Well the devs mentioned if they were to removed animation canceling they would have to closed down the game and completely rework the game combat.IF they could fix it with a patch they would but I doubt they can.Its a novel idea just one Zos can't accomplish at this time.Well the only way to remove it would force the devs to close the game down in my opinion they should just keep it.Keep the game going plus its not hard to learn just practice and you will get it done pack.
Why would the devs be forced to close the game? Devs generally implement changes to the game via a patch. My hopes are for a system where total damage of an attack/spell is calculated over the time of the animation. Therefore if an animation plays out in full the full damage is calculated, if the animation is cancelled half way through then half the damage is calculated and so on. You can still cancel the animation and have fluid combat but a damage penalty applies.
Edit for speeling
for now i want it to stay.
PS: it's really funyn to see how many players think of animation cancelling as something that magically allows tons of skills during an instant and leads to one-shots on its own, completely ignoring stuff like projectile travel times, delayed damage, the difference bewteen LA/skill/bash, etc. people that don't even know how the game works, seem to be those that shout for changes the loudest
Rune_Relic wrote: »People need to stop assuming only those that cant do it want it removed
Rune_Relic wrote: »People need to stop assuming only those that cant do it want it removed
Think of it as something thats part of the game because it is. Even if its breaking your immersion. Is that why you want it removed?
old_mufasa wrote: »I'm just going to repost how I feel about it...
AC though in pvp totally screws up the TTK.. its makes everything about burst.... in the end AC lowers the skill's needed to win as instead of using skills tactfully to counter and attack its forces players to false flag there attacks to burst people down so they cant responded....
I personally thought that the animation for attacks and skills should have to play through and the damage is based on the end of the animation so if you try to evade roll or block it breaks the animation you were doing but also stops the damage it would of applied.... to me this seems a more realistic view of how combat animation should be done.
Slows the TTK and do that maybe bring some of these burst spamming AC damage builds under control. It also may help diversify builds.
Rune_Relic wrote: »People need to stop assuming only those that cant do it want it removed
Think of it as something thats part of the game because it is. Even if its breaking your immersion. Is that why you want it removed?
If ZOS doesn't either remove it or fully accept it then it's garbage. You cannot balance a game when some skills are so effective in AC and others aren't without reworking each skill based off of its usefulness. ZOS clearly doesn't want people to be instantly killed off (hence the battle spirit resist buff) but AC allows people to work past that and that's either intended or not and by doing nothing ZOS has just let the game go to where it is now.
Few skills that are easily applied to the current meta (a meta including AC but not balanced with it in mind) and the rest kind of just, you know, never used. And the longer this indecisiveness last more and more content will be balanced either around AC (and if you don't do it you will have a bad time) or without (and anyone that AC's will have an easy time). They need to pick one way or another, not just wait until *soon finally arrives.
old_mufasa wrote: »I'm just going to repost how I feel about it...
AC though in pvp totally screws up the TTK.. its makes everything about burst.... in the end AC lowers the skill's needed to win as instead of using skills tactfully to counter and attack its forces players to false flag there attacks to burst people down so they cant responded....
I personally thought that the animation for attacks and skills should have to play through and the damage is based on the end of the animation so if you try to evade roll or block it breaks the animation you were doing but also stops the damage it would of applied.... to me this seems a more realistic view of how combat animation should be done.
Slows the TTK and do that maybe bring some of these burst spamming AC damage builds under control. It also may help diversify builds.
It's not just about TTK and DPS with animation cancelling, though. You're getting chased by a zerg and need to cast Rally - son, I ain't got time to put my arms up in the air, so you start rally and immediately block.
Now you got time to do other things. Once again, you're getting chased by a zerg. Sure, I can use Vigor, but they just gonna DPS me down, so I pop vigor and roll dodge immediately, giving me a little immunity. This is a defence form of animation cancelling.
AC is not only a tool for DPS, but for escaping trouble.
Emma_Eunjung wrote: »NO. This has been discussed to death OVER AND OVER since launch.... when are you guys going to get the message?
Animation canceling is a necessary evil in a game where animation eye candy has to coexist with abilities, attacks and other actions that have either no cooldown or a very short cooldown.
GET OVER IT and stop trying to add more cooldowns to this game!
Emma_Eunjung wrote: »NO. This has been discussed to death OVER AND OVER since launch.... when are you guys going to get the message?
Animation canceling is a necessary evil in a game where animation eye candy has to coexist with abilities, attacks and other actions that have either no cooldown or a very short cooldown.
GET OVER IT and stop trying to add more cooldowns to this game!
This is sucha trded post and i have to say a game flaw that you guys adopted because it makes you exploit like a boss.
Rune_Relic wrote: »People need to stop assuming only those that cant do it want it removed
Think of it as something thats part of the game because it is. Even if its breaking your immersion. Is that why you want it removed?
old_mufasa wrote: »I'm just going to repost how I feel about it...
AC though in pvp totally screws up the TTK.. its makes everything about burst.... in the end AC lowers the skill's needed to win as instead of using skills tactfully to counter and attack its forces players to false flag there attacks to burst people down so they cant responded....
I personally thought that the animation for attacks and skills should have to play through and the damage is based on the end of the animation so if you try to evade roll or block it breaks the animation you were doing but also stops the damage it would of applied.... to me this seems a more realistic view of how combat animation should be done.
Slows the TTK and do that maybe bring some of these burst spamming AC damage builds under control. It also may help diversify builds.
It's not just about TTK and DPS with animation cancelling, though. You're getting chased by a zerg and need to cast Rally - son, I ain't got time to put my arms up in the air, so you start rally and immediately block.
Now you got time to do other things. Once again, you're getting chased by a zerg. Sure, I can use Vigor, but they just gonna DPS me down, so I pop vigor and roll dodge immediately, giving me a little immunity. This is a defence form of animation cancelling.
AC is not only a tool for DPS, but for escaping trouble.
JackDaniell wrote: »Animations are the physical representation of the input you provide to your toon. Animation canceling is simply casting your skills in the right order so they hit your target as quickly as possible per skill cool down tick.
Light/heavy > skill of choice > block/bash
Roll and weapon swap can be added anywhere to a cancel. You cannot do a cancel in the wrong order, but you can skip steps.
Animation canceling is easy to learn, but can be hard to master at high levels of play. (Especially PvP)
ZOS is making many animation changes with the upcoming TG patch, my hunch is that they will actually be tightening up the animations around this input control system so that when you make a proper animation cancel, EACH animation plays out very quickly. This would look like a very controlled and organic combo as opposed to a predetermined animation from clicking one skill.
If only if only..
Hope this helps clear up some misconceptions people have on this thread about how canceling works.
lordrichter wrote: »They should replace animation canceling with action canceling. You decide to do something else, whatever you are doing at the time does not happen. Starting to do something and then immediately canceling it should not result in the action continuing to do damage.
LBxFinalDeath wrote: »Only animation cancel thats game breaking is the bows animation cancels.
Game struggle to catch up from how fast you died to getting hit by 5 10K focused aims in one hit.
You run around all of a sudden with no resources except health....then you just drop a second or two later.
Keep the rest get rid of the game breaking one.
I voted other and the poll asked me to explain, so I will.
First, I don't even know what the hell animation canceling is. Perhaps I'm doing it and don't realize it, but regardless, whatever it is, it's not affecting how I play my game.
Second, this crap seems more inherent in PvP play than PvE, so I couldn't care less if ZoS leaves it or removes it because I don't play PvP (because it's rarely the game's fault PvP sucks).