Circuitous wrote: »Circuitous wrote: »No, it's not. End of story.
But since OP apparently isn't familiar with the history behind this issue, here it is:
First, Jessica Folsom wrote months ago that it is "not an exploit," in response to a comment about using animation cancelling to maximize dps.
What confused people was that she also wrote something along the lines of it being "not exactly intended." In context, it was clear to many people that what was "not intended" was the importance of animation cancelling in order to maximize dps, rather than saying that the mechanic itself wasn't intended, but people disagreed on this point.
But to erase all doubt, it's been reported from the guild summit that the mechanic of animation cancelling is "intended"http://tamrielfoundry.com/2014/10/eso-guild-summit/Animation and attack priority is currently driven by gameplay mechanics, and animation design is created to support the gameplay features. Animation cancelling with macro usage is “cheating”, but the way that attacks currently interact is intended, but will hopefully be improved in the future.
So clearly, a legitimate feature of the game, based on "attack priority" (to use the terminology quoted above.
My theory is ZOS really did not intend for animation cancelling to work this way, but they have no idea how to fix it without breaking something else or causing forther imbalaces, so now they're just rolling with it.
This theory is ridiculous. The game has animations that you can't cancel, and animations that you can cancel. The difference between them is a matter of programming, and the decisions involved were intentional. If they wanted to make every skill completely uncancelable, they could do so easily.
When I say "to work this way", what I mean is not the fact you can cancel animations, but that the effect goes through anyway and allows for much higher dps than fighting "normally". I read Jessica's post on the subject and she didn't just say "not exactly intended". It was more along the lines of "this surprised us".
The effect goes through anyway because the skills are given a cast time of 0/Instant. It's no surprise that they hit instantly when the animation is taken out of the equation. (And of course you can't cancel skills that do have a cast time until that cast time is complete.)
They could give everything a short cast time and voila, but they don't.
Circuitous wrote: »Circuitous wrote: »No, it's not. End of story.
But since OP apparently isn't familiar with the history behind this issue, here it is:
First, Jessica Folsom wrote months ago that it is "not an exploit," in response to a comment about using animation cancelling to maximize dps.
What confused people was that she also wrote something along the lines of it being "not exactly intended." In context, it was clear to many people that what was "not intended" was the importance of animation cancelling in order to maximize dps, rather than saying that the mechanic itself wasn't intended, but people disagreed on this point.
But to erase all doubt, it's been reported from the guild summit that the mechanic of animation cancelling is "intended"http://tamrielfoundry.com/2014/10/eso-guild-summit/Animation and attack priority is currently driven by gameplay mechanics, and animation design is created to support the gameplay features. Animation cancelling with macro usage is “cheating”, but the way that attacks currently interact is intended, but will hopefully be improved in the future.
So clearly, a legitimate feature of the game, based on "attack priority" (to use the terminology quoted above.
My theory is ZOS really did not intend for animation cancelling to work this way, but they have no idea how to fix it without breaking something else or causing forther imbalaces, so now they're just rolling with it.
This theory is ridiculous. The game has animations that you can't cancel, and animations that you can cancel. The difference between them is a matter of programming, and the decisions involved were intentional. If they wanted to make every skill completely uncancelable, they could do so easily.
When I say "to work this way", what I mean is not the fact you can cancel animations, but that the effect goes through anyway and allows for much higher dps than fighting "normally". I read Jessica's post on the subject and she didn't just say "not exactly intended". It was more along the lines of "this surprised us".
The effect goes through anyway because the skills are given a cast time of 0/Instant. It's no surprise that they hit instantly when the animation is taken out of the equation. (And of course you can't cancel skills that do have a cast time until that cast time is complete.)
They could give everything a short cast time and voila, but they don't.
I just can't believe it's intended because fighting looks and feels a lot better when you let animations finish. It makes sense to be able to cancel them to react and block, but for the effects to still go through must be an unintended side effect (you just explained why it happens).
ZOS confirmed that it is working as intended. Did you even read the quote from the earlier post? It said that "the way that attacks currently interact is intended."ferzalrwb17_ESO wrote: »It can not be classed, officially, as cheating because it's a basic, flawed mechanic and you can even do it accidentally. It is NOT working as intended and ZOS want to do something about it but they've been... unable.. to do so to this point.
Furthermore, everyone who has voted "yes" on this poll has used animation cancelling at one point. If you've ever mashed buttons or even attempted to use a skill after a normal attack, then you've done animation cancelling. So go label yourselves as cheaters then, lol.
Do the OP even know what the word cheating means? FFS how stupid is this thread?
xMovingTarget wrote: »Without weaving combat would feel dull for me. It adds a lil Skill Value
Circuitous wrote: »They said quite plainly that the animations were made to support the mechanics, but the mechanics came first. It may look odd, but this is what they designed. These are the numbers they punched in. The animation team did what they could to keep it smooth, but at the end of the day it's the mechanics making the decisions, not the animations.
xMovingTarget wrote: »Without weaving combat would feel dull for me. It adds a lil Skill Value
@xMovingTarget
No, it removes skill.
Or rather, it replaces the appropriate type of skill with something that is not fun for a majority of players and was not intended by the developers.
For all you Halo 2 players, it's much like the B-X-R debacle.
It's not cheating but it should be removed. Yes, blocking should still abort animations but the effects shouldn't go through.
butterfly442 wrote: »So, gaining more attacks, a lot more attacks, than are intended is the right thing to do.