's an option c):People just have to finally get the idea behind anti-AC.
It doesn't regard dodge rolls, bar swaps and blocks being able to cancel previous animations. That's totally separate thing.
Anti-AC, in almost every case, is against current instant fire registration that leads to the situations where there's no need to successfully swing a sword or to perform any magical action, the situations where the skill activation is always considered successful by the server right after you've released a button and it doesn't matter if you have interrupted it by light attack or block or anything else.
(snip)
The thing I would like to tell is, in the world of properly implemented animation cancelling there's usually the feature called interruption. It means when you're fighting in a game with proper animation cancelling, you can use a lot of tactical maneuvers like forcibly interrupting your opponents (bashing them or using a special abilities), or making them to dodge roll or block to mitigate your attacks and it makes them to cancel their attacks, etc. That's what people call fine tuned fast paced combat system.
And the anti-AC people just have to finally get the idea that there are only two ways to implement what they are looking for.
a) Dynamic animation processing and combat system with damage frames tied to animation which is used in action and fighting games. Which no MMO has ever been able to achieve because the amount of processing power required to make this kind of system work with 40-60-80 players on the screen is beyond the capabilities of even the most modern hardware.
b) Do what other MMOs (and ZOS themselves in case of some skills) do and implement a cast time on every single skill. Which is the very thing AC people are so against of. Because cast time on every skill is indeed incompatible with "fast-paced" action combat.
Make hidden cast times (no visual progress bar) and don't use the old-school "cancel at move" approach. Just a basic "cast while running around" with no visual progress bar (it will be implemented by addons anyway though).
By the way, about option a):
how's that possible in games like Battlefield (up to 64 players) and Planetside (up to 3000 players) to have a lot of projectiles (rockets, bombs, high caliber guns on planes) registering the hit only at the moment of successful hit instead of registering it at the moment of the fire button click?
About b): that's the problem, I agree.
People like it when they can fire off more sparkles, they feel like there's more action when they have 2 hits per second instead of just 1 hit. In practice however, this action is in their own heads only, because... just imagine a shooter where you push a keyboard button in addition to mouse click every time you shoot, and it makes you gun to shot at higher fire rate. Does it change anything at the battlefield? Does it add anything to the positioning, reaction times required, tactics, environment usage, anything at all? No, it's just more sparkles on the screen.
Agree, blocking is useful even overland to avoid the annoying knockdowns from clanfears and other mobs.ani cancels and weaving are two completely different things and you shouldnt lump them in together like this.
reported.
It's simpler than you think. There's an option c):People just have to finally get the idea behind anti-AC.
It doesn't regard dodge rolls, bar swaps and blocks being able to cancel previous animations. That's totally separate thing.
Anti-AC, in almost every case, is against current instant fire registration that leads to the situations where there's no need to successfully swing a sword or to perform any magical action, the situations where the skill activation is always considered successful by the server right after you've released a button and it doesn't matter if you have interrupted it by light attack or block or anything else.
(snip)
The thing I would like to tell is, in the world of properly implemented animation cancelling there's usually the feature called interruption. It means when you're fighting in a game with proper animation cancelling, you can use a lot of tactical maneuvers like forcibly interrupting your opponents (bashing them or using a special abilities), or making them to dodge roll or block to mitigate your attacks and it makes them to cancel their attacks, etc. That's what people call fine tuned fast paced combat system.
And the anti-AC people just have to finally get the idea that there are only two ways to implement what they are looking for.
a) Dynamic animation processing and combat system with damage frames tied to animation which is used in action and fighting games. Which no MMO has ever been able to achieve because the amount of processing power required to make this kind of system work with 40-60-80 players on the screen is beyond the capabilities of even the most modern hardware.
b) Do what other MMOs (and ZOS themselves in case of some skills) do and implement a cast time on every single skill. Which is the very thing AC people are so against of. Because cast time on every skill is indeed incompatible with "fast-paced" action combat.
Make hidden cast times (no visual progress bar) and don't use the old-school "cancel at move" approach. Just a basic "cast while running around" with no visual progress bar (it will be implemented by addons anyway though).
By the way, about option a):
how's that possible in games like Battlefield (up to 64 players) and Planetside (up to 3000 players) to have a lot of projectiles (rockets, bombs, high caliber guns on planes) registering the hit only at the moment of successful hit instead of registering it at the moment of the fire button click?
About b): that's the problem, I agree.
People like it when they can fire off more sparkles, they feel like there's more action when they have 2 hits per second instead of just 1 hit. In practice however, this action is in their own heads only, because... just imagine a shooter where you push a keyboard button in addition to mouse click every time you shoot, and it makes you gun to shot at higher fire rate. Does it change anything at the battlefield? Does it add anything to the positioning, reaction times required, tactics, environment usage, anything at all? No, it's just more sparkles on the screen.
There is no difference between your c) and b). It's the exact same thing. Actually, ZOS has already tried that with a couple of skills. That sure went well.
To your question about a), ESO can also do the same thing as Battlefield. With projectiles. Animations of melee attacks with damage frames are an entirely different thing. You could have gone with better examples like Chivalry and Mordhau which can do something closer to what you want. In an arena game, not an open world MMO. And they are definitely a far way from what I would call "fast-paced" combat.
More than "more sparkles" people like to have their skills work when they use them and actually land. Cast time skills in ESO disappear into the abyss of server lag every third cast on a good day.
OtarTheMad wrote: »I am neutral about it, I understand it's part of the game and think that's perfectly fine but I am not really that great at it, for personal reasons, and so my DPS isn't as high as it probably would be. So that is frustrating when trying to do harder content that requires consistent high DPS, which is hard for me when I don't know mechanics.
It's simpler than you think. There's an option c):People just have to finally get the idea behind anti-AC.
It doesn't regard dodge rolls, bar swaps and blocks being able to cancel previous animations. That's totally separate thing.
Anti-AC, in almost every case, is against current instant fire registration that leads to the situations where there's no need to successfully swing a sword or to perform any magical action, the situations where the skill activation is always considered successful by the server right after you've released a button and it doesn't matter if you have interrupted it by light attack or block or anything else.
(snip)
The thing I would like to tell is, in the world of properly implemented animation cancelling there's usually the feature called interruption. It means when you're fighting in a game with proper animation cancelling, you can use a lot of tactical maneuvers like forcibly interrupting your opponents (bashing them or using a special abilities), or making them to dodge roll or block to mitigate your attacks and it makes them to cancel their attacks, etc. That's what people call fine tuned fast paced combat system.
And the anti-AC people just have to finally get the idea that there are only two ways to implement what they are looking for.
a) Dynamic animation processing and combat system with damage frames tied to animation which is used in action and fighting games. Which no MMO has ever been able to achieve because the amount of processing power required to make this kind of system work with 40-60-80 players on the screen is beyond the capabilities of even the most modern hardware.
b) Do what other MMOs (and ZOS themselves in case of some skills) do and implement a cast time on every single skill. Which is the very thing AC people are so against of. Because cast time on every skill is indeed incompatible with "fast-paced" action combat.
Make hidden cast times (no visual progress bar) and don't use the old-school "cancel at move" approach. Just a basic "cast while running around" with no visual progress bar (it will be implemented by addons anyway though).
By the way, about option a):
how's that possible in games like Battlefield (up to 64 players) and Planetside (up to 3000 players) to have a lot of projectiles (rockets, bombs, high caliber guns on planes) registering the hit only at the moment of successful hit instead of registering it at the moment of the fire button click?
About b): that's the problem, I agree.
People like it when they can fire off more sparkles, they feel like there's more action when they have 2 hits per second instead of just 1 hit. In practice however, this action is in their own heads only, because... just imagine a shooter where you push a keyboard button in addition to mouse click every time you shoot, and it makes you gun to shot at higher fire rate. Does it change anything at the battlefield? Does it add anything to the positioning, reaction times required, tactics, environment usage, anything at all? No, it's just more sparkles on the screen.
There is no difference between your c) and b). It's the exact same thing. Actually, ZOS has already tried that with a couple of skills. That sure went well.
To your question about a), ESO can also do the same thing as Battlefield. With projectiles. Animations of melee attacks with damage frames are an entirely different thing. You could have gone with better examples like Chivalry and Mordhau which can do something closer to what you want. In an arena game, not an open world MMO. And they are definitely a far way from what I would call "fast-paced" combat.
More than "more sparkles" people like to have their skills work when they use them and actually land. Cast time skills in ESO disappear into the abyss of server lag every third cast on a good day.
Yeah, I've heard there was a lot of crying about cast times. And yes, I understand people will cry even more if ZOS get rid of AC. And this poll shows that the majority of player base feel fine with as it is now.
I'm not fine, however. But I've never yelled about it. AC players do yell a lot, as it seems. God, you've read that OP you've linked, right? The guy is on fire.
However, I still don't get it, how's that instantly registered hits make a combat fast paced if there's still a GCD anyway?
What is this thing that turns 1 skill per second into a slow turn-based, while 1 cancelled light attack + 1 skill per second is a fast paced combat?
About cast time skills getting lost in the Aetherius, the same happens to instant skills as well. With my WiFi connection I see it a lot. Are you sure the core of the issue is in the cast time?
However, I still don't get it, how's that instantly registered hits make a combat fast paced if there's still a GCD anyway?
What is this thing that turns 1 skill per second into a slow turn-based, while 1 cancelled light attack + 1 skill per second is a fast paced combat?