Its cool, AC is getting neutered with the next update. So everyone who is defending it is going to be crying a river when TG expansion hits. You will no longer be able to completely cancel your animation, weaving will still be there, but complete cancellation of animations will no longer be possible.
Good on you ZoS.
Seems you misunderstand what's actually going to happen. The animation will just not be invisible, which mostly effects instant cast abilities in PVP. Players will not be locked into them if their 'cancelled' with proper timing. The animation will just play while the player is inputing another.
Its cool, AC is getting neutered with the next update. So everyone who is defending it is going to be crying a river when TG expansion hits. You will no longer be able to completely cancel your animation, weaving will still be there, but complete cancellation of animations will no longer be possible.
Good on you ZoS.
Seems you misunderstand what's actually going to happen. The animation will just not be invisible, which mostly effects instant cast abilities in PVP. Players will not be locked into them if their 'cancelled' with proper timing. The animation will just play while the player is inputing another.
No. They specifically said they are going to make it so the entire animation has to play out in order for it to do damage. Weaving will be still there, but if you cancel the animation, it will not do damage. It must connect for it to do damage. It is a direct response to AC.
Ethos_evos wrote: »has anyone ever notice an increase in lag or FPS drop when you fight someone who is heavy on animation canceling? my two cents.
As early players probably know, Animation Cancelling was never an intended combat mechanic. Back in the day you had skills such as the Nightblade's Haste (now Grim Focus) to buff the player with some extra Attackspeed to get some more Light/Heavyattacks going (it reduced the animationtime).
Zenimax just kind of "rolled" with it when people started (ab)using this, yet they kept focussing their combat around an animation-time mechanic.
I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
RoamingRiverElk wrote: »I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
Animation canceling often means timing the activation of the attacks correctly - like with the basic light attack - crushing shock weaving. If you don't activate the skills at the right time, you can't do it well. Some skills cannot be canceled too soon - like the storm atronach ultimate, or it will not be activated at all.
People who zerg are the least likely people I would expect to animation cancel. It's the gankers, duelers and people who regularly play outnumbered who do it. It is likely that good gankers animation cancel, but not all good players who animation cancel are gankers or do 'one-shot' builds which cannot be prevented by knowing the meta, the opponent and counters to that player's playstyle.
It is not an exploit, it is a gameplay mechanic that has been embraced by the developers of this game. Animation canceling is not done solely to cause as much damage in as little time as possible. For instance, you can use Igneous Shield as a dk and cancel that with a dodge roll. Both actions are purely defensive.
Because there is a way to cancel skills with a dodge roll, for instance, that means there is *more* room for variability because you can react to an incoming attack with a dodge roll when you need it - as long as your build allows for it (i.e. if you have enough stamina to do so in that combat scenario). Item sets or skills that boost light or heavy attacks would be much worse if you could not weave light/heavy attacks with skills.
Torelax is actually someone who plays very fairly.
So please, stop making assumptions and find out about things before you speak.
RoamingRiverElk wrote: »I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
Animation canceling often means timing the activation of the attacks correctly - like with the basic light attack - crushing shock weaving. If you don't activate the skills at the right time, you can't do it well. Some skills cannot be canceled too soon - like the storm atronach ultimate, or it will not be activated at all.
People who zerg are the least likely people I would expect to animation cancel. It's the gankers, duelers and people who regularly play outnumbered who do it. It is likely that good gankers animation cancel, but not all good players who animation cancel are gankers or do 'one-shot' builds which cannot be prevented by knowing the meta, the opponent and counters to that player's playstyle.
It is not an exploit, it is a gameplay mechanic that has been embraced by the developers of this game. Animation canceling is not done solely to cause as much damage in as little time as possible. For instance, you can use Igneous Shield as a dk and cancel that with a dodge roll. Both actions are purely defensive.
Because there is a way to cancel skills with a dodge roll, for instance, that means there is *more* room for variability because you can react to an incoming attack with a dodge roll when you need it - as long as your build allows for it (i.e. if you have enough stamina to do so in that combat scenario). Item sets or skills that boost light or heavy attacks would be much worse if you could not weave light/heavy attacks with skills.
Torelax is actually someone who plays very fairly.
So please, stop making assumptions and find out about things before you speak.
Yes, so that's why they actually fixed it? Because it was intended right? ....
[...]
RoamingRiverElk wrote: »I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
Animation canceling often means timing the activation of the attacks correctly - like with the basic light attack - crushing shock weaving. If you don't activate the skills at the right time, you can't do it well. Some skills cannot be canceled too soon - like the storm atronach ultimate, or it will not be activated at all.
People who zerg are the least likely people I would expect to animation cancel. It's the gankers, duelers and people who regularly play outnumbered who do it. It is likely that good gankers animation cancel, but not all good players who animation cancel are gankers or do 'one-shot' builds which cannot be prevented by knowing the meta, the opponent and counters to that player's playstyle.
It is not an exploit, it is a gameplay mechanic that has been embraced by the developers of this game. Animation canceling is not done solely to cause as much damage in as little time as possible. For instance, you can use Igneous Shield as a dk and cancel that with a dodge roll. Both actions are purely defensive.
Because there is a way to cancel skills with a dodge roll, for instance, that means there is *more* room for variability because you can react to an incoming attack with a dodge roll when you need it - as long as your build allows for it (i.e. if you have enough stamina to do so in that combat scenario). Item sets or skills that boost light or heavy attacks would be much worse if you could not weave light/heavy attacks with skills.
Torelax is actually someone who plays very fairly.
So please, stop making assumptions and find out about things before you speak.
Yes, so that's why they actually fixed it? Because it was intended right? ....
[...]
Because they didn't... for your own good, just stop commenting in this thread. x)
RoamingRiverElk wrote: »I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
Animation canceling often means timing the activation of the attacks correctly - like with the basic light attack - crushing shock weaving. If you don't activate the skills at the right time, you can't do it well. Some skills cannot be canceled too soon - like the storm atronach ultimate, or it will not be activated at all.
People who zerg are the least likely people I would expect to animation cancel. It's the gankers, duelers and people who regularly play outnumbered who do it. It is likely that good gankers animation cancel, but not all good players who animation cancel are gankers or do 'one-shot' builds which cannot be prevented by knowing the meta, the opponent and counters to that player's playstyle.
It is not an exploit, it is a gameplay mechanic that has been embraced by the developers of this game. Animation canceling is not done solely to cause as much damage in as little time as possible. For instance, you can use Igneous Shield as a dk and cancel that with a dodge roll. Both actions are purely defensive.
Because there is a way to cancel skills with a dodge roll, for instance, that means there is *more* room for variability because you can react to an incoming attack with a dodge roll when you need it - as long as your build allows for it (i.e. if you have enough stamina to do so in that combat scenario). Item sets or skills that boost light or heavy attacks would be much worse if you could not weave light/heavy attacks with skills.
Torelax is actually someone who plays very fairly.
So please, stop making assumptions and find out about things before you speak.
Yes, so that's why they actually fixed it? Because it was intended right? ....
[...]
Because they didn't... for your own good, just stop commenting in this thread. x)
For my own good?! lol....
I realize they have only half fixed it... But the main thing is that they have actually done something about it, And now becasue you cant exploit your upset..
Now maybe you'l have to actually learn your abilities and a proper rotation, oh noes!
RoamingRiverElk wrote: »I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
Animation canceling often means timing the activation of the attacks correctly - like with the basic light attack - crushing shock weaving. If you don't activate the skills at the right time, you can't do it well. Some skills cannot be canceled too soon - like the storm atronach ultimate, or it will not be activated at all.
People who zerg are the least likely people I would expect to animation cancel. It's the gankers, duelers and people who regularly play outnumbered who do it. It is likely that good gankers animation cancel, but not all good players who animation cancel are gankers or do 'one-shot' builds which cannot be prevented by knowing the meta, the opponent and counters to that player's playstyle.
It is not an exploit, it is a gameplay mechanic that has been embraced by the developers of this game. Animation canceling is not done solely to cause as much damage in as little time as possible. For instance, you can use Igneous Shield as a dk and cancel that with a dodge roll. Both actions are purely defensive.
Because there is a way to cancel skills with a dodge roll, for instance, that means there is *more* room for variability because you can react to an incoming attack with a dodge roll when you need it - as long as your build allows for it (i.e. if you have enough stamina to do so in that combat scenario). Item sets or skills that boost light or heavy attacks would be much worse if you could not weave light/heavy attacks with skills.
Torelax is actually someone who plays very fairly.
So please, stop making assumptions and find out about things before you speak.
Yes, so that's why they actually fixed it? Because it was intended right? ....
[...]
Because they didn't... for your own good, just stop commenting in this thread. x)
For my own good?! lol....
I realize they have only half fixed it... But the main thing is that they have actually done something about it, And now becasue you cant exploit your upset..
Now maybe you'l have to actually learn your abilities and a proper rotation, oh noes!
ROTFLOL
RoamingRiverElk wrote: »I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
Animation canceling often means timing the activation of the attacks correctly - like with the basic light attack - crushing shock weaving. If you don't activate the skills at the right time, you can't do it well. Some skills cannot be canceled too soon - like the storm atronach ultimate, or it will not be activated at all.
People who zerg are the least likely people I would expect to animation cancel. It's the gankers, duelers and people who regularly play outnumbered who do it. It is likely that good gankers animation cancel, but not all good players who animation cancel are gankers or do 'one-shot' builds which cannot be prevented by knowing the meta, the opponent and counters to that player's playstyle.
It is not an exploit, it is a gameplay mechanic that has been embraced by the developers of this game. Animation canceling is not done solely to cause as much damage in as little time as possible. For instance, you can use Igneous Shield as a dk and cancel that with a dodge roll. Both actions are purely defensive.
Because there is a way to cancel skills with a dodge roll, for instance, that means there is *more* room for variability because you can react to an incoming attack with a dodge roll when you need it - as long as your build allows for it (i.e. if you have enough stamina to do so in that combat scenario). Item sets or skills that boost light or heavy attacks would be much worse if you could not weave light/heavy attacks with skills.
Torelax is actually someone who plays very fairly.
So please, stop making assumptions and find out about things before you speak.
Yes, so that's why they actually fixed it? Because it was intended right? ....
[...]
Because they didn't... for your own good, just stop commenting in this thread. x)
For my own good?! lol....
I realize they have only half fixed it... But the main thing is that they have actually done something about it, And now becasue you cant exploit your upset..
Now maybe you'l have to actually learn your abilities and a proper rotation, oh noes!
Dude I was testing it out yesterday and animation cancelling wasn't even "half fixed". It still pumps out the same amount of DPS. Why? Because they don't want to "fix" it, they just want to make it easier for slower people like yourself to detect what's going on.
AddictionX wrote: »If macros were not a problem and an actual ban offense... then it would be fine. I know what you're saying it would force people to actually use different skills..
All they "fixed" is how it looks for people complaining about the visuals. The ability to "instagib" is the same. The vast majority of abilities are instant cast.... And the ability to cancel your own animations to roll or block is the ability to counter.RoamingRiverElk wrote: »I played ESO during the closed beta and at launch. I do remember some very tactical and intense battles with individuals in a 1-on-1 situation when people used the combat system as intended. And that was from a variety of builds.
I know how to animation cancel today, but it is just another thing about the Elder Scrolls Online that shows you how inexperience ZoS was at creating massive multiplayer online role playing games. One of the core aspects of your game is incomplete.
When I returned to ESO I couldn't really understand how certain people were doing tons of damage to me in and shorter period of time. I mistakenly ran across tons of tutorial videos on Youtube about animation canceling.
The entire time I was thinking how is this a thing even after a year and half of the game being released?
I understand there's complications and I do know that ZoS can't do much about it. Like many it rubs me the wrong way. But those who use it heavily are afraid that their character will become obsolete because now the game plays like it's suppose to?
I don't understand the argument other than you like to win.
There's two main reasons not to remove animation cancelling from my perspective:
1.) It allows for more different actions to be performed in the same amount of time, adding build diversity and a layer of skill in combat.
2.) With the power creep since launch you wouldn't get the fights you had back then by removing animation cancelling. We have way more resources now, at launch we had the low softcaps. No one is going to die if all you do spam Force Shock. Plus, who would not just spam the single hardest hitting skill he has access to? Wrecking Blow. Everyone.
No it doesn't take skill to animation cancel.. Whats the point on ability animations if the intent was just to zerg people instantly skipping them?
Basically people who "exploit" (coz lets face it is an exploit) animation canceling dont want animations and just to cause as much damage in as little time possible..
How the hell can you balance game around that? By that philosophy every should have instant attacks and all the same... Yeah because the game will not get repetitive real fast then....
You people are just crying now because you have to play fairly..
Animation canceling often means timing the activation of the attacks correctly - like with the basic light attack - crushing shock weaving. If you don't activate the skills at the right time, you can't do it well. Some skills cannot be canceled too soon - like the storm atronach ultimate, or it will not be activated at all.
People who zerg are the least likely people I would expect to animation cancel. It's the gankers, duelers and people who regularly play outnumbered who do it. It is likely that good gankers animation cancel, but not all good players who animation cancel are gankers or do 'one-shot' builds which cannot be prevented by knowing the meta, the opponent and counters to that player's playstyle.
It is not an exploit, it is a gameplay mechanic that has been embraced by the developers of this game. Animation canceling is not done solely to cause as much damage in as little time as possible. For instance, you can use Igneous Shield as a dk and cancel that with a dodge roll. Both actions are purely defensive.
Because there is a way to cancel skills with a dodge roll, for instance, that means there is *more* room for variability because you can react to an incoming attack with a dodge roll when you need it - as long as your build allows for it (i.e. if you have enough stamina to do so in that combat scenario). Item sets or skills that boost light or heavy attacks would be much worse if you could not weave light/heavy attacks with skills.
Torelax is actually someone who plays very fairly.
So please, stop making assumptions and find out about things before you speak.
Yes, so that's why they actually fixed it? Because it was intended right? ....
[...]
Because they didn't... for your own good, just stop commenting in this thread. x)
For my own good?! lol....
I realize they have only half fixed it... But the main thing is that they have actually done something about it, And now becasue you cant exploit your upset..
Now maybe you'l have to actually learn your abilities and a proper rotation, oh noes!
ROTFLOL
I fail to see the humor?
If they designed the game to instagib people, wouldn't everything be instant cast?.. The original idea was to have fair combat to be able to counter the other.. Not this ridiculousness.
If someone can explain to me how this is actually a game design and not an oversight i'm all ears... As it stands certain people just abuse this..
Its cool, AC is getting neutered with the next update. So everyone who is defending it is going to be crying a river when TG expansion hits. You will no longer be able to completely cancel your animation, weaving will still be there, but complete cancellation of animations will no longer be possible.
Good on you ZoS.
Seems you misunderstand what's actually going to happen. The animation will just not be invisible, which mostly effects instant cast abilities in PVP. Players will not be locked into them if their 'cancelled' with proper timing. The animation will just play while the player is inputing another.
No. They specifically said they are going to make it so the entire animation has to play out in order for it to do damage. Weaving will be still there, but if you cancel the animation, it will not do damage. It must connect for it to do damage. It is a direct response to AC.
Therium104 wrote: »Animation canceling really helps out NB and gankers. I am not saying I don't use on my DK but not the samething. Many of the insta-gib stuff in pvp is due to this. It needs to be looked at. A low skill class (NB) is abusing it to kill players in a few seconds. Where you at ZOS. Lol