I like having the option to do light and heavy attacks manually, I don't really understand weaving except to know I don't do it properly. I do interspace light and heavy attacks between using skills, but I don't time it to cancel animations or anything like that. For the areas of the game I play I don't need to know that.
MidniteOwl1913 wrote: ยปWhen I first started playing my daughter set up the game for me and talked about the basics. She mentioned light weaving as a tool to get more damage by canceling the animations. I told her that sounded like a bug and shouldn't they have fixed it by now. Made the skills and the animations sync without having jump thru hoops to make them match up. She gave me this look and said no, it was part of the game now.
Now of course I get it. It is part of the game. But if you step back and think about it it is odd to have a cludge to get around the lack of syncing animations become a core part of the game. It doesn't actually add anything. It's just an awkward accommodation.
your daughtar gave u the 'git gud' look
MidniteOwl1913 wrote: ยปMidniteOwl1913 wrote: ยปWhen I first started playing my daughter set up the game for me and talked about the basics. She mentioned light weaving as a tool to get more damage by canceling the animations. I told her that sounded like a bug and shouldn't they have fixed it by now. Made the skills and the animations sync without having jump thru hoops to make them match up. She gave me this look and said no, it was part of the game now.
Now of course I get it. It is part of the game. But if you step back and think about it it is odd to have a cludge to get around the lack of syncing animations become a core part of the game. It doesn't actually add anything. It's just an awkward accommodation.
your daughtar gave u the 'git gud' look
No. She plays the game for the questing for the puzzle solving for the crafting. For those things that require thought. So it's not likely she would tell me to practice a purely mechanical skill with limited usefulness. Further, she's not a software engineer and lacks the context to understand the sheer irony of a user elevating a bug to such a degree that they would rebel if was fixed. Oh if all my bugs were so revered... ;-)
Oreyn_Bearclaw wrote: ยปIt looks really lame, I've never liked it but I do it just fine and I get why people would like it to stay. It does add a little bit more skill to the combat. Very little though tbh.
I wish it was redone in a way that flowed with other animations better and was still required for optimal DPS and Ultimate regeneration. But as it stands it is a cancelled animation that just looks spastic.
So I don't enjoy it, but yes keep it.
I strongly disagree with this. Regardless of the intentions at launch, ESO has doubled down on LA weaving many times over the years. They have certainly adjusted animations to make it look more fluid. With a good connection and good FPS, LA weaving looks very fluid to me, as if the character is quickly going from LA to Skill (AKA, they are weaving LAs in to their skills). LA weaving barely constitutes AC unless your connection, FPS is really bad.
If you want to talk animation canceling, the three biggest culprits are Block, Dodge and Bar Swap (by a freaking mile). They have nothing to do with weaving, but certainly they clip animations. Yes good players can exploit those mechanics for max DPS (especially swap cancelling), but if you removed any of these abilities, combat would become very clunky and you would have almost no ability to react to changes during combat. It would make PVP unplayable if removed. Nearly everyone in ESO does these to some degree without even realizing it. If you want to know what it would be like to remove swap cancelling, try to cast a skill on your back bar after hard casting Crystal Frags and call me in the morning. Want to wait until your skill plays its animation before you can block or dodge roll? LOL, there would be dead potatoes everywhere.
TLDR: LA weaving isnt AC. The biggest culprit of AC in a standard parse is Bar Swap Cancelling, but its 100% necessary to allow combat to feel smooth and maintain the 1 second Global Cooldown.
...
zos have literally said themselves that weaving is a feature and they like it
Oreyn_Bearclaw wrote: ยปIt looks really lame, I've never liked it but I do it just fine and I get why people would like it to stay. It does add a little bit more skill to the combat. Very little though tbh.
I wish it was redone in a way that flowed with other animations better and was still required for optimal DPS and Ultimate regeneration. But as it stands it is a cancelled animation that just looks spastic.
So I don't enjoy it, but yes keep it.
I strongly disagree with this. Regardless of the intentions at launch, ESO has doubled down on LA weaving many times over the years. They have certainly adjusted animations to make it look more fluid. With a good connection and good FPS, LA weaving looks very fluid to me, as if the character is quickly going from LA to Skill (AKA, they are weaving LAs in to their skills). LA weaving barely constitutes AC unless your connection, FPS is really bad.
If you want to talk animation canceling, the three biggest culprits are Block, Dodge and Bar Swap (by a freaking mile). They have nothing to do with weaving, but certainly they clip animations. Yes good players can exploit those mechanics for max DPS (especially swap cancelling), but if you removed any of these abilities, combat would become very clunky and you would have almost no ability to react to changes during combat. It would make PVP unplayable if removed. Nearly everyone in ESO does these to some degree without even realizing it. If you want to know what it would be like to remove swap cancelling, try to cast a skill on your back bar after hard casting Crystal Frags and call me in the morning. Want to wait until your skill plays its animation before you can block or dodge roll? LOL, there would be dead potatoes everywhere.
TLDR: LA weaving isnt AC. The biggest culprit of AC in a standard parse is Bar Swap Cancelling, but its 100% necessary to allow combat to feel smooth and maintain the 1 second Global Cooldown.
I disagree (obviously). When you use a LA and then clip the animation with a slotted skill, that is animation cancelling. We have just given it a different name "LA Weaving" so everyone knows which mechanic of Animation Cancelling we are talking about. As you say, there are others.
It literally cancels the follow through animation of the LA. My connections are perfect, my FPS are buttery smooth in the hundreds. It doesn't change the fact that the flow from the clipped LA animation to a skill causes a strange nearly unregognizable animation where your characters are doing something but unless you knew there was a LA going on in there, from an outside player perspective you would wonder why the characters arm are juttering every second.
Semantics aside, I did say it should stay, I just think it looks bad.
Oreyn_Bearclaw wrote: ยปOreyn_Bearclaw wrote: ยปIt looks really lame, I've never liked it but I do it just fine and I get why people would like it to stay. It does add a little bit more skill to the combat. Very little though tbh.
I wish it was redone in a way that flowed with other animations better and was still required for optimal DPS and Ultimate regeneration. But as it stands it is a cancelled animation that just looks spastic.
So I don't enjoy it, but yes keep it.
I strongly disagree with this. Regardless of the intentions at launch, ESO has doubled down on LA weaving many times over the years. They have certainly adjusted animations to make it look more fluid. With a good connection and good FPS, LA weaving looks very fluid to me, as if the character is quickly going from LA to Skill (AKA, they are weaving LAs in to their skills). LA weaving barely constitutes AC unless your connection, FPS is really bad.
If you want to talk animation canceling, the three biggest culprits are Block, Dodge and Bar Swap (by a freaking mile). They have nothing to do with weaving, but certainly they clip animations. Yes good players can exploit those mechanics for max DPS (especially swap cancelling), but if you removed any of these abilities, combat would become very clunky and you would have almost no ability to react to changes during combat. It would make PVP unplayable if removed. Nearly everyone in ESO does these to some degree without even realizing it. If you want to know what it would be like to remove swap cancelling, try to cast a skill on your back bar after hard casting Crystal Frags and call me in the morning. Want to wait until your skill plays its animation before you can block or dodge roll? LOL, there would be dead potatoes everywhere.
TLDR: LA weaving isnt AC. The biggest culprit of AC in a standard parse is Bar Swap Cancelling, but its 100% necessary to allow combat to feel smooth and maintain the 1 second Global Cooldown.
I disagree (obviously). When you use a LA and then clip the animation with a slotted skill, that is animation cancelling. We have just given it a different name "LA Weaving" so everyone knows which mechanic of Animation Cancelling we are talking about. As you say, there are others.
It literally cancels the follow through animation of the LA. My connections are perfect, my FPS are buttery smooth in the hundreds. It doesn't change the fact that the flow from the clipped LA animation to a skill causes a strange nearly unregognizable animation where your characters are doing something but unless you knew there was a LA going on in there, from an outside player perspective you would wonder why the characters arm are juttering every second.
Semantics aside, I did say it should stay, I just think it looks bad.
I also disagree (obviously )
Lets take a fire staff for example. You start with your arm behind you slightly, your staff hangs downwards at lets call it a 30 degree angle.
-If I just press light attack, my arm quickly jabs forward, the fire ball leaves the staff, then my right arm lazily returns to its resting position.
-If I try to do consecutive light attacks. My arm Jabs forward, shoots a fire ball, comes back slightly than abruptly jabs forward again, and a second fire ball fires. It never returns to that resting position between the two. Would you call this animation cancelling? I don't think I would, and I dont think most people would. It is also far less fluid then the next example.
-Now lets say I do a light attack into a classic spammable like swallow soul on a nightblade. I start at rest with my right arm slightly back, my arm jabs forward and the fire ball fires (exactly like a standard light attack), it then returns all the way to the rest position, and while my right arm is pulling back wards, my left hand goes forward and the skill animation plays from my left hand. My left hand then retracts as my right hand goes forward again for the next light attack, and on and on it goes. Its like watching a martial artist punch right hand, left hand, right hand left hand. There is no clipping here whatsover. The light attack flows very fluidly right into the ability and back again. The animations appear to "weave" together, but there is nothing choppy about it.
I just don't see how this constitutes animation canceling. I also think we need a little common sense as to when the light attack really is over. I would argue its when the fire ball leaves the staff or when the sword makes contact with the opponent. Its silly to think I would need to come all the way back to my rest position before I could do anything else, nobody fights that way in RL or any game I have played. Lets say I shoot a fire ball from my staff and then am immediately knocked to the ground, that fire ball is on its way whether or not I get back to my starting position.
Now on the other side of things, with bar swap, block or dodge, you can certainly clip some of the skill animation. I can go Swallow Soul into a bar swap or dodge, you barely see your left hand move and the skill animation almost seems to shoot out of your chest. This is 100% animation canceling, but it does not speed up your ability to cast skills (there is no way around the GCD). Bar swap canceling is necessary to a dynamic DPS rotation, and yes it clips animation slightly, but the alternative (think trying to bar swap after a hard cast crystal frags) feels extremely clunky. If you couldn't block or dodge cancel, your ability to react to damage would be extremely hindered, so again, its 100% necessary for dynamic and reactive combat.
Certainly not every animation flows as well as swallow soul, but for the most part they do and ZOS has made an effort to make them flow smoothly. I am also perhaps jaded running at 3440x1440 @144 FPS with ping of about 65, and admittedly, I have seen vids of people doing parses with bad framerate and it looks choppy, but I would expect things to look choppy with high ping and low FPS.
Oreyn_Bearclaw wrote: ยปOreyn_Bearclaw wrote: ยปIt looks really lame, I've never liked it but I do it just fine and I get why people would like it to stay. It does add a little bit more skill to the combat. Very little though tbh.
I wish it was redone in a way that flowed with other animations better and was still required for optimal DPS and Ultimate regeneration. But as it stands it is a cancelled animation that just looks spastic.
So I don't enjoy it, but yes keep it.
I strongly disagree with this. Regardless of the intentions at launch, ESO has doubled down on LA weaving many times over the years. They have certainly adjusted animations to make it look more fluid. With a good connection and good FPS, LA weaving looks very fluid to me, as if the character is quickly going from LA to Skill (AKA, they are weaving LAs in to their skills). LA weaving barely constitutes AC unless your connection, FPS is really bad.
If you want to talk animation canceling, the three biggest culprits are Block, Dodge and Bar Swap (by a freaking mile). They have nothing to do with weaving, but certainly they clip animations. Yes good players can exploit those mechanics for max DPS (especially swap cancelling), but if you removed any of these abilities, combat would become very clunky and you would have almost no ability to react to changes during combat. It would make PVP unplayable if removed. Nearly everyone in ESO does these to some degree without even realizing it. If you want to know what it would be like to remove swap cancelling, try to cast a skill on your back bar after hard casting Crystal Frags and call me in the morning. Want to wait until your skill plays its animation before you can block or dodge roll? LOL, there would be dead potatoes everywhere.
TLDR: LA weaving isnt AC. The biggest culprit of AC in a standard parse is Bar Swap Cancelling, but its 100% necessary to allow combat to feel smooth and maintain the 1 second Global Cooldown.
I disagree (obviously). When you use a LA and then clip the animation with a slotted skill, that is animation cancelling. We have just given it a different name "LA Weaving" so everyone knows which mechanic of Animation Cancelling we are talking about. As you say, there are others.
It literally cancels the follow through animation of the LA. My connections are perfect, my FPS are buttery smooth in the hundreds. It doesn't change the fact that the flow from the clipped LA animation to a skill causes a strange nearly unregognizable animation where your characters are doing something but unless you knew there was a LA going on in there, from an outside player perspective you would wonder why the characters arm are juttering every second.
Semantics aside, I did say it should stay, I just think it looks bad.
I also disagree (obviously )
Lets take a fire staff for example. You start with your arm behind you slightly, your staff hangs downwards at lets call it a 30 degree angle.
-If I just press light attack, my arm quickly jabs forward, the fire ball leaves the staff, then my right arm lazily returns to its resting position.
-If I try to do consecutive light attacks. My arm Jabs forward, shoots a fire ball, comes back slightly than abruptly jabs forward again, and a second fire ball fires. It never returns to that resting position between the two. Would you call this animation cancelling? I don't think I would, and I dont think most people would. It is also far less fluid then the next example.
-Now lets say I do a light attack into a classic spammable like swallow soul on a nightblade. I start at rest with my right arm slightly back, my arm jabs forward and the fire ball fires (exactly like a standard light attack), it then returns all the way to the rest position, and while my right arm is pulling back wards, my left hand goes forward and the skill animation plays from my left hand. My left hand then retracts as my right hand goes forward again for the next light attack, and on and on it goes. Its like watching a martial artist punch right hand, left hand, right hand left hand. There is no clipping here whatsover. The light attack flows very fluidly right into the ability and back again. The animations appear to "weave" together, but there is nothing choppy about it.
I just don't see how this constitutes animation canceling. I also think we need a little common sense as to when the light attack really is over. I would argue its when the fire ball leaves the staff or when the sword makes contact with the opponent. Its silly to think I would need to come all the way back to my rest position before I could do anything else, nobody fights that way in RL or any game I have played. Lets say I shoot a fire ball from my staff and then am immediately knocked to the ground, that fire ball is on its way whether or not I get back to my starting position.
Now on the other side of things, with bar swap, block or dodge, you can certainly clip some of the skill animation. I can go Swallow Soul into a bar swap or dodge, you barely see your left hand move and the skill animation almost seems to shoot out of your chest. This is 100% animation canceling, but it does not speed up your ability to cast skills (there is no way around the GCD). Bar swap canceling is necessary to a dynamic DPS rotation, and yes it clips animation slightly, but the alternative (think trying to bar swap after a hard cast crystal frags) feels extremely clunky. If you couldn't block or dodge cancel, your ability to react to damage would be extremely hindered, so again, its 100% necessary for dynamic and reactive combat.
Certainly not every animation flows as well as swallow soul, but for the most part they do and ZOS has made an effort to make them flow smoothly. I am also perhaps jaded running at 3440x1440 @144 FPS with ping of about 65, and admittedly, I have seen vids of people doing parses with bad framerate and it looks choppy, but I would expect things to look choppy with high ping and low FPS.
I agree that Staff and Swallow Soul is definitely one of the better combinations. But now try Dual Wield and Jabs. It looks terrible.
I think we have different aesthetic preferences. From what I recall you didn't mind the new Jabs animation whereas I though it looked pretty bad once I got down to using it.
I really, really understand block cancelling, dodge cancelling and bar swap cancelling, there is no need to explain it to me. I also understand the need for animation cancelling in this game. Responsiveness trumps everything when you need to use active combat.
I still think LA weaving is a function of animation cancelling, because as in the case of stuff like Jabs and Dual Wield you don't even see the downswing of the dual wield attack. The weapons just vanish and Jabs just begins. Yes Staff+Swallow is better. In fact Staff + anything looks better overall.
The question was "Do you enjoy LA weaving" and my answer is still "no" because it looks bad. You think it looks good. That's fine. I do not advocate getting rid of it.
I think the LARGEST reason by far that many outsiders of this game complain about ESO's combat clunkiness is due to the weaving mechanic. I think the game would be much better without it & an auto-attack function personally. What are your thoughts?
propertyOfUndefined wrote: ยป
It's always felt like a bug to me, which the devs eventually called a "feature".
I'll also add that I think it's the biggest barrier to entry for most players. Through the years, I've gotten many of my friends to play the game, but none of them really stuck around for endgame because weaving seemed weird to them. Note that some of those players were veterans of other MMOs, albeit of the tab-target variety.
Just my honest opinion...
propertyOfUndefined wrote: ยป
It's always felt like a bug to me, which the devs eventually called a "feature".
I'll also add that I think it's the biggest barrier to entry for most players. Through the years, I've gotten many of my friends to play the game, but none of them really stuck around for endgame because weaving seemed weird to them. Note that some of those players were veterans of other MMOs, albeit of the tab-target variety.
Just my honest opinion...
Weaving is only a percentage of the DPS capability in this game. Like any MMORPG, a good build and reasonable player skill make up the difference between a good DPS and one that struggles. The difference between the top DPS in this game and the average DPS would be very similar if weaving was removed.
Oreyn_Bearclaw wrote: ยปpropertyOfUndefined wrote: ยป
It's always felt like a bug to me, which the devs eventually called a "feature".
I'll also add that I think it's the biggest barrier to entry for most players. Through the years, I've gotten many of my friends to play the game, but none of them really stuck around for endgame because weaving seemed weird to them. Note that some of those players were veterans of other MMOs, albeit of the tab-target variety.
Just my honest opinion...
Weaving is only a percentage of the DPS capability in this game. Like any MMORPG, a good build and reasonable player skill make up the difference between a good DPS and one that struggles. The difference between the top DPS in this game and the average DPS would be very similar if weaving was removed.
Sorry, but I have to disagree here. Pre LA nerfs, weaving was maybe 15% DPS. People showed many times on the forums parses (not HA builds) with 100k plus and no LAs whatsoever. There is a lot more room than that between the top and your average player. Weaving gets way too much credit for the difference between your average joe and those pushing leaderboards.
-Maintaining pace of your GCD to as close to 1 second as possible
-Dynamically managing your DOT buff timers*
-Proper opening rotations and pre buffs
-Proper execute rotations, knowing what to recast and what to let expire*
-Ultimate and Potions management
-Positioning during a fight to maximize cleave*
-The ability to DPS while moving, aka respecting mechanics*
And that doesnt even get into the difference between a good group and a bad group. Certainly, weaving makes some of those things a little more difficult, but if they removed LAs from the game tomorrow, their would still be a massive gap in DPS in this game.
And here is the funny/sad part. Yes they nerfed LA damage, but the skill gap has actually widened since update 35 or whenever it was. We now have so many freaking DOT timers, that rotations have actually become more difficult and it shows, despite LAs being less of a piece of the proverbial DPS pie.
* These in particular have gotten harder lately.