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Combat is Clunky

  • Sanctum74
    Sanctum74
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    Casterial wrote: »
    Sanctum74 wrote: »
    My small group of 52 haven’t noticed any change at all, light attacks op 🤪

    Which comes down to... Did they do this to empower zergs and weaken small scale? I find this being "server stability" change a lie.... Theres so many other options. While more expensive, would be less expensive in the long run than the constant iterations.

    It seems most of the changes in the past year have been to empower zergs. Sadly I spend most of my in game time in the forums or zone chat because of the performance and so called balance changes. Miss the good ole days when there were small scalers, solos, and zergs all over the map. 3x the population cap and half the lag. What happened?
  • Edziu
    Edziu
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    Casterial wrote: »
    Edziu wrote: »
    Morgha_Kul wrote: »
    Casterial wrote: »
    Am I the only one noticing how clunky combat is feeling? It feels way less fluid and some skills just do not go off now. Everything feels like it has a 0.01second cast time on it for the animation to play and sometimes if you block too quickly it just won't register the other skill at all now.... We went from a high skill cap with fluid combat to skill floor with clunky combat?

    I know its a "learn to play" issue, but some parts of it just feel clunky and not working as intended.

    ~6years of ESO to finally see combat lose a lot of its fluid movement and feel its had since the start.

    You want clunky, try playing The Old Republic Online (especially a melee character), or Lord of the Rings Online... really, any of the older games, with the possible exception of D&D Online.

    ESO is actually way more fluid than most games I've played.

    idk how are/was these games..but I guess they was just created this way which you mean

    while ESO was nnot created such clunky way, this was so energetic, living, fast combat, not becaome so slow and clunky in just 1 day which never was like that

    while also every newer content which was releasing it was with mind of possibilities to do it - so meta gear, high cp and in it skilled gameplay with ani cancel for faster, more effective fights with time
    while now we are going back insted further with progress because of this change to animations...ZOS is adding newer proc sets for PVE dps to recompensate delete of rewards of skilled gameplay to try to stay with overall endgame dps on same level as it was...but only if you have grinded another PROC setc

    yep, nothing better in game than gear doing dps instead of you

    It also comes down to the team should finally let us players / know what they want out of the game. Changing a game so drastically patch after patch is bad for the game in the long run. Iterations like this should have happened early stages 2013-2015 and not 5 years into the game. Its semi-great that they're taking actions, but changing the game so much churns loyal players out quickly.

    yep, I know

    not for no reason 90% of my friends which was playing on early this game they dont play it anymore, they was loyal players becasue we everyone had nonstop ESO+ active

    one of lately big stupid steps was dot buffing and nerfing into almost uselesness completly changing game mechanics from just 1 patch to next
    now we have this...where combat was great for most time since beta...most time, not alays because of started adding more and more cast times to some skills and then now...almost completelly removing animation cancel which is even more painfull with time of animation in many skills...where some skills are really very fast, have shorth animation ending on "insta-cast" skill which anyway have animation longer than cast time abilities....
  • Draxys
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    It’s been clunky for a while, certainly before these “performance” changes.

    This is what we get after people cried about animation canceling for years.
    Edited by Draxys on February 26, 2020 2:36AM
    2013

    rip decibel
  • MishMash
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    Casterial wrote: »
    Am I the only one noticing how clunky combat is feeling? It feels way less fluid and some skills just do not go off now. Everything feels like it has a 0.01second cast time on it for the animation to play and sometimes if you block too quickly it just won't register the other skill at all now.... We went from a high skill cap with fluid combat to skill floor with clunky combat?

    I know its a "learn to play" issue, but some parts of it just feel clunky and not working as intended.

    ~6years of ESO to finally see combat lose a lot of its fluid movement and feel its had since the start.

    YES! I've noticed an issue with block!!! I've been running vMA daily for about a month now (sometimes 4 times a day). Running it that much you have enough experience to know if something wasn't right. Well, the first run after the patch I noticed that block was NOT RIGHT. I am so curious if anyone else noticed this.
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  • karekiz
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    Did VBRP/HM for both the new dungeons today on my tank. Honestly, didn't notice a change on my end.

    DPS didn't say anything, maybe they just didn't say it, but didn't seem to be some huge difference I think.
    Edited by karekiz on February 26, 2020 3:32AM
  • technohic
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    My weaves feel fine. If I use a gap closer, they feel better. block cancel or bar swap cancel feels unreliable though
    Edited by technohic on February 26, 2020 3:43AM
  • Rioh
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    As soon as any latency spikes begin to occur it takes 5+ button mashes for an ability to begin to fire.

    There is nothing like playing solo in Cyrodil and encountering a 1vX situation knowing you would have survived if your keystrokes were recognized by the server and fired your abilities.
  • Morgha_Kul
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    Casterial wrote: »
    Morgha_Kul wrote: »
    Casterial wrote: »
    Am I the only one noticing how clunky combat is feeling? It feels way less fluid and some skills just do not go off now. Everything feels like it has a 0.01second cast time on it for the animation to play and sometimes if you block too quickly it just won't register the other skill at all now.... We went from a high skill cap with fluid combat to skill floor with clunky combat?

    I know its a "learn to play" issue, but some parts of it just feel clunky and not working as intended.

    ~6years of ESO to finally see combat lose a lot of its fluid movement and feel its had since the start.

    You want clunky, try playing The Old Republic Online (especially a melee character), or Lord of the Rings Online... really, any of the older games, with the possible exception of D&D Online.

    ESO is actually way more fluid than most games I've played.

    We're comparing ESO post and pre patch not other games. Please keep to the topic. I'll also like to mention, I've played probably 20-30 MMOs in the last 5years or so. I like ESO, but this patch is not feeling like ESO it feels more like GW2 in a way.

    Ya, I got that. It's what I get for posting before reading everything.
    Exploring Tamriel since 1994.
  • Firebrand10
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    Combat feels incredibly clunky and unrewarding. It seems that ZoS doesn't want a game with a skill cap anymore, let alone a high skill cap. Soon enough most abilities will have cast times and animation canceling will be entirely removed. Most abilities are just reskins at this point aswell.

    And too think all of these horrible changes could have been avoided if ZoS listened to feedback from non-casuals.
  • mocap
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    Since they removed block skip, combat is a bit clunky. One step closer to disable animation skipping entirely. That Russian interview with dev could be no that joke as you think.
  • Tiitus
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    Feels the same to me, only thing I wished the changed is “use on key press” instead of “release”.
  • Loves_guars
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    Welcome to my life you just described how is to play cancel animation from south america. You get used to it and stop caring about being top dps, you start to enjoy other things in the game. Or you quit I guess.
  • Casterial
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    MishMash wrote: »
    Casterial wrote: »
    Am I the only one noticing how clunky combat is feeling? It feels way less fluid and some skills just do not go off now. Everything feels like it has a 0.01second cast time on it for the animation to play and sometimes if you block too quickly it just won't register the other skill at all now.... We went from a high skill cap with fluid combat to skill floor with clunky combat?

    I know its a "learn to play" issue, but some parts of it just feel clunky and not working as intended.

    ~6years of ESO to finally see combat lose a lot of its fluid movement and feel its had since the start.

    YES! I've noticed an issue with block!!! I've been running vMA daily for about a month now (sometimes 4 times a day). Running it that much you have enough experience to know if something wasn't right. Well, the first run after the patch I noticed that block was NOT RIGHT. I am so curious if anyone else noticed this.

    Yeah I had to button mash and it felt like it was casting.
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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    Combat Is Clunky | Cyordiil Fixes

    Member since: August 2013
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    The Last Chillrend Empress
    Animation Cancelling
  • jircris11
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    Casterial wrote: »
    Am I the only one noticing how clunky combat is feeling? It feels way less fluid and some skills just do not go off now. Everything feels like it has a 0.01second cast time on it for the animation to play and sometimes if you block too quickly it just won't register the other skill at all now.... We went from a high skill cap with fluid combat to skill floor with clunky combat?

    I know its a "learn to play" issue, but some parts of it just feel clunky and not working as intended.

    ~6years of ESO to finally see combat lose a lot of its fluid movement and feel its had since the start.

    I was wondering if it was just me, seems to be a small input delay.
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  • Casterial
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    Muskrap wrote: »
    L_Nici wrote: »
    I read about it all the time, but really I have no issues. Combat feels extremely well and fluent with the block change, it doesn't look so clipped anymore if you cancel, overall it looks and feels way nicer than pre patch.

    Okay, so this definitely tells me that you aren't good at PvP. Anyone that says its fluent with the block changes plays like a potato. Last patch everything felt generally in place, i didnt have to wait for animations to go off before i could block or do something else. Now? Block cancelling is the least of the problems compared to you getting stuck in break free animations because the inputs are straight up less reactive.

    Yeah... Something is off and I really wish the combat team would talk about why they changed combat in a major way ... Like in game development we usually don't do this on a live game so frequently...
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  • radiostar
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    Part of the reason why it's clunky is because some of us were getting fps of 90-100 consistently, and after this patch we're lucky to see 70-80, if that. Ya, clunky is a nice way of putting it.
    "Billions upon Billions of Stars"
  • Ermiq
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    In terms of animations it's way more fluid now. In terms of LA weaving it's just the same. In terms of block, it's a bit buggy: the block sometimes doesn't work if I press the right mouse button right after a skill or LA, no matter how long the button is held, there's no block. But at the times when it works, it feels pretty nice.
    Also, the game now feels much more responsive like if there's not that many microlags and microfreezes as it has been before.
    And they have tuned the physics, character now doesn't fly off every little rock and stair, it sticks to the ground better and now when you move around you really feel like you're moving around instead of flying off, stumbling, losing ground and getting stuck in obstacles.
    One of the two of us definitely has gone mad. It only remains to define whether this one is the world or me.

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  • Casterial
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    Ermiq wrote: »
    In terms of animations it's way more fluid now. In terms of LA weaving it's just the same. In terms of block, it's a bit buggy: the block sometimes doesn't work if I press the right mouse button right after a skill or LA, no matter how long the button is held, there's no block. But at the times when it works, it feels pretty nice.
    Also, the game now feels much more responsive like if there's not that many microlags and microfreezes as it has been before.
    And they have tuned the physics, character now doesn't fly off every little rock and stair, it sticks to the ground better and now when you move around you really feel like you're moving around instead of flying off, stumbling, losing ground and getting stuck in obstacles.

    I think my biggest issue is how the animation changes doesn't apply to every skill, for example Claw, rally, execute, they have the old one while Vigor, Igneous, and Breath have the new one... It should apply to all.
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    Animation Cancelling
  • Septimus_Magna
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    The fps issues are annoying but the latency issues are almost game breaking, hopefully its only temporary because my dps was literally cut in half. I dont like the changes to block one bit, it feels like I get hit through block often while tanking, but this could also be latency related ofc.

    Another thing that was really weird, my sustain was terrible while some skills have been reduced in cost.

    I hope all the animation cancelling haters are happy now, we got a taste of what combat feels like when its unresponsive.
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  • Eormenric
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    This Murkmire event has particularly crippled the health of servers and made several instances of "clunkiness", even if you aren't in Murkmire. It didn't help to have Update 25 on top of that.

    The most noticeable issue is inputs not registering because of the above circumstances, throwing off rotations and survivability. Because of that, yes, the fluidity of combat has been temporarily lost and it feels clunky, off, and overall unsatisfying.

    When I experience a reprieve from these issues, I think combat is just as fluid as it's always been and visually looks better--as this combat change was to make everything flow better together.

    I do think they are working to smooth out these problems, but it just feels like they have less determination to do so. I'd love to see an announcement of a full push to wipe out bugs and the like BEFORE new content is added. I'd be okay with no events for a month if it meant the game would continue forward with better stability.
  • Vanos444
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    Eormenric wrote: »
    I do think they are working to smooth out these problems, but it just feels like they have less determination to do so.
    Yes, they are...but not for me or you nor for the community. Only for new players that are whales.
  • Kronuxx
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    Combat does feel clunky. It also feels like there is input lag even when just cancelling skill whether block or bar cancelling. I seriously hope ZOS tries to hash out the combat fluidity with this new patch, but I'm not holding my breath....
    Edited by Kronuxx on February 26, 2020 8:36AM
  • actosh
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    The way block cancel animations get displayed has been changed. There's a vid from Gilliam about it. If this is the issue your talking about. Personally I haven't noticed much of a change.
  • Qbiken
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    Agree, game feels clunky, slow and unresponsive. The rework to some animations and block cancelling makes the game feel slow. I'm aware of what changes was made to it and how it works so no need to link gilliams explanation, but even outside of that, many animations is super slow.
  • Jaxaxo
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    Like ppl said before. Clunky.
    Also, even without animation cancelling Cyro pvp seems extremely unresponsive, buttons need to me smashed for skill to go off, sometimes with long delay.
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  • Nemesis7884
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    Faulgor wrote: »
    Ermiq wrote: »
    Also, the game now feels much more responsive like if there's not that many microlags and microfreezes as it has been before.

    Completely opposite for me, I even get microfreezes while crafting now. Game feels much less responsive in general, even menus don't work sometimes.

    exact same for me....never had this before
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