
https://www.youtube.com/watch?v=6qdyhRmSFmcI agree %100 percent; my OP post focused on attacks, but to fully balance the game, animation canceling for defensive followups would need to be removed as well.I don't understand why people have a problem with this yet spam block and cast blocking appear to be acceptable to many.
I'm tired of hearing that because other MMO's have done it, it's OK for ESO to do it; This is a childish argument IMO. To make a game great, you have to break the mold or think outside the box.in fact, if you google "animation cancelling" you will see a ton of games with active combat allowing you to clip.
this has been going on for years, get with the program and stop complaining about a mechanic thats been around since the dawn of video games
I'm not complaining about it, I was stating that using animation canceling to cancel the follow through isn't realistic.I agree %100 percent; my OP post focused on attacks, but to fully balance the game, animation canceling for defensive followups would need to be removed as well.I don't understand why people have a problem with this yet spam block and cast blocking appear to be acceptable to many.I'm tired of hearing that because other MMO's have done it, it's OK for ESO to do it; This is a childish argument IMO. To make a game great, you have to break the mold or think outside the box.in fact, if you google "animation cancelling" you will see a ton of games with active combat allowing you to clip.
this has been going on for years, get with the program and stop complaining about a mechanic thats been around since the dawn of video games
Finally, I stated that i used animation canceling all the time! So I have been with the program since beta.
Thanks for the comments.
I'm not complaining about it, I was stating that using animation canceling to cancel the follow through isn't realistic.I agree %100 percent; my OP post focused on attacks, but to fully balance the game, animation canceling for defensive followups would need to be removed as well.I don't understand why people have a problem with this yet spam block and cast blocking appear to be acceptable to many.I'm tired of hearing that because other MMO's have done it, it's OK for ESO to do it; This is a childish argument IMO. To make a game great, you have to break the mold or think outside the box.in fact, if you google "animation cancelling" you will see a ton of games with active combat allowing you to clip.
this has been going on for years, get with the program and stop complaining about a mechanic thats been around since the dawn of video games
Finally, I stated that i used animation canceling all the time! So I have been with the program since beta.
Thanks for the comments.
So animation canceling is unrealistic yet you play in a fictional world with magic, necromancy, werewolves, vampires, cat people, lizard people, living flame beings, living ice beings, living lightning beings, multiple elves, dragons, oversized bugs, talking trees, giant snakes, sea monster sized snakes....
The ZOS stance is they allow animation cancelling to make combat feel more responsive. If a player clicks a button, he expects something to happen. If nothing happens (because the animation of previous attack did not yet complete, despite the damage already being dealt) then he will call the combat 'clunky'.
I hear ya, but animation canceling just doesn't look right. There is no reason why combat can't be realistic in a world of fantasy characters. Even in fantasy movies there are rules in how the world operates.So animation canceling is unrealistic yet you play in a fictional world with magic, necromancy, werewolves, vampires, cat people, lizard people, living flame beings, living ice beings, living lightning beings, multiple elves, dragons, oversized bugs, talking trees, giant snakes, sea monster sized snakes...
I been reading this a lot, but has ZOS even tried to test this concept on the PST server? No. So how do they know if forcing a follow through or attack and defensive abilites will work or not: they won't until we players test it.The ZOS stance is they allow animation cancelling to make combat feel more responsive. If a player clicks a button, he expects something to happen. If nothing happens (because the animation of previous attack did not yet complete, despite the damage already being dealt) then he will call the combat 'clunky'.