Stop trying to dumb down the game
To be honest, combat would be dog slow without it, wrecking blow already feels like it takes ten years.to charge and hit someone, and some other moves would be just plain boring.
Combat has already been slowed down tremendously due to the battle spirit nerf, making every animation play out would make 1v1 last for hours.
Going by your logic, if the combat animation is such a drag on game play, why even have it? Just instantly cast the spell or weapon damage while the player just stands still. Why even have combat animation?
My point(s)?
1) Think of how many man hours when into designing all the animation that is wasted due to animation canceling.
2) By not allowing animation canceling you give the server more time to calculated more combat statistics which helps prevent game lag. Think of full combat animation as a type of cool down to pace the combat between players.
3) Instead of using a bullsh*t excuse to explain why animation canceling is allowed, why not make the combat animations shorter if the intent is to make combat faster?
4) IMO, the combat animation wind up should take longer for the most powerful skills and shorter for the weaker ones.
AtmaDarkwolf wrote: »the way i see it, if animations were NOT cancel-able, or rather, to get benefits of a said skill you MUST let the animation complete(as it should be imo) this would separate weak and stronger skills (as the above said, weaker ones having shorter/instant animations while more powerful abilities would have longer animations) one would find REASON to chain them in specific order, or utilize them at proper times. One would use smaller/shorter attacks/skills to help toss his opponent off balance, then once that is achieved(stun, fear, knocked down, off balance, whatever) one would queue up his more powerful attacks for that 'smack-down' - IE a system that would take skill, timing, intelligence, and planning (and cunning) to achieve.
Not this 'L2P NOOB' system where one can become 'awesomesauce' by learning to block for an instant right after 'starting' his most powerful attack.
What I instead see here, is those who claim its 'part of the system' - those who claim 'it takes skill' (IE: the L2P crowd) and those who b!tch and moan about 'thems dammed pvecarebears tryin' to ruins our gamez' are all one and the same.
They do NOT want 'true skill' or 'timing' or any form of 'planning and thought' in the actual game-play. They want their 1(or 2) trick ponies and thier counter-trike kiddee play-style preserved. they DO NOT care about the survival of the game, as a whole, preserved, they simply want 'THEIR' time in this game 'THEIR' way.
I actually think the stam regen nerf while blocking was put in as a (VERY weak and not really thought out well) way to FIX this broken system.
Once again, Those who claim over and over how its 'part of the intended system' please, prove it, post a link of a dev actually saying this, get a dev to come join the discussion, or make an official statement. Please. Any of them even if its some random post on some random discussion on some far off random website. I challenge anyone to come up with any actual 'official' dev statement. At any time(before or after launch) of the games development. It was an oversite, a mistake, and its a bug/unintended result of making it so that players can have their 'Oh fudge' moment/save button and NOT get pancaked because they were stuck casting when the big red lands on their heads. NOT an official 'we want u to have instant cast anything'
uberowob16_ESO wrote: »Appreciate all the responses.
If they haven't fixed animation cancelling after all this time I'm gonna have to assume they never will. Meaning ESO is stuck with fundamentally broken combat mechanics. Unfortunately that means it's not something I am likely to revisit, despite the many other appealing changes they seem to have been making.
I guess it's time to let this one go.
If it's part of the game.. How do you actually do animation canceling?