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[Discusion] Animation Canceling; a good thing & a bad thing

  • Emma_Overload
    Emma_Overload
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    The OP said:

    "As mentioned this is an unintended side-effect of the fluid combat ESO wants to present to us."

    This is correct, and it's the key to the whole issue. Animation cancelling is necessary because it is simply the BEST possible solution. All other solutions would either slow the game WAY down or introduce visual problems that are much worse than animation cancelling.
    #CAREBEARMASTERRACE
  • Zewks
    Zewks
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    Perhaps they just need to add a very quick and simple tutorial on HOW to do it for new players, in the tutorial instance (like how they teach you to block and interupt).

    Its only an issue because of how so many people dont know how.
  • xMovingTarget
    xMovingTarget
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    Kitty, are you gonna say I use macros? I only used a macro to place the fire rune back in the days. But thats ages ago. And most of the time it didnt work properly due to lag. So I started doing it without macros. I never used any macro to weave.

    Its way to easy. Analyze all my videos. And you will come to the conclusion that I dont use any macros. Since they are unreliable coz lag and also boring. Heavy attack weaving is way too easy to have to use a macro for it.

    And I still think macro users for that are braindead. Since its more effective to play without macros in pve.

    I only use all spells on my mouse. Razer Naga. Makes weaving easier too. All combat attacks executed by 1 hand helps alot. But sry, I dont need macros.
  • Stamden
    Stamden
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    I think it's a great thing. Way too many MMOs are just button mashing. This is one of the few MMOs where most fights are pretty skill based.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • idk
    idk
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    To the creator of this thread. Your premise is false from the start and therefore this conversation is rendered mute.

    Animation canceling didn't chsnge the game and could not change the game. This has been here from the beginning. The developers have even acknowledged it and while they mentioned changes, that it would remain. They have even added set bonus that procs off light attacks (no reason to do a light attack without animation canceling.

    It's really a fabulous model for MMO play that makes combat more lively and interesting. Pressing a button and waiting for the GCD to press the next button is boring. Seriously. Give it a try, work at it and in the end your game play will improve.
  • Rune_Relic
    Rune_Relic
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    Just another example of the elite becoming ever more elite and the powerful becoming ever more powerful.
    Is the game aimed at everyone being on an equal footing...or a gifted few revelling in their little piece of heaven wiping anything and everything the rest struggle with ?
    Clearly ZOS have put their cards on the table.

    They could have fixed this...not fixing it was a design decision that speaks volumes.
    The elite run the game for the elite, not he majority.
    Edited by Rune_Relic on April 8, 2015 8:53PM
    Anything that can be exploited will be exploited
  • Varicite
    Varicite
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    - Talk about animation canceling. What this post is about. discuss your experience with it and your opinion on it as a gamer in a constructive manner. Its something we comment off hand but few seem to put an effort to really attack or defend. give your thoughts below in replies.


    Hopefully this gives folks something to think about and discuss. This elephant has been in the room for a while as both a positive and negative to the game. I hope some additional balance is given to better incorporate it into the game

    While I commend you for actually explaining Animation Cancelling in your OP in an objective manner, unlike the vast majority of these posts, I tend to agree w/ the other posters that this has really been discussed to death at this point.
  • HeroOfNone
    HeroOfNone
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    Kitty, are you gonna say I use macros? I only used a macro to place the fire rune back in the days. But thats ages ago. And most of the time it didnt work properly due to lag. So I started doing it without macros. I never used any macro to weave.

    Its way to easy. Analyze all my videos. And you will come to the conclusion that I dont use any macros. Since they are unreliable coz lag and also boring. Heavy attack weaving is way too easy to have to use a macro for it.

    And I still think macro users for that are braindead. Since its more effective to play without macros in pve.

    I only use all spells on my mouse. Razer Naga. Makes weaving easier too. All combat attacks executed by 1 hand helps alot. But sry, I dont need macros.

    No, not saying you do or don't, but ask around to some folks on the top of the trials boards off the record and in a non-attacking manner if they use macros. Some will be candid that they do it so they don't mess something up for a time run. We have a LOT of talented folks that do weaving as its easy to breath to get high numbers, but that's not everyone. I don't begrudge these folks for feeling they need to use them either, but feel there should be a better system in place to reduce any need for that.
    To the creator of this thread. Your premise is false from the start and therefore this conversation is rendered mute.

    Animation canceling didn't chsnge the game and could not change the game. This has been here from the beginning. The developers have even acknowledged it and while they mentioned changes, that it would remain. They have even added set bonus that procs off light attacks (no reason to do a light attack without animation canceling.

    It's really a fabulous model for MMO play that makes combat more lively and interesting. Pressing a button and waiting for the GCD to press the next button is boring. Seriously. Give it a try, work at it and in the end your game play will improve.

    Played since beta, the DPS requirements for dungeon bosses was much lower. Once weaving and animation canceling became much well known to folks through youtube and streams, the DPS requirements came up. even per ZOS, animation canceling and weaving, it was unintended, meaning the game was designed without it being on the developers mind. Still, despite the wide spread knowledge of this, there is little mention of it in any in game tutorials.

    I invite you to reread the main post though, some of your reply seems to think I'm saying its a bad thing or that it should be removed, which is not the case.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Didgerion
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    Animation canceling is very frustrating in its current state.

    Don’t get me wrong I like the mechanics a lot and I find that it adds dynamicity and reality to the game. What I don’t like is that the animation canceled abilities gives you full damage.

    For example how come Wrecking blow gives you 100% damage if you barely lift the sword - you need that second to build up the momentum.
    If there is no momentum there should be no high damage – as simple as that.

    I agree with heroofnone that ZOS should explain the animation cancellation mechanism to the player base.
    And they also should explain why for example wrecking blow invokes damage on cancellation but Snipe doesn't.
    (I have nothing against wrecking blow, it's just easier to use it as example)

    Robotmafia wrote: »
    Aerieth wrote: »
    I really enjoy animation cancelling as it is. Takes a bit of practice to get right but is quite rewarding to master.

    definitely! It adds a skill one can master... animation canceling with a complex rotation with multiple cool downs really adds another challenge... compared to just pressing your rotation over and over again...

    Animation cancelling is a roation as well and it is not complex. It is a 2 skill combo (Either a channeled skill + block or Heavy Attack + an instant skill.)
    Here is a typical bar of one who is overusing the animation canceling:
    Bar1: "The Skill", One Gap Closer, other 3 abilities abilities for active/pasive buffs/debuffs
    Bar2: One or two shields if PVP-ing (replaced with range abilities if PVE-ing), active/passive buffs abilities.

    And the animation canceling is so powerful at the moment that one rarely bothers to keep other back-up rotations on her bar.
  • Varicite
    Varicite
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    Animation canceling is very frustrating in its current state.

    Don’t get me wrong I like the mechanics a lot and I find that it adds dynamicity and reality to the game. What I don’t like is that the animation canceled abilities gives you full damage.

    For example how come Wrecking blow gives you 100% damage if you barely lift the sword - you need that second to build up the momentum.
    If there is no momentum there should be no high damage – as simple as that.

    I agree with heroofnone that ZOS should explain the animation cancellation mechanism to the player base.
    And they also should explain why for example wrecking blow invokes damage on cancellation but Snipe doesn't.
    (I have nothing against wrecking blow, it's just easier to use it as example)

    Robotmafia wrote: »
    Aerieth wrote: »
    I really enjoy animation cancelling as it is. Takes a bit of practice to get right but is quite rewarding to master.

    definitely! It adds a skill one can master... animation canceling with a complex rotation with multiple cool downs really adds another challenge... compared to just pressing your rotation over and over again...

    Animation cancelling is a roation as well and it is not complex. It is a 2 skill combo (Either a channeled skill + block or Heavy Attack + an instant skill.)
    Here is a typical bar of one who is overusing the animation canceling:
    Bar1: "The Skill", One Gap Closer, other 3 abilities abilities for active/pasive buffs/debuffs
    Bar2: One or two shields if PVP-ing (replaced with range abilities if PVE-ing), active/passive buffs abilities.

    And the animation canceling is so powerful at the moment that one rarely bothers to keep other back-up rotations on her bar.

    I'd say that is far more a by-product of the limited skill bars and the fact that it's not really rewarding to have multiple abilities that are there only to do damage.

    You have 5 slots. Why would you want to take up 2 of them to do the exact same thing? That's just silly.
  • Emma_Overload
    Emma_Overload
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    Animation canceling is very frustrating in its current state.

    Don’t get me wrong I like the mechanics a lot and I find that it adds dynamicity and reality to the game. What I don’t like is that the animation canceled abilities gives you full damage.

    For example how come Wrecking blow gives you 100% damage if you barely lift the sword - you need that second to build up the momentum.
    If there is no momentum there should be no high damage – as simple as that.

    I agree with heroofnone that ZOS should explain the animation cancellation mechanism to the player base.
    And they also should explain why for example wrecking blow invokes damage on cancellation but Snipe doesn't.
    (I have nothing against wrecking blow, it's just easier to use it as example)

    Robotmafia wrote: »
    Aerieth wrote: »
    I really enjoy animation cancelling as it is. Takes a bit of practice to get right but is quite rewarding to master.

    definitely! It adds a skill one can master... animation canceling with a complex rotation with multiple cool downs really adds another challenge... compared to just pressing your rotation over and over again...

    Animation cancelling is a roation as well and it is not complex. It is a 2 skill combo (Either a channeled skill + block or Heavy Attack + an instant skill.)
    Here is a typical bar of one who is overusing the animation canceling:
    Bar1: "The Skill", One Gap Closer, other 3 abilities abilities for active/pasive buffs/debuffs
    Bar2: One or two shields if PVP-ing (replaced with range abilities if PVE-ing), active/passive buffs abilities.

    And the animation canceling is so powerful at the moment that one rarely bothers to keep other back-up rotations on her bar.

    Wrecking Blow's full animation takes much longer than the time stated on the tooltip, though. Animation cancelling ONLY executes the Wrecking Blow in the amount of time you promised to begin with, it does NOT make it happen any faster.... believe me, I've tried!
    #CAREBEARMASTERRACE
  • xMovingTarget
    xMovingTarget
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    Ahh, I misunderstood your post then. Nvm =D

    Some might do. But I wont respect these macro heroes. These ppl are noobs. Sry for calling em that. But whoever needs em, is a noob. No Respect from me.
  • Molsondry
    Molsondry
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    Animation canceling should only ba allowed for blocking and doging not for weaving light/medium attack.

    Simple fix? Add an inner global cooldown for 1 sec for everything but dodge and block (even adding this to dodge and block wouldnt be that bad)

    Global cooldown as proved himself already. It make everything fluid and you always have to think whats the best next spell i can use in this situation ? Of course some ability are off the gcd . like dodge and roll breaking cc some buff and etc.

    The curent state of the game with animation canceling lead in too much way to exploit/abuse of the system leading ppl to just use macro and etc. Its puts in ALOT of oppurtunities with all the ability around to abuse...

    1 ability/attack per second . Rotation in between your 10 different skill + clicking attack and block dodge rolling is far enough.
    It would also lead pvp being MUCH MORE fluid and allowway more counter play instead of geting hit by 3 attacks at the same time due to animation canceling..... (I want to point up that with ability cast time /travel time etc your still able to time 2 abilitythat will hit the target in the same time. It only takes more setup. And this counter most of your argue to defend the ability canceling . skills.)

    GCD could be lowered slightly by passive /skills .
    Edited by Molsondry on April 8, 2015 11:31PM
    v9 Sorcerer
  • HeroOfNone
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    Ahh, I misunderstood your post then. Nvm =D

    Some might do. But I wont respect these macro heroes. These ppl are noobs. Sry for calling em that. But whoever needs em, is a noob. No Respect from me.

    on a side topic from the macroing, being one that does a lot of the weaving and build videos, what do you think of the current implementation? the ZOS tutorials, the combat queues, the balance with cast times, etc. is there room for improvement on animation canceling in its current state or is it fine just as is?
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Eldarth
    Eldarth
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    ... is there room for improvement on animation canceling in its current state or is it fine just as is?

    Definitely. Make it animation AND action canceling and it should be fine.

    If I bring my maul back for a heavy strike and suddenly dodge and you STILL take the heavy strike damage?!? WTF did I hit you with -- bad vibes?


    Edited by Eldarth on April 9, 2015 2:09AM
  • wraith808
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    I find it funny how people defend things that give them a significant advantage to the death here, first we had up until 1.3-1.6 magicka builds outperforming stamina and people acted though it was perfectly ok that only a small subset of magicka builds were viable for endgame... that the play as you want slogan was a complete lie. We have/had grinding mobs over and over which probably still the most effective way to earn xp vs actually doing content like dungeon, trials, questing, pvp and people complain that when it gets nerfed that they don't like to do anything but boringly grind mobs all day in a game that has pretty strong lore focus. We have the ranged vs melee argument still, the fact that some bosses actually require rolling a ranged build.

    And then there's animation cancelling, I'm personally not against light/heavy attack weaving but I don't think any mmo should allow you to cancel out entire casts. I mean that's why all the good mmo's out there have something called a global cooldown.

    GCD are the devil. That's one of the reasons that I play this. That and a lack of tab-targeting. Can't and don't want to go back to it.
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • Molsondry
    Molsondry
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    GCD arent evil they are removing game breaking abuse and makes more fluidity.

    Actualy GCD is THE solution for ZoS and like the OP pointed out . It might resolve 1 part of the lag issue. GCD would redicously tone down the incoming data spike caused by animation cancelling and adding alot more fluidity to it. There wont be Spikes data income anymore from 200 players . Its gonna be all fluid. So it can ONLY HELP the servers.

    Also you cant tab target in eso .... Its an aiming system ..
    Edited by Molsondry on April 9, 2015 2:06AM
    v9 Sorcerer
  • Didgerion
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    Varicite wrote: »
    Animation canceling is very frustrating in its current state.

    Don’t get me wrong I like the mechanics a lot and I find that it adds dynamicity and reality to the game. What I don’t like is that the animation canceled abilities gives you full damage.

    For example how come Wrecking blow gives you 100% damage if you barely lift the sword - you need that second to build up the momentum.
    If there is no momentum there should be no high damage – as simple as that.

    I agree with heroofnone that ZOS should explain the animation cancellation mechanism to the player base.
    And they also should explain why for example wrecking blow invokes damage on cancellation but Snipe doesn't.
    (I have nothing against wrecking blow, it's just easier to use it as example)

    Robotmafia wrote: »
    Aerieth wrote: »
    I really enjoy animation cancelling as it is. Takes a bit of practice to get right but is quite rewarding to master.

    definitely! It adds a skill one can master... animation canceling with a complex rotation with multiple cool downs really adds another challenge... compared to just pressing your rotation over and over again...

    Animation cancelling is a roation as well and it is not complex. It is a 2 skill combo (Either a channeled skill + block or Heavy Attack + an instant skill.)
    Here is a typical bar of one who is overusing the animation canceling:
    Bar1: "The Skill", One Gap Closer, other 3 abilities abilities for active/pasive buffs/debuffs
    Bar2: One or two shields if PVP-ing (replaced with range abilities if PVE-ing), active/passive buffs abilities.

    And the animation canceling is so powerful at the moment that one rarely bothers to keep other back-up rotations on her bar.

    I'd say that is far more a by-product of the limited skill bars and the fact that it's not really rewarding to have multiple abilities that are there only to do damage.

    You have 5 slots. Why would you want to take up 2 of them to do the exact same thing? That's just silly.

    I'm not saying you should repeat your skills. The example I provided does not show a bad build in any mean. It is very survivable and sustainable build. The only concern there is why it does so much damage.
    In my mind If you want to do high damage then you have to use several damaging skills(ex: one burst damage skill , two dot skills, one buff and one debuff) but you'll have to trade off other skills which will make you less survivable for example.
    If you are build up to be survivable then you have to give up some dps and so on.

  • Xjcon
    Xjcon
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    Animation canceling isn't going anywhere, otherwise ZOS wouldn't have put priority on weapon swap.
    Briza Do'urdenx V16 Dunmer DK
    Jcon V16 Orc DK
    Vierna Do'urdenx V16 Bosmer NB
    Jarlaxle Baenrex V16 Dunmer NB
  • Varicite
    Varicite
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    Varicite wrote: »
    Animation canceling is very frustrating in its current state.

    Don’t get me wrong I like the mechanics a lot and I find that it adds dynamicity and reality to the game. What I don’t like is that the animation canceled abilities gives you full damage.

    For example how come Wrecking blow gives you 100% damage if you barely lift the sword - you need that second to build up the momentum.
    If there is no momentum there should be no high damage – as simple as that.

    I agree with heroofnone that ZOS should explain the animation cancellation mechanism to the player base.
    And they also should explain why for example wrecking blow invokes damage on cancellation but Snipe doesn't.
    (I have nothing against wrecking blow, it's just easier to use it as example)

    Robotmafia wrote: »
    Aerieth wrote: »
    I really enjoy animation cancelling as it is. Takes a bit of practice to get right but is quite rewarding to master.

    definitely! It adds a skill one can master... animation canceling with a complex rotation with multiple cool downs really adds another challenge... compared to just pressing your rotation over and over again...

    Animation cancelling is a roation as well and it is not complex. It is a 2 skill combo (Either a channeled skill + block or Heavy Attack + an instant skill.)
    Here is a typical bar of one who is overusing the animation canceling:
    Bar1: "The Skill", One Gap Closer, other 3 abilities abilities for active/pasive buffs/debuffs
    Bar2: One or two shields if PVP-ing (replaced with range abilities if PVE-ing), active/passive buffs abilities.

    And the animation canceling is so powerful at the moment that one rarely bothers to keep other back-up rotations on her bar.

    I'd say that is far more a by-product of the limited skill bars and the fact that it's not really rewarding to have multiple abilities that are there only to do damage.

    You have 5 slots. Why would you want to take up 2 of them to do the exact same thing? That's just silly.

    I'm not saying you should repeat your skills. The example I provided does not show a bad build in any mean. It is very survivable and sustainable build. The only concern there is why it does so much damage.
    In my mind If you want to do high damage then you have to use several damaging skills(ex: one burst damage skill , two dot skills, one buff and one debuff) but you'll have to trade off other skills which will make you less survivable for example.
    If you are build up to be survivable then you have to give up some dps and so on.

    But if you were to forego the utility skills in your build for more DoTs and a debuff, for example, then you WOULD do more damage than the person who focuses on only 1-2 damaging skills.

    I'm not seeing the issue?
  • Didgerion
    Didgerion
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    Varicite wrote: »
    Varicite wrote: »
    Animation canceling is very frustrating in its current state.

    Don’t get me wrong I like the mechanics a lot and I find that it adds dynamicity and reality to the game. What I don’t like is that the animation canceled abilities gives you full damage.

    For example how come Wrecking blow gives you 100% damage if you barely lift the sword - you need that second to build up the momentum.
    If there is no momentum there should be no high damage – as simple as that.

    I agree with heroofnone that ZOS should explain the animation cancellation mechanism to the player base.
    And they also should explain why for example wrecking blow invokes damage on cancellation but Snipe doesn't.
    (I have nothing against wrecking blow, it's just easier to use it as example)

    Robotmafia wrote: »
    Aerieth wrote: »
    I really enjoy animation cancelling as it is. Takes a bit of practice to get right but is quite rewarding to master.

    definitely! It adds a skill one can master... animation canceling with a complex rotation with multiple cool downs really adds another challenge... compared to just pressing your rotation over and over again...

    Animation cancelling is a roation as well and it is not complex. It is a 2 skill combo (Either a channeled skill + block or Heavy Attack + an instant skill.)
    Here is a typical bar of one who is overusing the animation canceling:
    Bar1: "The Skill", One Gap Closer, other 3 abilities abilities for active/pasive buffs/debuffs
    Bar2: One or two shields if PVP-ing (replaced with range abilities if PVE-ing), active/passive buffs abilities.

    And the animation canceling is so powerful at the moment that one rarely bothers to keep other back-up rotations on her bar.

    I'd say that is far more a by-product of the limited skill bars and the fact that it's not really rewarding to have multiple abilities that are there only to do damage.

    You have 5 slots. Why would you want to take up 2 of them to do the exact same thing? That's just silly.

    I'm not saying you should repeat your skills. The example I provided does not show a bad build in any mean. It is very survivable and sustainable build. The only concern there is why it does so much damage.
    In my mind If you want to do high damage then you have to use several damaging skills(ex: one burst damage skill , two dot skills, one buff and one debuff) but you'll have to trade off other skills which will make you less survivable for example.
    If you are build up to be survivable then you have to give up some dps and so on.

    But if you were to forego the utility skills in your build for more DoTs and a debuff, for example, then you WOULD do more damage than the person who focuses on only 1-2 damaging skills.

    I'm not seeing the issue?

    That's the whole point, no matter what combination of skills I use, my dps will be much lower compared to an animation cancelation build.
    And if I decide to add more survivability to my build - my dps suffer, if I want more utility - my dps suffer (which I consider right).
    Or I can have all of it - dps,survivability and utility by using animation cancellation - which I think is wrong.

  • AssaultLemming
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    Animation canceling exists because zos have no idea how to fix it. If you add a global cool down to all skills then light attack becomes instantly worthless. Why would you ever light attack? You will use skills until oom then heavy attacks for mana and repeat.

    This is still probably the best solution though.
  • Molsondry
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    Animation canceling exists because zos have no idea how to fix it. If you add a global cool down to all skills then light attack becomes instantly worthless. Why would you ever light attack? You will use skills until oom then heavy attacks for mana and repeat.

    This is still probably the best solution though.

    Make it so you cant move while casting channeling or charging heavy attacks they will become filler's in moving situation. And at the same time your adding a whole new skills mechanics . you have to consider your positioning before casting and etc..

    Edited by Molsondry on April 9, 2015 3:23AM
    v9 Sorcerer
  • Varicite
    Varicite
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    Varicite wrote: »
    Varicite wrote: »
    Animation canceling is very frustrating in its current state.

    Don’t get me wrong I like the mechanics a lot and I find that it adds dynamicity and reality to the game. What I don’t like is that the animation canceled abilities gives you full damage.

    For example how come Wrecking blow gives you 100% damage if you barely lift the sword - you need that second to build up the momentum.
    If there is no momentum there should be no high damage – as simple as that.

    I agree with heroofnone that ZOS should explain the animation cancellation mechanism to the player base.
    And they also should explain why for example wrecking blow invokes damage on cancellation but Snipe doesn't.
    (I have nothing against wrecking blow, it's just easier to use it as example)

    Robotmafia wrote: »
    Aerieth wrote: »
    I really enjoy animation cancelling as it is. Takes a bit of practice to get right but is quite rewarding to master.

    definitely! It adds a skill one can master... animation canceling with a complex rotation with multiple cool downs really adds another challenge... compared to just pressing your rotation over and over again...

    Animation cancelling is a roation as well and it is not complex. It is a 2 skill combo (Either a channeled skill + block or Heavy Attack + an instant skill.)
    Here is a typical bar of one who is overusing the animation canceling:
    Bar1: "The Skill", One Gap Closer, other 3 abilities abilities for active/pasive buffs/debuffs
    Bar2: One or two shields if PVP-ing (replaced with range abilities if PVE-ing), active/passive buffs abilities.

    And the animation canceling is so powerful at the moment that one rarely bothers to keep other back-up rotations on her bar.

    I'd say that is far more a by-product of the limited skill bars and the fact that it's not really rewarding to have multiple abilities that are there only to do damage.

    You have 5 slots. Why would you want to take up 2 of them to do the exact same thing? That's just silly.

    I'm not saying you should repeat your skills. The example I provided does not show a bad build in any mean. It is very survivable and sustainable build. The only concern there is why it does so much damage.
    In my mind If you want to do high damage then you have to use several damaging skills(ex: one burst damage skill , two dot skills, one buff and one debuff) but you'll have to trade off other skills which will make you less survivable for example.
    If you are build up to be survivable then you have to give up some dps and so on.

    But if you were to forego the utility skills in your build for more DoTs and a debuff, for example, then you WOULD do more damage than the person who focuses on only 1-2 damaging skills.

    I'm not seeing the issue?

    That's the whole point, no matter what combination of skills I use, my dps will be much lower compared to an animation cancelation build.
    And if I decide to add more survivability to my build - my dps suffer, if I want more utility - my dps suffer (which I consider right).
    Or I can have all of it - dps,survivability and utility by using animation cancellation - which I think is wrong.

    I think you're overestimating the value of animation cancelling if you think that running 2 damaging DoTs and a debuff + your spam attack + normal attacks is going to be less dps than somebody just using 1 skill + light attacks.

    You may want to run some numbers on that. : P
  • Anoteros
    Anoteros
    ✭✭✭✭
    Just a few replies for those that might think this is meant as an attack on animation canceling:
    Whoever needs macros for weaving is braindead and shouldnt be playing videogames at all. Weaving is so easy. Someoone in a coma could do it.

    And it should not be removed. Combat without it is plain boring.

    I don't think a majority of those that use macros for DPS are using it because they can't do it, but to keep up steady DPS on certain fights. I don't expect most that do use them to admit it here on the forums, but talk to some of the folks with the top times on trials and DSA that do primarily DPS, I'm certain you'll find a few that will be honest about using macros.

    And not advocating it be taken out either, but make things less reliant on it maybe with more mechanics and less emphasis on it for achievements.
    Palidon wrote: »
    For those of you who think it should go or are complaining about it learn how to animation cancel. I for one am sick and tired of all the complaining going on about this excellent way to increase ones DPS output. Everyone can do it, it is not restricted to one race or skill line. There are plenty of video's available on YouTube that explain and show how to use Animation cancelling or Weaving. If you are a victim of it then learn how to successfully block and dodge.

    I don't think it should go, but there is a lot to criticize about its current implementation of it. If its going to be a required part of the game then there should be more teaching new players about it and there should be effective counters to it so its integrated into the game better as a play style. In addition, more incentive to do it naturally rather than macros should also be given, in my opinion.

    Now, a few other thoughts:

    If animation canceling is an intended mechanic at this point then what is the purpose of casting times that go with it? yes you need resources to roll dodge or block to cancel it, but there are few, if any, indicators that you should be able to do that ability early. When developers made the ability, was the thought really that this would be a strong ability that we can have go off multiple times in a second, or that it was a strong solo attack intended to come in after a few quick attacks? If the latter, then should some of those be rebalanced so they wouldn't take such a major advantage of the cancel? Maybe the casting time should be reduced or removed to give a level playing field to those not using the animation cancel?

    Have the devs, when play testing their builds, been using animation canceling, and to what degree? did they design it with only canceling light and heavy attacks, or did they also look into the roll dodge and block cancel? Where things tested with macros as well to see what folks would be able to do when they did what they were told they weren't supposed to, verses what an average player could do normally? I don't expect many to be able to answer that unless a ZOS employee wants to reply, but I'd still be interested in the answer.

    Thanks for your time for those that read through and replied.

    ZOS testing something they implement? Surely you jest!

    Hate to say it but it's all a placebo effect
    Combat and animations are janky at best let alone being able to cancel mid animation. I like the part where weapon swapping is still ***.

    Perhaps if you're running at a ping below 100 but not at 250 sorry.
  • Forumer-in-Prison
    Forumer-in-Prison
    ✭✭✭
    Molsondry wrote: »
    Animation canceling exists because zos have no idea how to fix it. If you add a global cool down to all skills then light attack becomes instantly worthless. Why would you ever light attack? You will use skills until oom then heavy attacks for mana and repeat.

    This is still probably the best solution though.

    Make it so you cant move while casting channeling or charging heavy attacks they will become filler's in moving situation. And at the same time your adding a whole new skills mechanics . you have to consider your positioning before casting and etc..

    Can you all please stop turning ESO into the old boring comabt system of all other MMO's around

    GCD ? Standing still when casting? Korean MMORPG are sooooo 2k.


    If you can't light weave (which is so simple) then stop forcing us not to.
    Siblings-in-Prison

    Lore:
    At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.

    Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.

    Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.

    They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
      [*] Close-to-Prison | Khajiit | Cat of Life
      [*] Sliced-in-Prison | Bosmer | Suction Blade
      [*] Hunk-in-Prison | Breton | Hunky Blade
      [*] Muse-in-Prison | Altmer | Healing Babe
      [*] Hot-in-Prison | Breton | HotBod Killer

    • Forumer-in-Prison
      Forumer-in-Prison
      ✭✭✭
      double post sorry
      Edited by Forumer-in-Prison on April 9, 2015 6:37AM
      Siblings-in-Prison

      Lore:
      At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.

      Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.

      Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.

      They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
        [*] Close-to-Prison | Khajiit | Cat of Life
        [*] Sliced-in-Prison | Bosmer | Suction Blade
        [*] Hunk-in-Prison | Breton | Hunky Blade
        [*] Muse-in-Prison | Altmer | Healing Babe
        [*] Hot-in-Prison | Breton | HotBod Killer

      • Forumer-in-Prison
        Forumer-in-Prison
        ✭✭✭
        triple post. Very Sorry
        Edited by Forumer-in-Prison on April 9, 2015 6:37AM
        Siblings-in-Prison

        Lore:
        At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.

        Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.

        Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.

        They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
          [*] Close-to-Prison | Khajiit | Cat of Life
          [*] Sliced-in-Prison | Bosmer | Suction Blade
          [*] Hunk-in-Prison | Breton | Hunky Blade
          [*] Muse-in-Prison | Altmer | Healing Babe
          [*] Hot-in-Prison | Breton | HotBod Killer

        • Anoteros
          Anoteros
          ✭✭✭✭
          fourth post. not sorry.
        • danyels64eb17_ESO
          I think it's Time for @ZOS to get some damn Hints in their game that people can and SHOULDperform the animation cancel to better themselves , to not be called noobs/scrubs for having 2-4k less dps than people who use it .

          Personally i think it's *** to do any animation cancelling in any game , i don't care for the brain-dead that claim it's ok . You do realize that, a lot of resource in development is used to create and fluidize those animations which u just cut and say it ok .. ?
          It looks like a game in pre-alpha where animations are mostly unfinished when 2 people start weaving attacks in pvp , cancelling one autoattack , one skill and bash and all it can be seen is a quick bash ..
          Myself , having a keyboard that can capture and play macros i am for sure going to to use this as any person with such device , Mash your fingers and get your carpal syndrome all u want , for as long as Zos keeps this animation canceling plague there's no reason not to use such tools . Back to the 2005 wow hunter days , here we go : /autoattack /afk
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