exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
Extinct_Solo_Player wrote: »exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
doesn't change the fact that block cancelling makes the combat look way more fluid and smooth
Extinct_Solo_Player wrote: »exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
doesn't change the fact that block cancelling makes the combat look way more fluid and smooth
exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
Some skill animations exceed the GCD, so yes block canceling did have benefits to speeding up combat in those cases.
exeeter702 wrote: »exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
Some skill animations exceed the GCD, so yes block canceling did have benefits to speeding up combat in those cases.
No actually, the edge cases where the recovery animation of skills clipped into the GCD (wall of elements for ex) would have been cut off all the same with a LA weave.
exeeter702 wrote: »exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
Some skill animations exceed the GCD, so yes block canceling did have benefits to speeding up combat in those cases.
No actually, the edge cases where the recovery animation of skills clipped into the GCD (wall of elements for ex) would have been cut off all the same with a LA weave.
Yeah I guess you’re right. When doing an offensive rotation I always light attack anyway, but for a defensive rotation I always used to use block canceling cause it feels weird to light attack when you’re not hitting anyone. Guess it was all in my head just like the voices
exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
Some skill animations exceed the GCD, so yes block canceling did have benefits to speeding up combat in those cases.
exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
Some skill animations exceed the GCD, so yes block canceling did have benefits to speeding up combat in those cases.
Did they not already shorten a lot of these animations so that block cancelling would not be needed anymore? If not then yes block cancelling should return.
Extinct_Solo_Player wrote: »exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
doesn't change the fact that block cancelling makes the combat look way more fluid and smooth
Plus, block cancelling also cancelled the sound bites that come with each animation. Now we have to hear constant aarghs, uuughs, wraaahrs and hnaas from our characters all the time and it's just ridiculous.
OneForSorrow wrote: »I've been part of the group talking about weaving via light attack cancelling needing to go away, though. To me it's not that weaving itself is bad, it's that the game was never originally built with animation cancelling as a rotational thing in mind. I know it's not a bug in the eyes of the devs but it was still an unintended form of gameplay... And boy howdy does the game's structure and the bad servers show it.
I would like to see cancelling as a rotational option be taken away UNTIL they increase server performance. Until then a very large number of players who could probably pull off these rotations in terms of skill will be unable to because of ping or the server deciding you didn't use an ability when you definitely have.
Basically: I vote remove cancelling in rotations or actively support it by tightening server responsiveness (which really I think we all want whether we do end game stuff or not)
It wasnt technically removed. Your character simplly no longer visualizes the blocking stance animation immediately upon pressing block if the recovery animation of the recently used ability is still playing out between the GCD. You still get the shield icon in front of your character to signify you are in a blocking state however, and your character will transition into the blocking stance shortly after the recovery animation for an ability concludes (give or take). The window for which you are afforded the opportunity to gain blocking status has not changed.OneForSorrow wrote: »I wasn't aware block cancelling was removed but I've been gone for quite a while.
I dont know the code for the game obviously, but with block check being server side now, i dont know if there is an issue with keeping it that way while reverting the client side animation change without risking the client side desync issues returing, which was why the change was made in the first place The "harm" that would come back is the harm that they were trying to mitigate in the first place with the change.exeeter702 wrote: »Block canceling doesn't actually do anything unless you have to actually block an incoming attack. This has been a universal truth that has existed since day one of this games beta.
You cutting off the recovery animations of skills that play out during the GCD refresh only serves as a means to cut into your stamina recovery.
You are not expediting any effect of a skill or improving the window of time that you can use a subsequent ability as canceling the recovery animation does not circumvent the GCD, and it never has. Ever.
You might see combat text appear on your screen sooner but that has nothing to do with the recipient of an attack and what they see on their client in regards to how the server handles the query.
I'm not sure which side you are arguing for. Yes it's true that blocking can cancel your regen ticks, so if anything you're putting yourself at a disadvantage by cancelling. Therefore there is no harm in bringing it back, right?
In spite of that, most people used to block cancel. I guess that just shows you how everyone preferred the more fluid feel of combat.
exeeter702 wrote: »OneForSorrow wrote: »I wasn't aware block cancelling was removed but I've been gone for quite a while.
I dont know the code for the game obviously, but with block check being server side now, i dont know if there is an issue with keeping it that way while reverting the client side animation change without risking the client side desync issues returing, which was why the change was made in the first place.
exeeter702 wrote: »OneForSorrow wrote: »I've been part of the group talking about weaving via light attack cancelling needing to go away, though. To me it's not that weaving itself is bad, it's that the game was never originally built with animation cancelling as a rotational thing in mind. I know it's not a bug in the eyes of the devs but it was still an unintended form of gameplay... And boy howdy does the game's structure and the bad servers show it.
I would like to see cancelling as a rotational option be taken away UNTIL they increase server performance. Until then a very large number of players who could probably pull off these rotations in terms of skill will be unable to because of ping or the server deciding you didn't use an ability when you definitely have.
Basically: I vote remove cancelling in rotations or actively support it by tightening server responsiveness (which really I think we all want whether we do end game stuff or not)
Light attack weaving was specifically designed that way since the very inception of the game. Its for this very specific reason that basic attacks do not trigger the GCD yet they adhere to it. There is a .5 second buffer time to all skills and attacks in this game. if you activate an instant cast ability, the GCD will initialize, at .5 seconds into it, the game (by design since day 1 of this game going live) allows you to input a basic attack followed by another ability that lines up with the GCD refresh. LA weaving was always intended as it was specifically meant to serve as this MMOS version of the "auto attack" or "white attack" as known in other mmorpgs, only here, by the nature of the combat system, it was player input and not automated.
The only reason animations get cut off is simply because it is entirely impractical to animate a skill that makes visual sense where its entire animation - startup>point of contact, (where damage is displayed client side)>recovery animation(where the character is visually recovering from the physics of the strike) within less than 30 frames (.5 seconds).
Nothing about this system was an unintended side effect that was embraced.
You either have an action based system that arbitrarily locks you into recovery animations, disallowing you to defend or move out of harms way so that animations arent cut off and look more natural, which would feel abysmal for a fast paced action combat mmorpg. ESO is not physics based and has to handle multiple server queries from multiple different players in a given instance at any time. This is why all mmos have some form of GCD.
or you move the resolve points for attacks and abilities (the point where the server calculates and displays damage etc) to the tail end of the recovery animation, while greatly speeding up the full animation to fully animate in .5 seconds, making combat a visually disjointed and incoherent mess.
OneForSorrow wrote: »exeeter702 wrote: »OneForSorrow wrote: »I've been part of the group talking about weaving via light attack cancelling needing to go away, though. To me it's not that weaving itself is bad, it's that the game was never originally built with animation cancelling as a rotational thing in mind. I know it's not a bug in the eyes of the devs but it was still an unintended form of gameplay... And boy howdy does the game's structure and the bad servers show it.
I would like to see cancelling as a rotational option be taken away UNTIL they increase server performance. Until then a very large number of players who could probably pull off these rotations in terms of skill will be unable to because of ping or the server deciding you didn't use an ability when you definitely have.
Basically: I vote remove cancelling in rotations or actively support it by tightening server responsiveness (which really I think we all want whether we do end game stuff or not)
Light attack weaving was specifically designed that way since the very inception of the game. Its for this very specific reason that basic attacks do not trigger the GCD yet they adhere to it. There is a .5 second buffer time to all skills and attacks in this game. if you activate an instant cast ability, the GCD will initialize, at .5 seconds into it, the game (by design since day 1 of this game going live) allows you to input a basic attack followed by another ability that lines up with the GCD refresh. LA weaving was always intended as it was specifically meant to serve as this MMOS version of the "auto attack" or "white attack" as known in other mmorpgs, only here, by the nature of the combat system, it was player input and not automated.
The only reason animations get cut off is simply because it is entirely impractical to animate a skill that makes visual sense where its entire animation - startup>point of contact, (where damage is displayed client side)>recovery animation(where the character is visually recovering from the physics of the strike) within less than 30 frames (.5 seconds).
Nothing about this system was an unintended side effect that was embraced.
You either have an action based system that arbitrarily locks you into recovery animations, disallowing you to defend or move out of harms way so that animations arent cut off and look more natural, which would feel abysmal for a fast paced action combat mmorpg. ESO is not physics based and has to handle multiple server queries from multiple different players in a given instance at any time. This is why all mmos have some form of GCD.
or you move the resolve points for attacks and abilities (the point where the server calculates and displays damage etc) to the tail end of the recovery animation, while greatly speeding up the full animation to fully animate in .5 seconds, making combat a visually disjointed and incoherent mess.
If it was indeed intended to be the backbone of a dps rotation rather than an improvement to flow then they could do literally anything to make it feel better.
My point is mostly that as we are using it now, the server lag can get hugely in the way.
https://www.youtube.com/watch?v=RtCfOdH8ovI&ab_channel=PlayerGuides