Some of these statements seem to imply that the purpose of the block-cancel is to obscure the animation of the preceding skill, so that the defender won't see it coming? If so, then yes, the intent of these changes is to prevent that. What isn't supposed to change is the timing of the damage from the attack, or subsequent attacks.WillhelmBlack wrote: »
Some people can break free faster than you can complete the animation of Javelin. Sometimes it needs to cancelled to cue up another attack. Some can animation cancel a heal or simply roll dodge away faster than an Executioner because they know it's coming. The faster you can do it, the better. It's skill.
I've seen guys roll and dodge and wreck and have fun going from one kill to another. Fluidity. Sorcs being Sorcs spreading fights and angering pugs. Templars and DK's stood on a flags getting beat on and on and on and on, block cancelling heals and shields. All of these, weren't your average players mind. These were guys pushing the limits of the game...can't do that anymore. Not since 1.7 and especially not in this update incoming. Those are the guys I and many have become by now. We mastered the game.
If this goes live, I'm done. Just can't be bothered, I'll find another. Sick of the dumbing down.
Some of these statements seem to imply that the purpose of the block-cancel is to obscure the animation of the preceding skill, so that the defender won't see it coming? If so, then yes, the intent of these changes is to prevent that. What isn't supposed to change is the timing of the damage from the attack, or subsequent attacks.
ZOS_EdLynch wrote: »
Thank you for the feedback! To help clarify, the illustration is specific to heavy attacks interrupted mid-wind-up by an instant ability. However, in the case of an instant ability being interrupted, just remove the wind-up and the remainder of the image is correct -- the instant ability will display up until the moment of impact/launch. That second, interrupting ability still happens the moment you activate it, the only difference is that the beginning few frames of that animation will be obscured by the impact/launch of the preceding one. Conversely, on the Live megaserver, the impact/launch of the first ability is obscured by the first few frames of the second one.
So, while it's true that you can no longer entirely hide a successful ability with another, the way the game is reacting to your input should be unchanged. If you find that not to be the case, please let us know your rotation and we'll investigate what is happening.
Thanks for the detail - sounds like a bug!One implementation of block canceling on Live is to speed up certain skills such as Dawnbreaker. The ultimate takes approximately a second of hoisting a glowy magical sword and screaming before blasting the ground in front. Block canceling this ultimate allows the pre-attack psych out to be skipped, initiating the ground blasting and resultant damage immediately. This ultimate used to have a cast time, which was shortened to instant, but the animation was not shortened or changed, giving it the same total execution time but no longer interruptible.
I can't believe you guy would nerf-block canceling, are you mad that stam DKs were able to Light attac - skill - bash to have an alternative to wrecking blow spam?
Just kill AC off once and for all and many more ppl will start playing eso:fact
WillhelmBlack wrote: »
and the skill you bar swap cancelled sometimes doesn't even go off.
This happens with roll dodge cancelling too. Sometimes when I roll dodge vigor, it doesn't go off. The timing is very different and you have to wait a bit longer before cancelling the animation.
While my DPS remains untouched, the combat in general feels really sluggish. I enjoyed ESO for its responsive combat system, but you're kind of destroying that on the PTS currently. Sure, it looks prettier, but at what cost?
Changes to Dawnbreaker, as an Example
What I do not get is, Blockcancel got changed, but Weap Swap/ROll Cancel still works as before. Why?https://youtu.be/Xf5NbVnOG1Y
Changes to Dawnbreaker, as an Example
What I do not get is, Blockcancel got changed, but Weap Swap/ROll Cancel still works as before. Why?https://youtu.be/Xf5NbVnOG1Y
silky_soft wrote: »
Disagree, all the bad players seem to not be able to adapt to the change. Shield and heal spammers are hit the hardest. Just like what happened dodge and block changes. Your lazy cheese play style is over.
the combat now feels clunky and slow. animation cancelling provided a way to really feel the game and what you were doing, if you insist on removing/changing it you are inevitably going to lose all of the long time players. Its simple the combat feels different, it may as well be a different game.I know you say animation cancelling is still there blah blah but honestly it may as well not be, its so slow now that theres not much point in cancelling every attack only specific ones with maybe a dodge or wep swap, block cancelling is dead (as far is a i can tell with a staff and sorc abilities) I cant speak for other classes but if this goes live i know a lot of sorcerers who won't be happy. What i don't understand is how any player could play the game for more than a month or so at endgame and NOT learn how to animation cancel or at least do it with some specific attacks, who are the people crying about animation cancelling? the ones who are two stubborn to learn a core mechanic of this game, which you guys have said yourself is intended. You can look on hte forum, its littered with posts about animation cancelling, and you can see from the way they describe it, they havent the first idea what it really is or how to do it and you know as well as i do their deaths in cyro are obviously down to a lot of other factors as well as animation cancelling - form sneak, fully buffed standing in meteor for ages or something i duno, but you get my point. The problem we have now is a dumbing down of the game, and its evident from the other changes like selling monster helms, meteor not reflectable but still not dodgeable, reducing xp required for ap ranks. all this stuff adds up to just pushing people away. You won't get any long term players (not to mention the fact that you already have lost most of them), it will be people who play the game to level 50 and move on and casual end game players, ultimately leading to the death of the game. Which is a shame because it really has potential right now.
Could not agree with this more. This is a huge change and anyone I speak to on Live about this is against it. Not everyone is testing on PTS but if these changes go Live it'll be anarchy.
JackDaniell wrote: »Hello, just wanted to talk about a few things regarding these changes.
Roll cancels and swap cancels seem to work the same as on live. But something has gone horibly wrong with block canceling.
Light attack > Skill > block
On live you can block cancel all skills to get them to fire a few milisecconds faster than before, but on the pts this is no longer the case. Some skills still function the same when block cancelled (channeled focus) while others can no longer be block canceled (purifying ritual, binding javelin, executioner)
Please tell me this is a bug Zenibecause as it stands right now my Templar is feeling very clunky on the pts without the ability to properly block cancel half my skills.
As it should be honestly.... If you block cancel Executioner, then there's no way of the enemy seeing you use Executioner, they only see you blocking while being hit all of a sudden. This is exactly what they removed and I couldn't be more happy about it
What a lame change to Dawnbreaker. Only thing it does it forces ppl to change their keybindings to be able to cancel most effectively. And the less experienced players will get even more confused because the ability doesn't act consistently anymore. What's the point?