I love the combat system in ESO as it is at this very moment. In fact, this is what hooked me to the game in the first place and what has kept me here. The fact that despite being an RPG, it plays very much like an action oriented game with fast-paced combat, demand for quick reflexes, and the option to improve your performance by improving your skill with the given interface. I don't want to play runescape. I don't want to play World of Warcraft. I don't want to play final fantasy. I want to play ESO. If a fundamental change is made that might jeopardize this most cherished aspect of the game to me, I can't guarantee I'll stick around.
Removing animation canceling in my view will definitely make the game more clunky and unresponsive. This is because it will disable our ability to weave and chain abilities as we currently can, and that is a staple of how combat works in this game. Period. Feel free to disagree, idc. Everyone is entitled to an opinion, sure. But here is my opinion: Don't fix what ain't broken. Cus then you run the risk of actually breaking what was and is the shining success of this game, its brilliant combat system.
And just a side note, if you can't compete in PvP now and can't complete vet dungeons and you think animation canceling is the reason, I guarantee you will still suck should this be removed.
In short: Git gud and L2P. Stop trying to fundamentally change the game to cater to your incompetence. A fundamental change like this is like opening pandora's box, and will have much broader and resounding ramifications than you can readily anticipate.
Clunky how? Point .3 second to input a skill after a light attack then press block in a instance or have the animations play out? Or do you use macros for it instead?
It's broken, being unable to respond to stream of instant attacks in less then a second isn't skill, it's borderline speed hacking.
I have used animation canceling and I don't like it. A person in real life can't swing a baseball bat then run immediately to first base right as the ball is hit without following through with the swing.
Removing it won't cause a pandera's box of problems, you can still move and do other things. Especially considering THE WHOLE POINT OF ANIMATION CANCELING REQUIRE INSTANT ABILITIES!
My solution is logically simple, using such abilities in animation cancelling increases the cost by 50%, light attacks do less damage when animated cancelled.
After all if you not putting all your effort into attack you are wasting energy and not completing a swing only weakens the landing.
Especially when I try to chop a person with sword but stop halfway to use a thrust instead.
It's not an exploit either, it's a fair mechanic.
It is the very definition of an exploit:
"In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, or speed, etc. by a player to their advantage in a manner not intended by the game's designers."
Imo Animation cancelling is a good feature. If we get rid of that the combat gameplay will be much less responsive. And once combat gameplay fails in ESO we're pretty much done.
Do you even know how animation canceling works!?
You have to press the sequence buttons in less then a 0.2 seconds, otherwise it won't register and the animation plays out.
Your outright lying and using a illogical fallacy. Combat wouldn't become clunky, it would be the same. The only difference is you wouldn't have a massive amount of damage done to you without being able to respond to each attack in the reaction you would if it wasn't done through animation canceling.
From a technical standpoint it is next to impossible to reduce damage based on a animation cancel
just l2p
From a technical standpoint it is next to impossible to reduce damage based on a animation cancel
just l2p
@rager82b14_ESO That doesn't even make sense. Next time before hitting submit, make sure your post is logically coherent.
What you're telling me to do is relearn how to play on a completely different system. And what I'm saying is, I like combat in the game as it is and I don't wanna see it changed. I'm not just talking about 'invisible hits', (which fyi there's no such thing because an animation still happens just, just a shorter one). I'm talking about things like weaving medium attacks with crushing shock on a Destro staff. Animation canceling is what facilitates that. W/o ani canceling, the very fluid manner in which crushing shock and the destro staff can be utilized now would not be possible. If you don't know what I'm talking about, refer to this video: http://youtube.com/watch?v=w5HVCt8v03k
This is just one example how removing this mechanic would make the game clunky, unresponsive, and stale.
Or maybe the developers saw that what emerged, even if unintended, was far superior to the original design. Clearly we have differing opinions on this so let's agree to disagree. I've made my points.
Maybe if you learned to play, you'd see just how engaging and rewarding the fluid combat system currently in place is.
refer to this video: http://youtube.com/watch?v=w5HVCt8v03k
This is just one example how removing this mechanic would make the game clunky, unresponsive, and stale.
Imo Animation cancelling is a good feature. If we get rid of that the combat gameplay will be much less responsive. And once combat gameplay fails in ESO we're pretty much done.
Do you even know how animation canceling works!?
You have to press the sequence buttons in less then a 0.2 seconds, otherwise it won't register and the animation plays out.
Your outright lying and using a illogical fallacy. Combat wouldn't become clunky, it would be the same. The only difference is you wouldn't have a massive amount of damage done to you without being able to respond to each attack in the reaction you would if it wasn't done through animation canceling.
Are you serious? Good way to have a discussion. Thanks. The gameplay is really responsive right now, and your definition is actually just speculation since you have never played it without animation cancelling. But I get the point you're making and I'm not going to say you're wrong about it because I haven't played it that way either. But I think it's quite hard to state that the game will be more responsive if we drop animation cancelling.
Yes I surely do know how it works, I use it myself a lot. Tbh it makes gameplay harder and more effective, it's not like it's screwing certain people also, it's available for everyone. It's a bit harder but after a while you do it without thinking about it. I do get the frustration, but it's not wrong to use this. It's not an exploit. It's more a mechanic you can use if you want.
rager82b14_ESO wrote: »
I have played it with animation canceling. The whole damn system is around it is about using instant attacks in a priority sequence to skip the animations then done again with a new attack sequence after.
It makes it so it's impossible for other player to respond to the attack sequence before the damage of all attacks are applied.
I can sequence a light or medium attack, follow it up with a damage ability, switch to a weapon bar then put a defensive ability up or another damage ability then block before you finish your first attack. Then reapply my sequence.
It abuses the time between those attacks in a similar method to speed hacking because it doesn't give the player the time necessary to defend or use a different strategy to respond before the majority of there health disappeared in what seemed like a lag spike.
It's an exploit, and ZoS says otherwise because they have no idea how to control it. This was exactly the same problem with block casting.
I have played it with animation canceling. The whole damn system is around it is about using instant attacks in a priority sequence to skip the animations then done again with a new attack sequence after.
It makes it so it's impossible for other player to respond to the attack sequence before the damage of all attacks are applied.
I can sequence a light or medium attack, follow it up with a damage ability, switch to a weapon bar then put a defensive ability up or another damage ability then block before you finish your first attack. Then reapply my sequence.
It abuses the time between those attacks in a similar method to speed hacking because it doesn't give the player the time necessary to defend or use a different strategy to respond before the majority of there health disappeared in what seemed like a lag spike.
It's an exploit, and ZoS says otherwise because they have no idea how to control it. This was exactly the same problem with block casting.
Or maybe the developers saw that what emerged, even if unintended, was far superior to the original design. Clearly we have differing opinions on this so let's agree to disagree. I've made my points.
I love the combat system in ESO as it is at this very moment. In fact, this is what hooked me to the game in the first place and what has kept me here. The fact that despite being an RPG, it plays very much like an action oriented game with fast-paced combat, demand for quick reflexes, and the option to improve your performance by improving your skill with the given interface. I don't want to play runescape. I don't want to play World of Warcraft. I don't want to play final fantasy. I want to play ESO. If a fundamental change is made that might jeopardize this most cherished aspect of the game to me, I can't guarantee I'll stick around.
Removing animation canceling in my view will definitely make the game more clunky and unresponsive. This is because it will disable our ability to weave and chain abilities as we currently can, and that is a staple of how combat works in this game. Period. Feel free to disagree, idc. Everyone is entitled to an opinion, sure. But here is my opinion: Don't fix what ain't broken. Cus then you run the risk of actually breaking what was and is the shining success of this game, its brilliant combat system.
And just a side note, if you can't compete in PvP now and can't complete vet dungeons and you think animation canceling is the reason, I guarantee you will still suck should this be removed.
In short: Git gud and L2P. Stop trying to fundamentally change the game to cater to your incompetence. A fundamental change like this is like opening pandora's box, and will have much broader and resounding ramifications than you can readily anticipate.
Clunky how? Point .3 second to input a skill after a light attack then press block in a instance or have the animations play out? Or do you use macros for it instead?
It's broken, being unable to respond to stream of instant attacks in less then a second isn't skill, it's borderline speed hacking.
I have used animation canceling and I don't like it. A person in real life can't swing a baseball bat then run immediately to first base right as the ball is hit without following through with the swing.
Removing it won't cause a pandera's box of problems, you can still move and do other things. Especially considering THE WHOLE POINT OF ANIMATION CANCELING REQUIRE INSTANT ABILITIES!
My solution is logically simple, using such abilities in animation cancelling increases the cost by 50%, light attacks do less damage when animated cancelled.
After all if you not putting all your effort into attack you are wasting energy and not completing a swing only weakens the landing.
Especially when I try to chop a person with sword but stop halfway to use a thrust instead.
From a technical standpoint it is next to impossible to reduce damage based on a animation cancel
just l2p
ontheleftcoast wrote: »Why does this matter? Because rollover is indistinguishable from macros. Open up any text editor you want, even something as primitive as 'notepad.exe'. Next put your fingers over the keys on the home row (ASDF and HJKL for you QWERTY users). Now press and release all 8 keys at once. I'll do it three times -- dfklha khjlfa hjkladf -- that's rollover in action. Notice not all the keys are pressed, the 's' and 'j' keys didn't come thru the first time, the 'd' and 's' the next, and only the 's' was dropped on the last press. This is not the same as pressing all 8 keys in order without releasing them, that results in the following -- asdffffffff -- after some amount time the auto-repeat kicks in and the remaining keys are ignored.
Hiero_Glyph wrote: »It's really a programming/animation issue. If you have ever played any serious shoooters the reload animation can be canceled at any time but the reload effect only takes place once the reload animation shows the magazine being inserted into the weapon. You can program when the effect occurs during the animation. The problem is that ESO allows you to cancel the animation entirely and still benefit from the effect. It would be akin to reload canceling without even needing to play the animation. Could you imagine the imbalance with a LMG that normally requires several second to reload?
While not every skill can be animation canceled, the ones that allow it provide a significant damage bonus and allow players to react more quickly without the risk of being interrupted. Having to time your animation cancels usually requires skill, but ESO lets you do it whenever you want so long as the input is registered. It's just bad programming.
purple-magicb16_ESO wrote: »lol! thank the dev-gods for animation cancelling or we might have a combat system that's sluggish and unresponsive. I don't think I could handle that ;-)
The only problem I have with animation cancelling is if it becomes the mainstay for content such as what DCUO has done.
All there content now is balanced off the cancelling animation's during combat. I would go find the post on their forums but I dont want to.
The dev's there have stated it, that all the content was being designed for combat with animation cancelling and if a player couldn't animation cancel as well or not at all then they most likely wouldn't be able to complete the encounter( RAIDS)
First off, you are very wrong, unless you haven't played DCUO within the last year and few months. They completly nerfed animation canceling/jump cancelling . They added weapon mastery and Advanced power mechanics. they had a great combat system and messed it up because people didn't want to animation cancel. Weapon mastery and advanced mechanics made every class play the same and destroyed PvP. I'd rather ESO not follow the footsteps of DCUO.
rager82b14_ESO wrote: »
First off, you are very wrong, unless you haven't played DCUO within the last year and few months. They completly nerfed animation canceling/jump cancelling . They added weapon mastery and Advanced power mechanics. they had a great combat system and messed it up because people didn't want to animation cancel. Weapon mastery and advanced mechanics made every class play the same and destroyed PvP. I'd rather ESO not follow the footsteps of DCUO.
Oh they fixed it? Hmmm, time to check out DCUO. Sounds like they did the smart thing. We can only hope ZOS can do the same.
Animation cancelling doesn't equate to responsive combat. That's a lame excuse to keep such an exploit in the game. Responsive combat means your character reacts as you execute your skills. When I use animation cancelling I feel disconnected from my character. He's doing one thing on screen while I'm having him do something else... something I don't even see. If I use attack #1 and then instantly use attack #2, the responsive reaction would be attack #1 gets interrupted and attack #2 starts.
It's something you practice, and it does feel more reesponsive actually. Being able to weapon swap immediately, or block the moment you give the command to, fire a light or heavy attack right when you want to and not a little bit after the animation. It is more responsive, even for those who have,'t mastered animation cancelling yet. It's not that hard, just keep trying to do it.
It's not an exploit either, it's a fair mechanic.
rager82b14_ESO wrote: »
First off, you are very wrong, unless you haven't played DCUO within the last year and few months. They completly nerfed animation canceling/jump cancelling . They added weapon mastery and Advanced power mechanics. they had a great combat system and messed it up because people didn't want to animation cancel. Weapon mastery and advanced mechanics made every class play the same and destroyed PvP. I'd rather ESO not follow the footsteps of DCUO.
Oh they fixed it? Hmmm, time to check out DCUO. Sounds like they did the smart thing. We can only hope ZOS can do the same.
Like I said, game balance and pvp is ruined as a result... Enjoy
rager82b14_ESO wrote: »purple-magicb16_ESO wrote: »lol! thank the dev-gods for animation cancelling or we might have a combat system that's sluggish and unresponsive. I don't think I could handle that ;-)
I don't think you understand what you are talking about.
rager82b14_ESO wrote: »Hiero_Glyph wrote: »It's really a programming/animation issue. If you have ever played any serious shoooters the reload animation can be canceled at any time but the reload effect only takes place once the reload animation shows the magazine being inserted into the weapon. You can program when the effect occurs during the animation. The problem is that ESO allows you to cancel the animation entirely and still benefit from the effect. It would be akin to reload canceling without even needing to play the animation. Could you imagine the imbalance with a LMG that normally requires several second to reload?
While not every skill can be animation canceled, the ones that allow it provide a significant damage bonus and allow players to react more quickly without the risk of being interrupted. Having to time your animation cancels usually requires skill, but ESO lets you do it whenever you want so long as the input is registered. It's just bad programming.
Yup, and they are playing it off like it is a feature is laughable.
rager82b14_ESO wrote: »@rager82b14_ESO That doesn't even make sense. Next time before hitting submit, make sure your post is logically coherent.
What you're telling me to do is relearn how to play on a completely different system. And what I'm saying is, I like combat in the game as it is and I don't wanna see it changed. I'm not just talking about 'invisible hits', (which fyi there's no such thing because an animation still happens just, just a shorter one). I'm talking about things like weaving medium attacks with crushing shock on a Destro staff. Animation canceling is what facilitates that. W/o ani canceling, the very fluid manner in which crushing shock and the destro staff can be utilized now would not be possible. If you don't know what I'm talking about, refer to this video: http://youtube.com/watch?v=w5HVCt8v03k
This is just one example how removing this mechanic would make the game clunky, unresponsive, and stale.
How does that make sense? That is how the game is suppose to be played?? Even the developers said it was unintended to cancel animations. We was suppose to follow through with each skill that we did full animation before we could do another. Yet, the developers are either unskilled or just plain lazy to fix the combat that they themselves wanted.
The fluid matter that you are talking about is nothing but a exploit of the system. Each skill and attack you do is a choice that you make and should have to follow all the way through with it. That choice is what makes a rewarding engaging combat.
What you guys want is some weird twitch base fps combat, that you can swing a blade or use spells at lighting speed. That is the dumbest thing ever and not engaging at all.
Animation cancel removes a lot of the consequences of the choice you make. We want it back.
purple-magicb16_ESO wrote: »rager82b14_ESO wrote: »purple-magicb16_ESO wrote: »lol! thank the dev-gods for animation cancelling or we might have a combat system that's sluggish and unresponsive. I don't think I could handle that ;-)
I don't think you understand what you are talking about.
So you seriously think this combat system is responsive? lol! What was your last MMO? Pong?
Try weapon swapping during combat and let me know how that goes!
If they did do away with animation cancelling - pvp would be ok but they would have to adjust npc enemy rapid fire.
BTW I love this thread! Let the debhate rage on! :-D
So much misinformation in this thread from the bads. Animation cancelling is great for the game and increases the inputs needed to maximize your output. The game is already incredibly low on inputs per seconds needed and any further reduction would make it mind numbing.