There isn't anything wrong with animation canceling as it stands, it's an extra layer of responsiveness that many people enjoy.
Taking it away would slow down combat way too much.
The easiest way to go about weaving with jabs is dependent on the weapon type you use. Most templars these days are dual wielding as casters or stamina, which is the more weaver friendly setup. Dual wield attacks with light attacks at near half the rate of a 2 handed weapon (beside bows) so you can easily squeeze them in before a jab. One way that most players go about it is simply to mash your LA button or key, which works but it isn't the best way. Ideally you want to watch the animation of the cast you're trying to weave with, in this case jabs or darkflare. Simply start casting the ability over and over and watch when your character is bound into a frame. Animations are broken into frames and each one has a unique cut off of when you can clip it or override it with a new cast/bar swap. Jabs is the least friendly as it's a channel, but you can definitely weave with it. Try zooming in and examining your character's breakdown as they preform the action, and then try and find out the timing of when you can do another attack. Mashing your button will show you the earliest time you can attack again after, but you'll want to move away from that once you get the feeling of it. For flare it's much easier, simply click your LA button/mouse once and then swiftly cast darkflare. Medium weaving with flare will put off your priority system considerably, and even slow the arc of your next flare, making it take longer to deal damage. I spent a lot of time learning to weave with Lethal Arrow, which is almost exactly like flare in operation. I have a really cheap 10 dollar mouse that has a 2ndary click that is more responsive to my light attacks, so I simply press that once in between each cast and voila. Timing is key pretty much. That's about as far as channels go, the real depth is between DoT applications or long winded "fluff" animations on abilities like cripple.
Have an awesome sir!
Any idea on sweeps? Only skill I can't animation cancel properly, or should I saw med-heavy weave, I can clip just after the last jab a quick light attack and straight into the next sweeps, but that's about it.
Oh and dark flare, pretty much same as above.
learn animation canceling ? skilled player use it ?
that joke. All players who use it, do it with macro. Macro is skilled ? u_u
There isn't anything wrong with animation canceling as it stands, it's an extra layer of responsiveness that many people enjoy.
Taking it away would slow down combat way too much.
This 100%
It's fine.
It's there for all to do. Learn, use it, keep a good pace to pvp. It's even better now they reduced damage
I find it funny that most of the people that post here is completelly ignoring the fact that in order to animation cancel accordingly you need to have semi decent ping(ms), and this is very limiting to every player that is not even close to the server or that has to play on more than 200-300ms.
I see players saying L2P and if someone told me that, then I will answer I did/I'm in the proccess to. That still doesn't give anybody the right to keep their head up their ass and not realize that the game has to follow a course reaching the greater good for the health of the playerbase and the numbers of players you get to play with and against every day.
No counterplay because I can spam 4 abilities in 1 second and a half, every second and a half, it is not healthy for any game. No counter play because we cannot see what we are being hit with, is not healthy for any game. Specially when everybody is limited to several things like MS, FPS, packet loss, balance, and every other thing we suffer on here.
I find it funny that most of the people that post here is completelly ignoring the fact that in order to animation cancel accordingly you need to have semi decent ping(ms), and this is very limiting to every player that is not even close to the server or that has to play on more than 200-300ms.
I see players saying L2P and if someone told me that, then I will answer I did/I'm in the proccess to. That still doesn't give anybody the right to keep their head up their ass and not realize that the game has to follow a course reaching the greater good for the health of the playerbase and the numbers of players you get to play with and against every day.
No counterplay because I can spam 4 abilities in 1 second and a half, every second and a half, it is not healthy for any game. No counter play because we cannot see what we are being hit with, is not healthy for any game. Specially when everybody is limited to several things like MS, FPS, packet loss, balance, and every other thing we suffer on here.
NO.
"Skill Weaving" adds complexity and dynamics to the combat system. If your only gripe is that the animation doesn't match what is happening, then request the animations be shortened. The combat system is more intuitive than any other I've played.
I sincerely hope ZOS never makes this game a boring combat copy of other games where I'm literally taking smoke breaks and watching animations.
ps. block casting is not lazy, it's the opposite actually. NOT blocking is lazy. Plus they addressed this with the no stam regen while blocking. moving on.learn animation canceling ? skilled player use it ?
that joke. All players who use it, do it with macro. Macro is skilled ? u_u
Here's an obligatory L2P post for you. Where is my LOL button?! Skill weaving (aka animation canceling, whatever you want to call it) is SO FREAKING EASY. Just get over it and L2P already. No macros needed.
I find it funny that most of the people that post here is completelly ignoring the fact that in order to animation cancel accordingly you need to have semi decent ping(ms), and this is very limiting to every player that is not even close to the server or that has to play on more than 200-300ms.
I see players saying L2P and if someone told me that, then I will answer I did/I'm in the proccess to. That still doesn't give anybody the right to keep their head up their ass and not realize that the game has to follow a course reaching the greater good for the health of the playerbase and the numbers of players you get to play with and against every day.
No counterplay because I can spam 4 abilities in 1 second and a half, every second and a half, it is not healthy for any game. No counter play because we cannot see what we are being hit with, is not healthy for any game. Specially when everybody is limited to several things like MS, FPS, packet loss, balance, and every other thing we suffer on here.
You can't cast 4 abilities in 1.5 seconds, not 4 actual skills, as skills are regulates by the GCD meaning only one per second.
Please don't lie to prove your point.
I find it funny that most of the people that post here is completelly ignoring the fact that in order to animation cancel accordingly you need to have semi decent ping(ms), and this is very limiting to every player that is not even close to the server or that has to play on more than 200-300ms.
I see players saying L2P and if someone told me that, then I will answer I did/I'm in the proccess to. That still doesn't give anybody the right to keep their head up their ass and not realize that the game has to follow a course reaching the greater good for the health of the playerbase and the numbers of players you get to play with and against every day.
No counterplay because I can spam 4 abilities in 1 second and a half, every second and a half, it is not healthy for any game. No counter play because we cannot see what we are being hit with, is not healthy for any game. Specially when everybody is limited to several things like MS, FPS, packet loss, balance, and every other thing we suffer on here.
No offense but that's kind of a personal problem, there are minimum requirements for a reason. Many people play with good latency, you can't re-engineer the combat system for some people with latency issues, and even if you tried it wouldn't fix your latency anyway.
Nonetheless I know very competitive players with high latency.
I find it funny that most of the people that post here is completelly ignoring the fact that in order to animation cancel accordingly you need to have semi decent ping(ms), and this is very limiting to every player that is not even close to the server or that has to play on more than 200-300ms.
I see players saying L2P and if someone told me that, then I will answer I did/I'm in the proccess to. That still doesn't give anybody the right to keep their head up their ass and not realize that the game has to follow a course reaching the greater good for the health of the playerbase and the numbers of players you get to play with and against every day.
No counterplay because I can spam 4 abilities in 1 second and a half, every second and a half, it is not healthy for any game. No counter play because we cannot see what we are being hit with, is not healthy for any game. Specially when everybody is limited to several things like MS, FPS, packet loss, balance, and every other thing we suffer on here.
No offense but that's kind of a personal problem, there are minimum requirements for a reason. Many people play with good latency, you can't re-engineer the combat system for some people with latency issues, and even if you tried it wouldn't fix your latency anyway.
Nonetheless I know very competitive players with high latency.
Nothing personal on latency issues, I can animation cancel just fine weaving attacks with for example my personal ping and I am not complaining at that. I'm pretty sure other people have a different point of view on what I said and that's cool. What I'm saying is not everybody has it as easy and possible as some others have. Nobody can also deny that performance issues are making it even worse and that whether we like it or not affects the amount of people we play with/against everyday.
Extra notes when it comes to requirements, my rig mets them.
I personally don't want to see a game I love with less players everyday, becuase certain issues are not being fixed/addressed and proper counterplay offered. Do you?
I find it funny that most of the people that post here is completelly ignoring the fact that in order to animation cancel accordingly you need to have semi decent ping(ms), and this is very limiting to every player that is not even close to the server or that has to play on more than 200-300ms.
I see players saying L2P and if someone told me that, then I will answer I did/I'm in the proccess to. That still doesn't give anybody the right to keep their head up their ass and not realize that the game has to follow a course reaching the greater good for the health of the playerbase and the numbers of players you get to play with and against every day.
No counterplay because I can spam 4 abilities in 1 second and a half, every second and a half, it is not healthy for any game. No counter play because we cannot see what we are being hit with, is not healthy for any game. Specially when everybody is limited to several things like MS, FPS, packet loss, balance, and every other thing we suffer on here.
No offense but that's kind of a personal problem, there are minimum requirements for a reason. Many people play with good latency, you can't re-engineer the combat system for some people with latency issues, and even if you tried it wouldn't fix your latency anyway.
Nonetheless I know very competitive players with high latency.
Nothing personal on latency issues, I can animation cancel just fine weaving attacks with for example my personal ping and I am not complaining at that. I'm pretty sure other people have a different point of view on what I said and that's cool. What I'm saying is not everybody has it as easy and possible as some others have. Nobody can also deny that performance issues are making it even worse and that whether we like it or not affects the amount of people we play with/against everyday.
Extra notes when it comes to requirements, my rig mets them.
I personally don't want to see a game I love with less players everyday, becuase certain issues are not being fixed/addressed and proper counterplay offered. Do you?
You can't make something that pleases everyone, and you can't build a game like this that offers the same performance experience to everyone in the world (hence US and EU servers, sorry Aussie / JPN etc).
Issues not being addressed is another story, but one that has nothing to do with animation cancel. People have left PvP in droves over ZOS' overwhelming lack of communication and support. The changes they deliver are consistently hated by the customer, they leave bugs unfixed for months even when it's reported in PTS, again nothing to do with the topic. Does any hardcore ESO PvPer actually enjoy IC??? They promised so much more than we got, they catered to people who whine on the forums and it warped our end result. The same kind of people who start threads like this, who refuse to understand the thing they complain about. Blindly asking for unnecessary nerfs until the game is on such a basic level that it's not enjoyable to everyone and they quit anyway.
I digress.
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I like the current animation canceling system, though I think animation times should be shortened whenever possible on instant attacks, and in game quests/docs should describe the system in greater detail.
Waffennacht wrote: »---
I like the current animation canceling system, though I think animation times should be shortened whenever possible on instant attacks, and in game quests/docs should describe the system in greater detail.
Absolutely agree, if it is gonna stick around (which im pretty sure it is) they really need a tutorial for it. This would go a long way in making players feel like its intentional and possible
This topic is too far gone.. Animation cancelling was given the "Go Ahead" by Zos long ago.
so much of the content and mechanics are TUNED with animation cancelling in mind.
And honestly what's the problem?
Chaning anything at this point would introduce a ton of work and potential another whole tank of issues and new balance adjustments.
basically no..
Emma_Eunjung wrote: »usmcjdking wrote: »There isn't anything wrong with animation canceling as it stands, it's an extra layer of responsiveness that many people enjoy.
Taking it away would slow down combat way too much.
Essentially you could speed up the animations, and still achieve the same thing as animation skipping allows today. The benefit would be that you would also get full complete good looking animations, instead of the invisible/spasm/half-finished fidgeting hits we have today.
No that's not how it works.
Animation canceling is a layer of "skill", as in it's something one should practice to get better at to do more consistently. The game can be viewed as a mindless button smash, but removing canceling and speeding up animations would worsen this. It separates one person from another, allows for variations in build numbers that otherwise wouldn't exist if everyone consistently hit at the same speed.
In the case of ESO, animation canceling is good.
lol wtf. Layer of skill? Animation cancelling is the exact definition of button mashing. Mash buttons with no respect to your enemy.
Animation cancelling, for the sake of this thread can be fixed. Damage simply needs to be tied to the ending animation frames instead of halfway through.
Out of all the unnecessary "solutions" to this imaginary problem, yours is the worst I've ever seen. People would waste time on cancelled attacks frequently... it would be incredibly frustrating. Then, in order to compensate, players would slow their attacks WAY down, so slow that they were wasting a second or more in between attacks, just to make sure they didn't miss one. And THEN you know what would happen?
Everyone and their mother would start using MACROS in order to time their attacks perfectly so that they don't waste time or cancel attacks by mistake. Your "solution" would cause more cheating than ESO has seen yet.
Gilliamtherogue wrote: »If you want skill, learn animation canceling beyond what most people know about. There's so much more to this game's combat system other than clipping animations, there are special rules that are in place that dictate the flow of combat, but there are many ways to alter the flow with special tricks you can learn and master.
Ok than maestro. Please teach my templar how to effectively animation cancel Puncturing Sweep, Radiant Oppression or the travelling time of Blazing Spear lol. You can also teach me how to animation cancel Flurry please.
This while my NB can clip 90% of her offensive skills. Classes, weapons and skills where never balanced with animation cancelling in mind(as well as latency), that's the big issue here. ZoS already stated countless of times that never indented, but they're going with it anyway.
Cones, channelling, ground target and casting timed skills cant clipped at all or only clipped very little. While instant skills or shorter casting timed, can be cancelled extremely well.
Either ZoS goes and re-tweaks every single skills out there and measure it's effectiveness with clipping in mind, or they should remove it altogether. You cant have it both ways.
NO.
"Skill Weaving" adds complexity and dynamics to the combat system. If your only gripe is that the animation doesn't match what is happening, then request the animations be shortened. The combat system is more intuitive than any other I've played.
I sincerely hope ZOS never makes this game a boring combat copy of other games where I can literally take a smoke break after activating an ability while watching my animations.
ps. block casting is not lazy, it's the opposite actually. NOT blocking is lazy. Plus they addressed this with the no stam regen while blocking. moving on.learn animation canceling ? skilled player use it ?
that joke. All players who use it, do it with macro. Macro is skilled ? u_u
Here's an obligatory L2P post for you. Where is my LOL button?! Skill weaving (aka animation canceling, whatever you want to call it) is SO FREAKING EASY. Just get over it and L2P already. No macros needed.
Fellhand_ESO wrote: »I like the pace of the combat, just wish it looked like we were actually fighting rather than having seizures.
Fellhand_ESO wrote: »I like the pace of the combat, just wish it looked like we were actually fighting rather than having seizures.
This. This. This.
The fact that ZOS didn't include all this into development of the game so they were actually surprised when animation cancelling became a thing just shows huge incompetence. And I want them to solve this esthetic problem, because it's their responsibility.
Fellhand_ESO wrote: »I like the pace of the combat, just wish it looked like we were actually fighting rather than having seizures.