heroofnoneb14_ESO wrote: »- 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
xMovingTarget wrote: »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.
Giles.floydub17_ESO wrote: »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.
Robotmafia 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...
avid_mdb16_ESO 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: »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.
avid_mdb16_ESO 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: »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.
xMovingTarget wrote: »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.
heroofnoneb14_ESO wrote: »... is there room for improvement on animation canceling in its current state or is it fine just as is?
infraction2008b16_ESO wrote: »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.
avid_mdb16_ESO 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: »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.
avid_mdb16_ESO wrote: »avid_mdb16_ESO 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: »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.
avid_mdb16_ESO wrote: »avid_mdb16_ESO 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: »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?
AssaultLemming 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.
avid_mdb16_ESO wrote: »avid_mdb16_ESO wrote: »avid_mdb16_ESO 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: »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.
heroofnoneb14_ESO wrote: »Just a few replies for those that might think this is meant as an attack on animation canceling:xMovingTarget wrote: »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.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.
AssaultLemming 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..
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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.
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.
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.