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Animation Cancelling

  • Cirantille
    Cirantille
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    You animation cancel in PvP too

    Better burst combo
  • D0PAMINE
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    D0PAMINE wrote: »
    D0PAMINE wrote: »
    Just another thread from people who just can't be bothered to get better.

    @DeathStalker , I suppose nobody told you before, so I take pride in being first: LA is a relatively small fraction of your damage, and game has normal content for a reason, you can beat any normal place and most vets with your run off the mill HA petsorc. Your post is a prime example of that flawed kind of thinking - yes, but there is a way for people with quick fingers to get better than I am (even though virtually the only place is bars me from is leaderboards), so please remove that way so I could get on their level. So? People with good legs are bound to be better than you at playing soccer. Doesn't mean soccer should be nerfed to let everyone have same results in higher leagues.

    And no, there's no point in asking people to stay civil after posting yet another badly disguised "AnImAtiOn CanCellIng Is An eXpLoiT" thread. Not fooling anybody there. You want to just clear content? You don't need animation cancelling for that, so you can stop hurting so much about players who can show higher numbers than you, you still can clear same places. You want a game where you can get better without clicking buttons so much? Play chess. I'm serious here. You don't choose ESO for achievements if you can't do button clicking for the same reason you don't choose soccer for higher leagues if you need a cane to walk. Sad but true. But if you're after just experiencing every bit of content in the game - you can, and without so much as a trace of animation cancelling.

    It's not a matter of don't want to get better, can't get better. Because of the pain and stiffness in my hands, there is a ceiling I just can't breakthrough. I understood posts like this were coming when I posted my first post on this subject. Ignoring my limitations and coping out by saying I'm just not trying hard enough or I could get better if I really wanted to. The fact of the matter is this was not an intended part of combat. It was an exploit they decided not to try and remove. I hope they change there mind. Animation canceling looks stupid. Would I like to do trails...yes. But I never will because I won't be able to pull my weight. The op asks a simple question. Do you like or not like animation canceling in your rotation? I do not. I also don't like it when people say I have to share their opinion or I'm lazy and not really trying. I guess neither of the things I don't like in this thread will change anytime soon.

    You are confusing light attack weaving with animation canceling while weaving.

    Someone else said that to me once. I will tell you what I told them. I don't understand what you are saying. Would you mind taking the time to explain it to me? doesn't Animation canceling include light attack weaving by default???

    The animation cancel part is optional. You don't actually have to cancel part of the weaved light attack.

    ok, thank you. I think I understand now what you are saying.

    Anytime.
  • idk
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    Gorgoneus wrote: »
    Just let be clear - this is a bug, bug of this ancient game engine, but developers can't or won't fix it so they proclaimed it standard game mechanic.
    Very nice mechanic I'd say, I don't know how to use it, there is no ingame hints or tutorials about it, and I guess this is not so easy to perform - BECAUSE IT IS BUG!

    If we are going to be clear lets speak true statements then. First off, it has nothing to do with the games engine but the priority system Zos put into place to ensure that we could block, dodge roll, and other defensive actions as required in this game very active combat vs the combat found in simplistic games like WoW and FF14.

    Further, because something is unintended does not make it a bug. Yes, Zos did actually acknowledge this was unintended but also blessed it as officially part of the game which means it is a complete statement and grasping at straws to continue to call it a bug. Since we are being clear I am just sticking to the facts. lol

    So yes, they chose to not fix it because they did not want to make combat in this into the simplistic combat found in WoW and FF14. Most people chose to play ESO because they do not want to play those games.
  • Atherakhia
    Atherakhia
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    Some of the conversations in here are hilarious. Why are we even talking about anonymity? Are we afraid ZOS will ban us for having differing opinions? Do you think some hardcore raider who doesn't like the mechanic isn't going to say so out of fear of being ostracized?

    And then we're having a conversation trying to explain the differences between light attack weaving and animation cancelling? All light attack weaving is animation cancelling, but not all animation cancelling is light attack weaving. Light attack weaving is the process of stopping the full light attack animation from playing and instead moving directly into casting another skill. But some skills can also be cancelled by bar swapping, blocking, etc. It's semantics.

    So now with that all said, I'm in the camp that feels light attack weaving is representative of amateurish development and is a bug that simply can't be fixed without a complete overhaul of the combat system. The developers have decided to deem it a 'feature' instead of a 'bug' and expect players to magically figure it out on their own. The oft suggested idea of ZOS introducing a 'weaving for dummies' dungeon to expose players to it is also absurd. All that said, I'm not sure ZOS should even bother working on this problem given the other glaring issues that need their attention first.

    But if it were up to me, I'd reduce light attack damage by a significant margin and increase other ability damage up by a commensurate amount. When light attacks account for 2-5% damage and not 7-15% of our damage we wouldn't even care that light attack weaving exists. The other animation cancelling issues don't have as large an impact on an individuals playing experience as light attack weaving does.

    In my opinion anyway...
  • Eifleber
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    I think not seeing/showing what you actually do is a silly mechanic.

    Playing since dec 2019 | PC EU
  • Kalante
    Kalante
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    I chose the wrong answer

    ULTIMATE ANIMATION CAST TIMES ARE TRASH AND SHOULD HAVE BEEN DEAD A LONG TIME AGO.

    PERIOD.
    Edited by Kalante on May 11, 2020 10:19AM
  • Joinovikova
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    Cirantille wrote: »
    You animation cancel in PvP too

    Better burst combo

    PVP is currenlty only about animation canceling and server response( to calculate animation canceling) and unbreakavle fear,
  • Cinbri
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    Yes or No doesnt matter for me, just make game playable as this "input delay" after zos latest treatment of anim. cancelling making it frustrating to play.
  • Onigar
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    Hmm, if I had a BOT to play the game for me then I could drink my beer and eat my burger and fries while everything I wanted to be done was done.

    Sadly, I need to be healthier so I do not use a BOT for this.

    Animation cancelling is a completely acceptable way of short cutting the process for operating your character.

    Basically the better you are at it then the more efficient you can become.

    This does not always mean you will get super good as some players have naturally the best approach.

    However by focusing on animation cancelling I believe you will better understand your limitations and then it is up to you how you progress from there.
    PC EU
    Addon Author:
    Currency Manager: http://www.esoui.com/downloads/info1998
  • NocturnalSonata
    NocturnalSonata
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    LA weaving - absolutely
    Bar swapping - absolutely

    bash weaving/block cancelling... this is where i draw the line. it looks and feels gimmicky, that's because it is.

    That said, you can get endgame dps with just have a decent LA weave, nothing extreme required.

    As other already stated. Just make performance better, who cares about cancelling ro not, seems like a minor point compared the state of the performance.
  • YOB
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    animation block cancel should be back to the game.
    bash cancel is not that bad but it is risky to do it.
    weapon swap cancel is just the same as not canceling it atm, or even worse since sometimes your skills won't go off.

    So how about making a topic on how skills has become like a proc set.
    Skills not firing at all until you smash your head on the keyboard like assmangold did.

    https://youtu.be/TfRcqrcLk4k
  • holden_caulfield
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    When we talk about animation canceling is the same as weaving?
    Because for what i know u Can la+skill+bash every second.
    And nothing we can do to change that.
    Im an healer so i just play a few hours with macro to weave but i have no use for them
    Anyway a correct sequencer would be LA - 0.1s - skill - 0.9s. In this way you fire a la and a skil exactly every sec.
    But i suppose many DPS already knew that
    Edited by holden_caulfield on May 11, 2020 11:28AM
  • Knightpanther
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    Gorgoneus wrote: »
    Just let be clear - this is a bug, bug of this ancient game engine, but developers can't or won't fix it so they proclaimed it standard game mechanic.
    Very nice mechanic I'd say, I don't know how to use it, there is no ingame hints or tutorials about it, and I guess this is not so easy to perform - BECAUSE IT IS BUG!

    Yup pretty much this

    If you have to animation cancel the game is obviously still bugged, but then everyone knows that.

    Be Safe
  • Varana
    Varana
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    LA weaving - absolutely
    Bar swapping - absolutely

    bash weaving/block cancelling... this is where i draw the line. it looks and feels gimmicky, that's because it is.
    The point is - block cancelling, and to a lesser extent also barswap, dodge, and bash cancelling, is quite essential to many tanks. Not to increase dps, just to actually block or otherwise react when needed while also squeezing in a skill or two.

    That's also why this nonsense about it being a "bug" or something is just bovine manure. Cancelling the animation of an instant skill is integral to how the game's combat works.
  • Tigerseye
    Tigerseye
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    Atherakhia wrote: »
    Some of the conversations in here are hilarious. Why are we even talking about anonymity? Are we afraid ZOS will ban us for having differing opinions? Do you think some hardcore raider who doesn't like the mechanic isn't going to say so out of fear of being ostracized?

    And then we're having a conversation trying to explain the differences between light attack weaving and animation cancelling? All light attack weaving is animation cancelling, but not all animation cancelling is light attack weaving. Light attack weaving is the process of stopping the full light attack animation from playing and instead moving directly into casting another skill. But some skills can also be cancelled by bar swapping, blocking, etc. It's semantics.

    So now with that all said, I'm in the camp that feels light attack weaving is representative of amateurish development and is a bug that simply can't be fixed without a complete overhaul of the combat system. The developers have decided to deem it a 'feature' instead of a 'bug' and expect players to magically figure it out on their own. The oft suggested idea of ZOS introducing a 'weaving for dummies' dungeon to expose players to it is also absurd. All that said, I'm not sure ZOS should even bother working on this problem given the other glaring issues that need their attention first.

    But if it were up to me, I'd reduce light attack damage by a significant margin and increase other ability damage up by a commensurate amount. When light attacks account for 2-5% damage and not 7-15% of our damage we wouldn't even care that light attack weaving exists. The other animation cancelling issues don't have as large an impact on an individuals playing experience as light attack weaving does.

    In my opinion anyway...

    People often get attacked/harassed if they dare to say they don't like it.

    That may upset some people and make them not say anything, again and/or may stop other people saying anything, from then on.

    The answer to weaving is (an optional) auto-attack.

    That is what most other games, like this, have and it seems to work fine.
    Edited by Tigerseye on May 11, 2020 1:13PM
  • Amarthiul
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    Universe wrote: »
    There are many players who have 50-70 latency on this server, they have approx. 0.8-1 second advantage over me(or more)

    100ms is 0.1 seconds, not 1 second.
    Universe wrote: »
    I still do fine dps, but ofc that I'm doing less dps than same skill players who live near the server.

    Anecdotally I've not found much difference between anything up to 200ms, at which point it does become more difficult to weave reliably. YMMV obviously.
  • Tigerseye
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    *sigh* here we go again.

    Why not just say you want slow clunky combat, rather than fluid fun combat....

    It is not that hard to learn. It is what makes ESO combat interesting.

    If we are talking weaving, I still don't get how anyone can consider inserting a light attack in between every skill "interesting".

    I'm all for interesting, but I just can't see how the 1s in a (for example) 1, 2, 1, 4, 1, 3, 1... pattern are the interesting part?

    If I inserted the same pointless and incongruous action, like a hand clap, in between every action I did in real life, that wouldn't make life more interesting, or fluid, either.

    Edited by Tigerseye on May 11, 2020 2:33PM
  • Earthewen
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    I know, I know, this topic comes up a lot but it seems to me like every time it does both sides end up insulting each other and in the end no real airing of opinions is allowed to happen. So here is a simple poll. Since this a weirdly contentious subject in our community, it's anonymous.

    Feel free to explain your reasoning if you don't mind your thinking being public but for the love of the Hist do not mock people with different opinions.

    Okay, I have a question for you all. It feels right now when I animation cancel that there seems to be some kind of "bottle neck" or something that inhibits the speed with which the skills go through. Now it that just lag? To be honest, it feels like more of an intentional throttle. Am I the only one noticing some difference recently?
  • JanTanhide
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    LOL. To me it doesn't really matter if I "like" it or not. It happens all the time during game play during routine gaming with many new players not even knowing they are anim canceling.

    So I don't mind at all.
  • Starlock
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    Starlock wrote: »
    Snip

    Fair points. Topics like this are ones I think about a lot because I'm a game designer and I'm genuinely curious about how players feel about these sorts of things...

    But my company has PR folks that poll the public. I'm not one of those folks so I'm out of my element here.

    If healers and tanks want to weigh in I'd be curious.

    That's fair - I studied polling and stuff post-grad and there's surprising levels of complexity to it I didn't know about until going through the training.

    From a game design standpoint, personally I don't mind animation cancelling at all if it is done right and makes sense. The problem is, the way it's done in ESO generally doesn't make sense. In a game, you want a certain "realism" factor in the sense that the animations on screen should match up with the calculations the game is making on the back end. That is to say, if a player interrupts a sword swing at an enemy and that swing animation hadn't reached the point where it'd make sense for it to do damage, the game should calculate zero damage dealt. What shouldn't happen is seeing the character simply holding their sword aloft in the air and magically dealing damage in spite of never swinging their sword down in a way that'd realistically connect with the enemy. That is the sort of thing that happens routinely in ESO, and is why I'm not a fan of how this game handles animation cancelling. It's gotten a lot better with the changes they made to block cancelling animations, but it has a ways to go.

    What I find really perplexing about this discussion is that there's a crowd of folks who want this game to be more difficult. Well, you know how you make a game more difficult? You force players to actually commit to actions and make it less forgiving in terms of reversing those actions (aka, you remove or significantly limit the ability to cancel abilities and animations). Having played ARPGs with very limited animation cancelling, they're definitely harder. You screw something up, you can get your character stun locked by enemies who rain blow upon blow upon you because you committed to an ill-timed action you could't cancel out of. Can that be frustrating? Of course it is! But it also means you really have to think about your engagements before a fight.

    I'll grant the fluidity of animations and combat gameplay is made a lot harder with an online game - you have to deal with input lags and stuff like that. I don't know what the best solution is there. I just prefer a game make sense when it comes to what is happening on screen and what is being calculated. And if it doesn't, I want that to be because of lag and only lag.
  • BXR_Lonestar
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    I'm not a particular fan of animation cancelling. IMO, I think it makes it difficult for Zos to try to balance the difficulty of endgame content when you have a "feature" like this that can create such a disparity in the DPS players can do with it vs. how much they can do without it. Its fomented this idea in this game that in order to "git gud" as a DPS, you need to dedicate a significant portion of your time sitting in front of a trial dummy "practicing" your rotation. That doesn't make any sense to me IMO. If you want to "git gud," you should spend time practicing the content that you are trying to clear, not fighting dummies that can't hit back.

    On the topic of dummies, I also think that they are a stupid artificial barrier to being able to get into groups to do content. I get that groups don't want to spend hours and hours wiping due to failure, but in my experience, when you are going to try to maximize your dummy parse, you do things that completely invalidate its results and use as a measuring bar. For instance, when I parsed my Magcro, i used several abilities I don't ordinarily use in live combat (blast bones, syphon) because they're awkward to use in actual combat scenarios. But you use them because they allow you to obtain higher DPS on a stagnate dummy that doesn't move and they also give you an extra 6% crit chance during execute phase.

    Additionally, most people parse in Sirorias, Spell Strategist, or other single target damage set to further buff their dummy damage, but those sets are poorly optimized for most combat scenarios, and thus, lead to (IMO) artificially high DPS parses vs. what a player can actually do in the real world.

    Toss in the fact that most people who do serious parsing use Stat/Stat Regen food for the parse and totally ignore the need for using food that increases max health also invalidates the use of a parse to demonstrate a player can sustain their rotation, as they won't have as much sustain when using food that increases max health - as they would need to do in a live scenario.

    I do think the dummies are great tools for doing apples to apples comparisons for which gear helps you optimize your damage output, but IMO, less useful to judge how good a player's DPS is in a live situation.

    Overall, the combat system, IMO, is just something I've tolerated rather than actually "enjoyed" in this game, and animation cancelling is a part of that. However, there is so much other stuff to like about this game that it is worth just living with.
  • Deathlord92
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    I like animation cancelling it’s good for pve my main is pvp it’s very good for securing kills if your fighting a tanky player you want them dead before they can recover from your burst which believe me some builds can heal right back up in 1 second.
  • OneForSorrow
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    So here is a follow up question for folks who don't mind their vote being public:

    If you do not like animation cancelling is there anything you feel the game could do to make it feel better for you? IE something like clear audio or visual feedback showing a light attack has connected, etc.

    I know less latency and better overall server performance would go a long way too.
    PC NA. Various alts, trying to find a main, I have no idea what I'm doing.
  • Raudgrani
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    You don't like it, then don't do it.
  • mairwen85
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    Universe wrote: »
    My vote is: Undecided.

    While animation canceling is a fun mechanic while playing it is subject to exploiting since the game itself isn't limiting enough the potential of it.
    Those who have an amazing latency can do great with it and those who have a somewhat poor latency will have hard time accomplishing it.

    My average latency on PC EU is between 120-150, occasional lag spikes to 180-210*.
    It used to be lower many months ago, before the "performance" updates.
    There are many players who have 50-70 latency on this server, they have approx. 0.8-1 second advantage over me(or more)
    I still do fine dps, but ofc that I'm doing less dps than same skill players who live near the server.

    I play with 200ms ping and my weave ratio is 0.7-0.8. Latency may influence your weave slightly, but 1 second gcd is a 1 second gcd. I can still do 3 actions (light attack, skill, barswap/bash/block/roll) in 1 second, 200ms apart, even 300ms apart. A player with lower ping, has longer to wait between skills as they have a greater remainder of the cooldown after using their quick finger reflexes, but weaving is still achievable within the same window whether your ping is 50 or 350. In fact, most people I speak to who have issues with this are on a much better connection than me, and their issue is usually that they are trying too hard to go too fast...

    Edited by mairwen85 on May 11, 2020 7:04PM
  • Tapio75
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    I like how the game works but i liked it even more when it launched and after that my general enjoyment has been slowly declining regarding combat because of nerfs and buffs and removals, additions, changes and whatnot the PVP lot deems necessary to be done....

    AND IN THE END its always the PVE side who suffers..

    Only thing id like to be removed is PVP really... Not because i dont like PVP because i actually do whenever battle is forced upon me, but i just dont like the constant complaints that most often seems to come from åpeople who cant play.. People like me, but i accept that i lack skill in PVP.
    >>PC-EU Mostly PVE. Played since BETA<<
  • ZOS_FalcoYamaoka
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  • TheRealCherokeee3
    TheRealCherokeee3
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    So here is a follow up question for folks who don't mind their vote being public:

    If you do not like animation cancelling is there anything you feel the game could do to make it feel better for you? IE something like clear audio or visual feedback showing a light attack has connected, etc.

    I know less latency and better overall server performance would go a long way too.

    Ok, this isn’t exactly a reply to your question but a reply to your statement “...folks who don’t mind their vote being public”. I’ve posted on this a while back and i’ll repost this as my reply. Forgive the length but since your honestly engaging this topic to understand, i’ll equally reply in my personal experience and opinion:
    “ Other than this one, I've only made one other stand alone post. That one being housing related and like so many of my comments on this forum, it's of a tongue and cheek nature. As is often the necessity with ESO when aiming to stay with them, I do my best to take things with a grain of salt. To keep perspective that this is as many often remind; an MMO. And that the nature of MMOs is this daunting and at times, begrudging gauntlet of change and adjustment. I like many others have had my seasons of frustration, taking a break here and there. It was in fact fairly recently a few months back that I decided to take yet another break after some of the skill cost increases and other changes that effectively removed some of my steady and standard skills from my rotation. It was a good break and I returned taking a deep breath, rolling up my proverbial sleeves, and digging back in to adjust from that previous update. Right away as expected I could feel the cost increases and I did (and still do) miss the stun I once enjoyed so much on my Master Lightning staff via Clench. That isn't to argue over meta or if it was ideal or most efficient to use in PvP specifically. But it was an enjoyable play style. And that brings me to the heart of this post; combat. Combat and the flow, logic, and enjoyment of it in ESO, particularly in competitive scenarios be they hard mode trials or PvP. My stance will admittedly be leaning more into PvP but both I believe have equal bearing in relation to this change.
    Prior to this recent update and the changes to block, I could adequately maintain decent animation canceling and thus use various needed defensive and healing buffs in fast succession and carry over via barswap to attack. It was never completely smooth nor the best in terms of "fast game play" when I compare it to other forms of pvp in other games. But, again, as often has been stated, it's an MMO and should be looked at through such a lens. And so in spite of the "clunky" need to manhandle my controller to pull off animation canceling, it was doable and made ESO stand out among other MMO's which many others have said as well. I've never been the biggest fan of the technique and have felt at times it had alot to be desired. That being said I did feel confident in spite of the power creep, the ball groups, and zergs, that I usually could hold my own to some reasonable degree in PvP, be it CP or no CP. Likewise, I felt ever confident to tackle most any vet dungeon or difficult trial with animation canceling. Ironically at times the fun for me lay in being able to pull a degrading situation with teammates falling left and right to a boss together because I was able to quickly manage my buffs and the situation via animation canceling. In short, in any and every difficult and demanding scenario in ESO I felt I had some semblance of control over the situation and my character because I could rely on an "overall skill", animation canceling, that allowed me close to the reaction time and input I place on my controller. In my mind it's one thing to die or fail to a mechanic, or to an enemy because I was ignorant of my characters abilities or how a boss fight worked. Even typical lag that we all face while frustrating is expected to some degree in online gaming. But it is an altogether different beast when our reaction time and input are delayed by design.
    After reviewing so many posts about PC's experience post patch I was nervous. A few fellow console players sent out requests asking how everyone's experience was going post update. Those seemed scattered in response and difficult to equate. I decided to hold out until I had a chance myself to logon and see. And see I did. Now, I've been in ESO since 2015 and weathered all the various updates and changes over the years. I'm by no means a leader board braggart or an instantly recognizable nemesis. I wasn't around since Beta and i'm not pulling massive numbers on a test dummy. All that being said, I have always been steady and capable to clear most any content and hold my own in PvP. Regarding the update yesterday evening, a fellow guildy was quick to point out how typical it was to have such lag and delay after any substantial patch and I agreed. But this felt...different. Never mind the slow lag until all stood still at a keep and my eventual DC to the Xbox menu on 4 occasions. Never mind even the typical lag and delay in skills we've all come to know and love. Both which I and countless others have adjusted to previously before this update. What stood out now was combat. Things I never lost even a fraction of my health to before were bringing me to the brink of death. Situations I once easily could buff through and DPS down with relative ease were now taxing and slow. The input to skills felt consistent in that it insisted I complete a skill (animation and all) before registering my next skill. Moreover if I tried to violate this it would negate my input fully and I would have to try that next skill all over again. So in situations where I once would block cancel a buff to a heal in 2 seconds now took 3 seconds or even 4. If I pressed the skills too quickly in succession it would cause a "negate" to my activation and thus cause me to have to redo the skill again. Though the time frame seems minuscule, in combat it has meant the difference between executing an enemy at low health, or watching helplessly as said enemy bursts back to full while I feverishly tap at buttons that wont respond and at times punish me for being too quick. Example: I was playing in a small group with two other guildies who noticed the exact same consistent issues. Enemies we once burned through with little thought, became drawn out long battles that we (and could tell by our enemy) were left wondering what the heck was going on. We could see the stutter of the enemy as they tried buffs that didn't quite fire or the struggle to line up combos in succession.
    Now I have seen Gilliam's video. I have heard the extensive explanations and reasoning on how animation canceling hasn't changed. I've seen PC players who said it was inconsequential and a simply adjustment in ones timing. Bearing these things in mind I tried to experiment with my timing. All I could gather in my results was that if one waited a half a second after casting a skill, to then activate a block cancel, then it did indeed animation cancel the skill...somewhat. To me it seemed however to negate the purpose of original animation canceling in the first place. One caveat to this is bar swap. If I were to cast a single skill on one bar and bar swap it did feel exactly like the old way of canceling. Quick, swift and responsive allowing me to jump to another skill quickly. However only being able to cancel a single skill via bar swap meant I lost my "buff bar" in which I could maintain multiple skills quickly before switching. I don't claim mastery over animation canceling as a whole. I also will readily admit i'm sure there are avenues of canceling I don't "get" which other forum goers have posted in frustration to the anti-animation cancel community who decry it.
    So what i'm sharing is my understanding and experience prior to this update and now post update in both a PvP and PvE setting. And while i've been able to weather the changes via Murkmire and other huge sweeping updates, this one does feel uniquely heavy and impactful to combat. Impactful in such a way that in my observation it looks as if it will further reinforce the ball groups and heavy meta as players try to mitigate lesser performance by absorbing into a group and spamming executes and light attacks. No doubt people will do this regardless. No doubt these game play styles existed before and will persist. But what is troubling is the perceived bottleneck ZOS seems to be pressing us into by taking away our control over our classes and play style. Like the weathering of a rock, they have slowly taken our sustain, skills we enjoyed (frags stun, dizzy stun as examples) and now possibly our very control over reaction time and skill input.
    If i'm overstating these things I welcome the rebuttal. If i'm sorely mistaken on multiple accounts, and combat hasn't changed and it's a temporary anomaly or easily adjusted then I also (happily) welcome the response to those and how it's adjusted to. All the Sheldons and Dwight Shrutes of ESO can descend down on me in cold hard analytical angst and snark and insult me into soil of Tamriel and I will happily take the nerd tea bagging if im wrong. And sincerely hope I am wrong. Because in spite of all the issues, I, like so many others, have persisted in loving ESO for so many of its redeeming qualities.”
  • MEBengalsFan2001
    MEBengalsFan2001
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    I have severe arthritis in my hands and wrists. The more movements and button-mashing I must do the more my hands hurt. Having to do Animation Canceling for decent DPS just makes this game that much harder and painful for me if I want to do anything like pvp or group-oriented.

    Reasons like this is why the devs need to remove weaving and animation cancelling because not everyone is created equal. Also, the more movements with your hands the more likely you are to have a wrist or hand injury. Time for a change to the game mechanics for the safety and health of the consumer.
    Edited by MEBengalsFan2001 on May 11, 2020 8:38PM
  • mairwen85
    mairwen85
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    I have severe arthritis in my hands and wrists. The more movements and button-mashing I must do the more my hands hurt. Having to do Animation Canceling for decent DPS just makes this game that much harder and painful for me if I want to do anything like pvp or group-oriented.

    Reasons like this is why the devs need to remove weaving and animation cancelling because not everyone is created equal. Also, the more movements with your hands the more likely you are to have a wrist or hand injury. Time for a change to the game mechanics for the safety and health of the consumer.

    https://www.microsoft.com/en-gb/p/xbox-adaptive-controller/8nsdbhz1n3d8?activetab=pivot:overviewtab
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