doug_martin05b14_ESO wrote: »Kyotee0071 wrote: »mcconnell2_ESO wrote: »I've been casting the NB ultimate "soul tether" all day without any animation at all. normally you rise up in the air and cast the spell. It takes a few secs and roots you in place. If I tap bash immediately then I dont even see the skill go off but it does the damage.
People should be tapping bash/block after every skill with an animation.
So much this? Still don't see a problem with the game's mechanics?
I just tried this in-game, and while it's easy to do there is no way a right-minded Dev would intend this to be in their game as a mechanic and be taken seriously. This would be severely detrimental to the health of the game when it seems that an exploit of the game's core combat mechanics is what will set good and bad players apart - specifically in PvP. The worst part is I don't see this being an easy/quick fix unless they can just somehow add a GCD overlay to all skills on the 1-5 + ultimate between casts no matter what you do. However, with there already being some issues with the animations of skills, weapon swap not firing, and/or get other skills to fire off it'll be interesting what a fix would actually look like (which also just makes the issue raised in this thread look even worse IMO).
Again, while this can be achieved with relative ease, I do not think the game is meant to be played this way, nor do I think a majority want to play the game this way. I know I, for one, do not as the game already seemed a bit spammy before I even tried this out, especially in PvP. At least stop trying to defend it by saying it's something that will/should separate the skilled from the unskilled; that just sounds selfish and purposely turning a blind eye to the impact it will have on the game in it's entirety.
But you see, there's a problem with this, because it IS a bug and it's not supposed to work this way, and results in this issue: it messes up the amount my stam and mag will replenish to. Not my max amount, but after performing this exploit my stam and mag will only regen to a certain amount (about 90%); and the more I keep doing it, the less and less that number gets.
That literally made me want to say *** pvp till this is fixed. There is no way to counter that at all, and it is obviously an exploit / bug no matter what anyone says. the only people that would defend this are people that rely on it in PVP and cant play otherwise.Kyotee0071 wrote: »mcconnell2_ESO wrote: »You can bash the air. If you keybind it to a separate key it is really easy. Then you wont see the skill animation or the bash animation as long as you only tap the key.
There is no cooldown essentially. the bashes cancel the bashes animation a and anything else. Ive been completely emptying both my stamina and magicka bars within like 10 secs by spamming this way. You can get a huge number of skills off with the resource bars being the only limiter.
Again, a perfect example from the person quoted above me. The burst potential must be huge in those 10 seconds, and the only animation showing is bash - which is extremely quick. Yet he is emptying his magicka bar - so skills are firing off with not one single animation from them?
An example of the burst below:
Just watch the burst here against V rank opponents in pvp..Watch the HP bars disappear in a matter of seconds. Most opponents can't even respond. They die within the knock down or stun..Is that the kind of PVP folks want to have?
Video
That literally made me want to say *** pvp till this is fixed. There is no way to counter that at all, and it is obviously an exploit / bug no matter what anyone says. the only people that would defend this are people that rely on it in PVP and cant play otherwise.
just lock this topic: we are all wasting our time.
Or just let it die.
WitchAngel wrote: »just lock this topic: we are all wasting our time.
Or just let it die.
You hate animations, don't ya?
It's working this way because ZoS caught this bug way too late, and already had applied a gazillion of coding, relying on this flawed code. Stuff like this need to be caught before alpha test.
I admit that this is speculation, but this is the only logical explanation I can come up with.
If anyone has a better explanation, I am all ears.
WitchAngel wrote: »
To all those who think this animation cancel "mechanic" is working as intended, answer me this: where do channeled abilities fit into the equation here? I made a templar and i use the aoe cone channeled spear attack a lot. I cancel the animation quite often to block a heavy attack or to get out of an aoe and it always cancels the damage for the ability as well.
How is it fair that instacast and even cast time abilities can benefit so immensely from cancelling while channeled abilities are left in the dust? Why even have channeled abilities then? Obviously this cancel stuff is vastly superior, so why would anyone who has any semblance of skill rotation optimization even slot a channeled ability?
If you're going to argue that this is working as intended then you have a lot of explaining to do.
1. What about channeled abilities?
2. Why is there no in-game tutorial about this "mechanic"?
3. Why would a game that claims to want to reduce the UI clutter so people have to pay attention to the actual game instead of numbers and bars include a mechanic that makes a character able to cast multiple skills virtually instantly while their character appears to spaz out from block spam cancel?
Until I get solid answers to these questions I will continue to uphold my belief that this cancel business is unintended.
To all those who think this animation cancel "mechanic" is working as intended, answer me this: where do channeled abilities fit into the equation here? I made a templar and i use the aoe cone channeled spear attack a lot. I cancel the animation quite often to block a heavy attack or to get out of an aoe and it always cancels the damage for the ability as well.
How is it fair that instacast and even cast time abilities can benefit so immensely from cancelling while channeled abilities are left in the dust? Why even have channeled abilities then? Obviously this cancel stuff is vastly superior, so why would anyone who has any semblance of skill rotation optimization even slot a channeled ability?
If you're going to argue that this is working as intended then you have a lot of explaining to do.
1. What about channeled abilities?
2. Why is there no in-game tutorial about this "mechanic"?
3. Why would a game that claims to want to reduce the UI clutter so people have to pay attention to the actual game instead of numbers and bars include a mechanic that makes a character able to cast multiple skills virtually instantly while their character appears to spaz out from block spam cancel?
Until I get solid answers to these questions I will continue to uphold my belief that this cancel business is unintended.
WitchAngel wrote: »
hmhhm what? No I hate animation cancelling used as an exploit and even more when improved by macroing.
Now, many players explained in details, here and there, how and why it is such a problem. In fact they've been doing it for weeks...But when I see an official message like "thanks for your message, you ticket/ feedback has been transfered blablabla" I tend to get nervous those days...That's not anything new: we - new players - discover it. But many players before us, have brought details about that.
I said a few comments ago that I still don't understand how such an important thing got out of the radar and is still in discussion without any real decision/action from Zenimax.
When I say "don't waste your time" it's for you...
I don't know myself why I'm still commenting here...
I tend to try to be positive. But seriously...
mcconnell2_ESO wrote: »Why does it even matter if it is intended? They cant fix it now because it is in the fabric of all real time action mmos. No animation bugs are what turned street fighter from a childs game into a competitive sport. At least this no animation thing is a step towards fixing the sluggish combat.
WitchAngel wrote: »WitchAngel wrote: »
hmhhm what? No I hate animation cancelling used as an exploit and even more when improved by macroing.
Now, many players explained in details, here and there, how and why it is such a problem. In fact they've been doing it for weeks...But when I see an official message like "thanks for your message, you ticket/ feedback has been transfered blablabla" I tend to get nervous those days...That's not anything new: we - new players - discover it. But many players before us, have brought details about that.
I said a few comments ago that I still don't understand how such an important thing got out of the radar and is still in discussion without any real decision/action from Zenimax.
When I say "don't waste your time" it's for you...
I don't know myself why I'm still commenting here...
I tend to try to be positive. But seriously...
Letting this thread die, would only serve the purpose of letting the knowledge about this problem die. That's why I answered as I did. Sorry about that.
The forums is way more interesting than playing this game at it's current state. So I check in here regularly. I guess that deep down within, I still believe the game can be fixed, or I wouldn't be bothered posting here at all.
Kyotee0071 wrote: »To all those who think this animation cancel "mechanic" is working as intended, answer me this: where do channeled abilities fit into the equation here? I made a templar and i use the aoe cone channeled spear attack a lot. I cancel the animation quite often to block a heavy attack or to get out of an aoe and it always cancels the damage for the ability as well.
How is it fair that instacast and even cast time abilities can benefit so immensely from cancelling while channeled abilities are left in the dust? Why even have channeled abilities then? Obviously this cancel stuff is vastly superior, so why would anyone who has any semblance of skill rotation optimization even slot a channeled ability?
If you're going to argue that this is working as intended then you have a lot of explaining to do.
1. What about channeled abilities?
2. Why is there no in-game tutorial about this "mechanic"?
3. Why would a game that claims to want to reduce the UI clutter so people have to pay attention to the actual game instead of numbers and bars include a mechanic that makes a character able to cast multiple skills virtually instantly while their character appears to spaz out from block spam cancel?
Until I get solid answers to these questions I will continue to uphold my belief that this cancel business is unintended.
Imagine what large scale AVA will look like once everyone learns this mechanic, and it won't take long.
All you see in the battle is everyone's character running around spazzing out spamming block/bash with no other animations firing off..I mean if the system stays the same, would that not be the optimal way to compete in PVP? It would probably be the only way to compete honestly.
All these nice animations for abilities they have added to each class would mean nothing. A huge aspect of skillful pvp would be missing.
Meaning: you recognize a skill being used on you, you react in different ways..You might block, you might bash, you might use LOS (line of sight) for a ghetto interrupt, you might counter with a quick shield spell/reflect spell/Heal over time spell. But if you can not see these abilities being performed - how the hell do you counter them?
By the same token, if I'm the one doing the attacking - I want my opponent to have a chance to react to what I'm using. I want competitive pvp. I want that huge rush you get after an awesome fight or 1 v1, 1v2, 1v3.
Can you picture it...50 vs 50...everyone blocking/bashing, blocking/bashing, blocking/bashing...Lol...man that doesn't sound very entertaining.
Haven't been able to replicate what's in the videos, personally, as of patch 1.0.5, myself.Halrloprillalar wrote: »Not really seeing this in game (sorc) as any time I try this it cancels the animation without the ability going off (crystal shards). *** that everyone else seems to be able to do it though.