sirrmattus wrote: »It's a cheat and it's Wak
Normal game mechanics aren't cheats and exploits. Next thing you know moving out of AoE is going to be called an exploit. Just because it isn't in the tutorials doesn't mean it isn't intended or is unfair.
Normal game mechanics aren't cheats and exploits. Next thing you know moving out of AoE is going to be called an exploit. Just because it isn't in the tutorials doesn't mean it isn't intended or is unfair.
Wolfen_Steiner wrote: »Normal game mechanics aren't cheats and exploits. Next thing you know moving out of AoE is going to be called an exploit. Just because it isn't in the tutorials doesn't mean it isn't intended or is unfair.
Normal? It certainly doesn't look normal. It wasn't intended. It's a byproduct of design decisions they made on the technical side of the game's combat. Animation canceling is an unintended result, not a design choice.
Wolfen_Steiner wrote: »We are not talking about weaving here. We're talking about animation canceling. You're supposed to follow up Wrecking Blow with a weapon attack. That's weaving. It's intended. It even implies a follow-up attack in the ability's description. What's not intended is that you can fire off that follow-up attack before the animation for Wrecking Blow is even halfway visually completed. The most obvious fix would be to change the animation time itself. If it only takes one second to cast Wrecking Blow, the animation should only be one second long. The damage should be delivered at the completion of the animation. That's how combat is supposed to work in action-oriented combat games like ESO. Everything is supposed to be visual. Animation canceling bypasses the visual. That's what makes it broken.
Mrs. Folsom is a community manager, not one of the coders or combat designers. What she interprets as "not exactly intended" isn't a direct line from one of the developers.
Wolfen_Steiner wrote: »Normal game mechanics aren't cheats and exploits. Next thing you know moving out of AoE is going to be called an exploit. Just because it isn't in the tutorials doesn't mean it isn't intended or is unfair.
Normal? It certainly doesn't look normal. It wasn't intended. It's a byproduct of design decisions they made on the technical side of the game's combat. Animation canceling is an unintended result, not a design choice.
It's normal in that it's a standard part of MMO combat that allows two different attack action types. Same thing happens in WoW, for instance. You have basic attacks (I think they call it "white damage") and then you have your spells and abilities. Your spells and abilities are weaved in with the rest of your attacks and whatever animation has higher prioritization is what's played at any given time.
I don't know why you're saying it isn't intended, the game is specifically coded to allow for it. It's not some bug like the stamina regen while blocking in stealth, which was specifically against what both of those abilities are supposed to do for stam regen. It's a very typical function of what happens when your animations are longer than the cooldown between abilities and when you have two discrete sets of abilities with their own cooldowns. If they didn't want light/heavy attacks/blocking/dodging/etc. to cancel the tail end of other abilities, then they would have put them all on the same cooldown. They didn't. That's really the end of the story. If you don't like it, that's fine, but it's silly to support your dislike for it with statements that aren't true.
Mrs. Folsom is a community manager, not one of the coders or combat designers. What she interprets as "not exactly intended" isn't a direct line from one of the developers.
It was a common question at the time. She wasn't talking out of her ass. It's always been a contentious subject. Others at ZOS have commented on the subject over the years. The challenge is to preserve responsive combat while eliminating the cancellation of ability animations.
We know from the changes introduced in the 2.3 PTS that ZOS would like to eliminate block cancelling while maintaining weaves. By weaves, I mean cancelling a light/heavy attack animation by executing an ability. Almost no one has an issue with this. it's block cancelling that most people have an issue with.
Mrs. Folsom is a community manager, not one of the coders or combat designers. What she interprets as "not exactly intended" isn't a direct line from one of the developers.
It was a common question at the time. She wasn't talking out of her ass. It's always been a contentious subject. Others at ZOS have commented on the subject over the years. The challenge is to preserve responsive combat while eliminating the cancellation of ability animations.
We know from the changes introduced in the 2.3 PTS that ZOS would like to eliminate block cancelling while maintaining weaves. By weaves, I mean cancelling a light/heavy attack animation by executing an ability. Almost no one has an issue with this. it's block cancelling that most people have an issue with.
I wouldn't say they want to eliminate block canceling, and moreover I don't see why that is any more problematic than weaving. If anything you are doing less damage by block canceling than by weaving. Also, they reverted the changes specifically because they weren't able to preserve the flow of combat the way it has typically worked. I'd say the block canceling changes on the PTS were unintended.
We wanted to make it more clear which attacks players are using, while preserving the responsiveness and feel of the combat system. The goal is that if an ability is successful, the player should always be able to see it impact (or launch in the case of projectiles). Under the new system, we are prioritizing the impact/launch of the first attack over the first few milliseconds of the wind up of the interrupting 2nd attack.
Wolfen_Steiner wrote: »Normal game mechanics aren't cheats and exploits. Next thing you know moving out of AoE is going to be called an exploit. Just because it isn't in the tutorials doesn't mean it isn't intended or is unfair.
Normal? It certainly doesn't look normal. It wasn't intended. It's a byproduct of design decisions they made on the technical side of the game's combat. Animation canceling is an unintended result, not a design choice.
It's normal in that it's a standard part of MMO combat that allows two different attack action types. Same thing happens in WoW, for instance. You have basic attacks (I think they call it "white damage") and then you have your spells and abilities. Your spells and abilities are weaved in with the rest of your attacks and whatever animation has higher prioritization is what's played at any given time.
I don't know why you're saying it isn't intended, the game is specifically coded to allow for it. It's not some bug like the stamina regen while blocking in stealth, which was specifically against what both of those abilities are supposed to do for stam regen. It's a very typical function of what happens when your animations are longer than the cooldown between abilities and when you have two discrete sets of abilities with their own cooldowns. If they didn't want light/heavy attacks/blocking/dodging/etc. to cancel the tail end of other abilities, then they would have put them all on the same cooldown. They didn't. That's really the end of the story. If you don't like it, that's fine, but it's silly to support your dislike for it with statements that aren't true.
you are aware that Wow Like Most mmos use something called Global cooldowns, and ability cooldowns- sure you can use your weapon- for most classes that is useless cough tried using melee staff on a priest yeah
But there is usually a cooldown that prevents you from using an ability straight after or the same ability multiple times in succession- known as the global cooldown- which is shared with ALL abilities - for you to say that eso animation cancelling is like white damage in wow is just plain stupidity.
Was this loophole intended when they designed a combat system that allowed no GCD, probably not so they rolled with it
But the fact that you can fudge the system into having two or more "abilities" hit in close sequence WITHOUT even an animation queue is nigh on absurd.
And i laugh at your comment that the game is coded for animation cancelling - it is purely an offshoot of having no GCD, they couldn't fix it without changing the core coding and simply ran with it,
intended coding..... ahhahha
Mrs. Folsom is a community manager, not one of the coders or combat designers. What she interprets as "not exactly intended" isn't a direct line from one of the developers.
It was a common question at the time. She wasn't talking out of her ass. It's always been a contentious subject. Others at ZOS have commented on the subject over the years. The challenge is to preserve responsive combat while eliminating the cancellation of ability animations.
We know from the changes introduced in the 2.3 PTS that ZOS would like to eliminate block cancelling while maintaining weaves. By weaves, I mean cancelling a light/heavy attack animation by executing an ability. Almost no one has an issue with this. it's block cancelling that most people have an issue with.
I wouldn't say they want to eliminate block canceling, and moreover I don't see why that is any more problematic than weaving. If anything you are doing less damage by block canceling than by weaving. Also, they reverted the changes specifically because they weren't able to preserve the flow of combat the way it has typically worked. I'd say the block canceling changes on the PTS were unintended.
Block cancelling results in more damage than medium attack weaves in a variety of scenarios. For example, when using a resto staff or when a target is in execute range.
What you've written is contrary to what ZOS has frequently explained. For example, Rich Lambert on the 2.3 PTS changes that were rolled back:We wanted to make it more clear which attacks players are using, while preserving the responsiveness and feel of the combat system. The goal is that if an ability is successful, the player should always be able to see it impact (or launch in the case of projectiles). Under the new system, we are prioritizing the impact/launch of the first attack over the first few milliseconds of the wind up of the interrupting 2nd attack.
The bottom line is ability animations need to be displayed.
The practical impacts to the changes on PTS were that roll dodge and bar swap cancels still worked, weaving still worked, but block/bash cancelling were less effective; to the point of having no value. I believe cancelling an ability with an ultimate still worked as well.
starkerealm wrote: »To be fair, Wrecking Blow... and honestly, 90% of the animation canceling issues, could be dealt with by simply not applying damage if the animation was canceled before the strike actually connected.
And, yeah, I know, this is where lag comes in and kicks all of our asses.
I'm not sure if this is still the case, but last I checked medium weave was not better than light weave, the only difference is that you can use light weave with a Resto and Lightning staff. I've never tested medium weave on those staff types but if there's a problem it's with those two specific weapons. Not exactly a game changer either way, you were making it sound like block canceling is breaking the game. Same goes for when a target is in execute range, except we can do even better, you can just cancel your ability with the same ability, block not needed. Unless block canceling is letting you somehow bypass the ability's cooldown, it's no change.
starkerealm wrote: »To be fair, Wrecking Blow... and honestly, 90% of the animation canceling issues, could be dealt with by simply not applying damage if the animation was canceled before the strike actually connected.
And, yeah, I know, this is where lag comes in and kicks all of our asses.
Easy to say, but apparently hard to implement. The reason we have a lot of mechanics in game are because they cannot figure out how to code things right. Animation cancelling. That delay after toppling charge. They have tried to address them in the past but just say "Meh. Working as intended. It is a feature."