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Animation Cancelling Explained

  • Speely
    Speely
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    Jhunn wrote: »
    zyk wrote: »
    Alcast wrote: »
    People that do think animation canceling is hurting the game simply need to l2p...l2p super hard and better now than QQ about it. Because it will never be removed from the game.

    Animation cancelling isn't inherently good or bad. A lot of it comes down to personal preference and the goals of the game designers. It's apparent there are many players who can and do cancel for competitive reasons, but do not enjoy it.
    I've never, ever heard someone competetive say they don't enjoy animation cancelling. It's there, it's part of the game.

    Funny timing, considering the post above yours :) I don't mean to be combative here, but there are very valid reasons to oppose the dynamic that don't include a player just being bad.

    Some people genuinely think that the game would be better without it. Not because they would perform better vs others, but because the game itself would be better with less APM and a rhythm dictated by natural animations.
    Edited by Speely on March 26, 2016 11:53PM
  • FriedEggSandwich
    FriedEggSandwich
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    mdylan2013 wrote: »
    mdylan2013 wrote: »
    mdylan2013 wrote: »
    More people avoiding intended animations... Just what we all need :neutral:

    what does that even mean???

    you can either learn how to animation cancel or you can get destroyed in PVP..... if you arent animation cancelling you are wrong

    I don't animation cancel and I can assure you I don't get destroyed in PVP.

    "If you arent animation cancelling you are wrong" - yeah because avoiding an intended animation is so right.

    ZOS has already said they arent removing animation cancelling as its an intended mechanic in the game so if i were you i would stop whining about it and learn it

    It wasn't intended, they never intended for certain abilities to be insta cast, hence why they had animations. I do believe they're working on changing the way animations work, which will help with countering animation cancellers. I'm not whining, far from it, I don't need to learn it either... I do just fine in PVP.

    It was intended for certain skills to be insta-cast, which is why when you look at the topltip for those skills it will say "cast time: instant". These skills that have an instant cast don't have instant animations. This says to me that zos intended animations to be canceled, else why would they have given instant cast skills animations that lasted longer?
    Edited by FriedEggSandwich on March 27, 2016 12:37AM
    PC | EU
  • Myxril
    Myxril
    ✭✭✭
    I can't believe people are actually supporting and defending this stuff, citing ZOS' 'blessing' for it. No matter how you cut it, an animation is meant to be the physical action required to perform a skill. To bypass that entirely as well as trigger the skill quicker is inherently an exploit.

    No matter how much you polish a turd and call it a chocolate bar, it's still a turd. If you support and defend this, let alone claim it 'adds' to the game as a whole, then you are incredibly delusional.
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • Myxril
    Myxril
    ✭✭✭
    It was intended for certain skills to be insta-cast, which is why when you look at the topltip for those skills it will say "cast time: instant". These skills that have an instant cast don't have instant animations. This says to me that zos intended animations to be canceled, else why would they have given instant cast skills animations that lasted longer?

    If an ability is meant to be an absolute insta-cast, then there shouldn't be an animation for it.
    Giving an insta-cast ability an animation denotes the effect is immediate, but the animation is still a required performance for said ability to work.
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    Jhunn wrote: »
    Oh stop crying about animation cancelling, please.
    Never.
  • JackDaniell
    JackDaniell
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    OK so here are my two cents, I understand that some people may not like canceling.. but, hear me out for a second.

    Canceling is simply how you control your damage outputs and abilities in a tighter and quicker fashion then if you were unable to cancel. CANCELING DOES NOT LET YOU SPAM HARDENED WARD FASTER THEN ONCE PER A INTERNAL SKILL TICK (~1 seccond).

    Regarding actually seeing the animations, well as a longtime pvp player I will say that just because you can now see me execute you doesn't mean you aren't still going to die. A HUGE part of pvp in ESO is knowledge, of your opponents builds, all class abilities, how your toon moves and feels to control ect. When I'm fighting someone I don't stand around and wait for an animation to apear on my screen before I react. In pvp you predict what is coming, before your opponent even casts it by knowing their rotations, learning their tells, and reacting to their reactions.

    The removal of canceling would ruin conpeditive pvp game play making it essentially just a numbers game as well.

    Finally, to those who believe animation canceling is an exploit, please feel free to post all videos of it being exploited!

    Ebonheart Templar

    www.youtube.com/user/kristofersommermusic
  • FriedEggSandwich
    FriedEggSandwich
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    Myxril wrote: »
    I can't believe people are actually supporting and defending this stuff, citing ZOS' 'blessing' for it. No matter how you cut it, an animation is meant to be the physical action required to perform a skill. To bypass that entirely as well as trigger the skill quicker is inherently an exploit.

    No matter how much you polish a turd and call it a chocolate bar, it's still a turd. If you support and defend this, let alone claim it 'adds' to the game as a whole, then you are incredibly delusional.

    How is the animation meant to be the physical action required to perform a skill when the skills cast time is always listed in the tooltip? This listed cast time is the physical action required to perform the skill, the animation is just to look cool. Tell me this is false when all skills have cast times different from their animation times. The very fact these don't tie up suggests the devs fully intended skills to be animation canceled. Even Crystal Frags hard cast, which has a listed cast time of 1.3 seconds (very precise), has a longer animation than its cast time. To "fix" animation canceling you'd have to give all abilities animations exactly the same length as their listed cast times. Blame the devs for this not having been done, the term 'exploit' has no relevance to this subject.
    PC | EU
  • FriedEggSandwich
    FriedEggSandwich
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    Myxril wrote: »
    It was intended for certain skills to be insta-cast, which is why when you look at the topltip for those skills it will say "cast time: instant". These skills that have an instant cast don't have instant animations. This says to me that zos intended animations to be canceled, else why would they have given instant cast skills animations that lasted longer?

    If an ability is meant to be an absolute insta-cast, then there shouldn't be an animation for it.
    Giving an insta-cast ability an animation denotes the effect is immediate, but the animation is still a required performance for said ability to work.

    If the animation was required then it wouldn't be cancel-able. I refer you back to he crystal frags hard cast example; if the listed cast time is 1.3s then why is the animation longer than 1.3s? If following through with the whole animation was required then why list the cast time as 1.3s? Just to f about with the playerbase? Screw with their minds a bit?
    PC | EU
  • Myxril
    Myxril
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    How is the animation meant to be the physical action required to perform a skill when the skills cast time is always listed in the tooltip?
    Already answered:
    Myxril wrote: »
    It was intended for certain skills to be insta-cast, which is why when you look at the topltip for those skills it will say "cast time: instant". These skills that have an instant cast don't have instant animations. This says to me that zos intended animations to be canceled, else why would they have given instant cast skills animations that lasted longer?

    If an ability is meant to be an absolute insta-cast, then there shouldn't be an animation for it.
    Giving an insta-cast ability an animation denotes the effect is immediate, but the animation is still a required performance for said ability to work.

    As for this:
    This listed cast time is the physical action required to perform the skill, the animation is just to look cool. Tell me this is false when all skills have cast times different from their animation times. The very fact these don't tie up suggests the devs fully intended skills to be animation canceled. Even Crystal Frags hard cast, which has a listed cast time of 1.3 seconds (very precise), has a longer animation than its cast time. To "fix" animation canceling you'd have to give all abilities animations exactly the same length as their listed cast times. Blame the devs for this not having been done, the term 'exploit' has no relevance to this subject.

    You immediately attribute 'Cast Time' to parallel animation, when I already stated that CT is how long for the effect to trigger. Cast Time and animation length aren't mutually exclusive.


    If ZOS wants to claim animation canceling is perfectly fine, then they're stating that the actual animation isn't a required part of the actual casting (which supports my claim of CT =/= animation length), which would then prompt me to say "Remove animations for Instant casts and shorten all remaining animations to be exactly the length of the listed CT".

    THEN you would be correct that CT=animation length, there would be no more animation canceling, and the stuff going on right now wouldn't even be a topic to address. It would be a win all around.
    Edited by Myxril on March 27, 2016 1:42AM
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • FriedEggSandwich
    FriedEggSandwich
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    Myxril wrote: »
    How is the animation meant to be the physical action required to perform a skill when the skills cast time is always listed in the tooltip?
    Already answered:
    Myxril wrote: »
    It was intended for certain skills to be insta-cast, which is why when you look at the topltip for those skills it will say "cast time: instant". These skills that have an instant cast don't have instant animations. This says to me that zos intended animations to be canceled, else why would they have given instant cast skills animations that lasted longer?

    If an ability is meant to be an absolute insta-cast, then there shouldn't be an animation for it.
    Giving an insta-cast ability an animation denotes the effect is immediate, but the animation is still a required performance for said ability to work.

    As for this:
    This listed cast time is the physical action required to perform the skill, the animation is just to look cool. Tell me this is false when all skills have cast times different from their animation times. The very fact these don't tie up suggests the devs fully intended skills to be animation canceled. Even Crystal Frags hard cast, which has a listed cast time of 1.3 seconds (very precise), has a longer animation than its cast time. To "fix" animation canceling you'd have to give all abilities animations exactly the same length as their listed cast times. Blame the devs for this not having been done, the term 'exploit' has no relevance to this subject.

    You immediately attribute 'Cast Time' to parallel animation, when I already stated that CT is how long for the effect to trigger. Cast Time and animation length aren't mutually exclusive.


    If ZOS wants to claim animation canceling is perfectly fine, then they're stating that the actual animation isn't a required part of the actual casting (which supports my claim of CT =/= animation length), which would then prompt me to say "Remove animations for Instant casts and shorten all remaining animations to be exactly the length of the listed CT".

    THEN you would be correct that CT=animation length, there would be no more animation canceling, and the stuff going on right now wouldn't even be a topic to address. It would be a win all around.

    I completely agree that animation times should match their cast times, but they don't. Cast times are clearly considered important enough to list in a tooltip; this is the info players are expected to use to determine whether a skill is worth using. Animation times are not listed and therefore it's reasonable to conclude that we don't need to know how long they are.
    PC | EU
  • Myxril
    Myxril
    ✭✭✭
    I completely agree that animation times should match their cast times, but they don't. Cast times are clearly considered important enough to list in a tooltip; this is the info players are expected to use to determine whether a skill is worth using. Animation times are not listed and therefore it's reasonable to conclude that we don't need to know how long they are.

    Listing 'animation time' would be absurd, tho. Casting time denotes how long for the effect. If the animation itself isn't required, then it should match the cast time.
    If it's longer than the cast time, then it should be considered a required part of the completion of the skill (even if it's after the effect triggers). Which, in a sense, would make 'cast time' a misnomer that would be reciprocated with something like (chuckling at myself for this) 'animation time'.
    Or some other word followed by 'time' that denotes the physical procedure involved, beyond the actual time it takes to create the effect.


    Having the two (effect/animation) sync would make 100% sense given ZOS claim that animation canceling is acceptable.
    Having the two at different lengths of time could denote a simple effect-before-completion; that might make sense with a channeled spell or somesuch, but that opens up a whole can of "but wuttiv u die befro u fnsh castign bt ur effct alrdy wnt off".

    In the end, as I already suggested, all signs point at ZOS being better off removing animation for Instants and reducing animations to match things with actual casting times.
    That would eliminate the 'hiding combat cues' that was allegedly in mind when the combat system was created. Then threads like these would cease to exist.
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • FriedEggSandwich
    FriedEggSandwich
    ✭✭✭✭✭
    Myxril wrote: »
    I completely agree that animation times should match their cast times, but they don't. Cast times are clearly considered important enough to list in a tooltip; this is the info players are expected to use to determine whether a skill is worth using. Animation times are not listed and therefore it's reasonable to conclude that we don't need to know how long they are.

    Listing 'animation time' would be absurd, tho. Casting time denotes how long for the effect. If the animation itself isn't required, then it should match the cast time.
    If it's longer than the cast time, then it should be considered a required part of the completion of the skill (even if it's after the effect triggers). Which, in a sense, would make 'cast time' a misnomer that would be reciprocated with something like (chuckling at myself for this) 'animation time'.
    Or some other word followed by 'time' that denotes the physical procedure involved, beyond the actual time it takes to create the effect.


    Having the two (effect/animation) sync would make 100% sense given ZOS claim that animation canceling is acceptable.
    Having the two at different lengths of time could denote a simple effect-before-completion; that might make sense with a channeled spell or somesuch, but that opens up a whole can of "but wuttiv u die befro u fnsh castign bt ur effct alrdy wnt off".

    In the end, as I already suggested, all signs point at ZOS being better off removing animation for Instants and reducing animations to match things with actual casting times.
    That would eliminate the 'hiding combat cues' that was allegedly in mind when the combat system was created. Then threads like these would cease to exist.

    I agree with you for the most part, but I still believe cast time is the only important factor to adhere to. Cast time says "this is how long this skill will tie you up for before you can cast another". Adding required animation times beyond this seems a bizzare idea, which is why I argue the animations aren't required, else players would be up in arms about their 1.3 second crytstal frags hard cast actually taking 1.8 seconds.

    The current system is strange and things would be better if animations matched cast times for sure, but I see it as a very small issue amongst many other bigger issues and I'm happy to have cancel-able animations cos my immersion can remain intact and I would rather zos fixed lag.

    To conclude my thoughts: animation cancelers aren't exploiting; they're sticking rigidly to listed cast times, cos it's not possible to break those.
    PC | EU
  • Myxril
    Myxril
    ✭✭✭
    I agree with you for the most part, but I still believe cast time is the only important factor to adhere to. Cast time says "this is how long this skill will tie you up for before you can cast another". Adding required animation times beyond this seems a bizzare idea, which is why I argue the animations aren't required, else players would be up in arms about their 1.3 second crytstal frags hard cast actually taking 1.8 seconds.
    Hence why I would say either make the skill a 1.8sec cast time (to take animation into account) or just make the animation 1.3 seconds (which would fall into ZOS' thoughts on the topic).

    The current system is strange and things would be better if animations matched cast times for sure, but I see it as a very small issue amongst many other bigger issues and I'm happy to have cancel-able animations cos my immersion can remain intact and I would rather zos fixed lag.
    Trying to fight via combat cues becomes pointless with this animation canceling, because people just do rapid spaz-twitches and 2+ skills batter the observer with damage. The observer who, being unable to see what is happening, cannot properly choose when to block or dodge.
    Not seeing any physical action to match what's happening utterly destroys immersion, despite you being happy that you can do it for your own sense of immersion.
    What's so immersive about ghosting damage onto people who can't properly observe/react? (rhetorical)

    Unlike what has been said in this thread: It's not a l2play issue, it's a l2psychic issue.
    Edited by Myxril on March 27, 2016 2:31AM
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • Miszou
    Miszou
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    If you cancel an animation by blocking or dodge rolling, the skill should fail to execute, since you cancelled it before completion.

    To argue otherwise is to cling to a known exploit.

    The End.
  • FriedEggSandwich
    FriedEggSandwich
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    Myxril wrote: »
    I agree with you for the most part, but I still believe cast time is the only important factor to adhere to. Cast time says "this is how long this skill will tie you up for before you can cast another". Adding required animation times beyond this seems a bizzare idea, which is why I argue the animations aren't required, else players would be up in arms about their 1.3 second crytstal frags hard cast actually taking 1.8 seconds.
    Hence why I would say either make the skill a 1.8sec cast time (to take animation into account) or just make the animation 1.3 seconds (which would fall into ZOS' thoughts on the topic).

    The current system is strange and things would be better if animations matched cast times for sure, but I see it as a very small issue amongst many other bigger issues and I'm happy to have cancel-able animations cos my immersion can remain intact and I would rather zos fixed lag.
    Trying to fight via combat cues becomes pointless with this animation canceling, because people just do rapid spaz-twitches and 2+ skills batter the observer with damage. The observer who, being unable to see what is happening, cannot properly choose when to block or dodge.
    Not seeing any physical action to match what's happening utterly destroys immersion, despite you being happy that you can do it for your own sense of immersion.
    What's so immersive about ghosting damage onto people who can't properly observe/react? (rhetorical)

    Unlike what has been said in this thread: It's not a l2play issue, it's a l2psychic issue.

    As others have pointed out though; with insta-cast abilities it doesn't matter if you see the animation or not, cos by the time you see the animation the damage has been done. There is no reacting to insta-cast abilities unless they have a travel time; you can only pre-empt, which is where experience helps (see a purple haze on you? Might be a good idea to dodge roll). When it comes to skills with longer animations, like a frags hard cast, it doesn't matter if the animation is cut short cos you still would have seen the animation for the duration of the 1.3s cast time. Infact sometimes I fake a frags hard cast by canceling it early to try to make enemies roll for nothing. With this in mind the only purpose to animations in the current game is immersion.
    Edited by FriedEggSandwich on March 27, 2016 2:41AM
    PC | EU
  • FriedEggSandwich
    FriedEggSandwich
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    Miszou wrote: »
    If you cancel an animation by blocking or dodge rolling, the skill should fail to execute, since you cancelled it before completion.

    To argue otherwise is to cling to a known exploit.

    The End.

    If you cancel an animation before the listed cast time has ended it does cancel the damage. There is no canceling the damage of an insta-cast ability though; once the player has let go of the skill button the action is complete.
    PC | EU
  • Myxril
    Myxril
    ✭✭✭
    As others have pointed out though; with insta-cast abilities it doesn't matter if you see the animation or not, cos by the time you see the animation the damage has been done. There is no reacting to insta-cast abilities unless they have a travel time; you can only pre-empt, which is where experience helps (see a purple haze on you? Might be a good idea to dodge roll). When it comes to skills with longer animations, like a frags hard cast, it doesn't matter if the animation is cut short cos you still would have seen the animation for the duration of the 1.3s cast time. Infact sometimes I fake a frags hard cast by canceling it early to try to make enemies roll for nothing. With this in mind the only purpose to animations in the current game is immersion.

    Given that pretty much every skill is 'instant', the animations are nothing more than a waste of system resources. If ZOS is of the mindset that animations do not reflect on any requirement to execute the skill, then said animation shouldn't exist for Instant casts. And for the few skills that -do- have a cast time, their animation should match it.

    If animations are just meant to be immersion, rather than actually cue combat situations, then get rid of them entirely (except for the few skills that actually require casting time). It really doesn't make sense to have someone go through an attack animation if the damage is Instant. There would be more realism in having cast time match animations, but that would probably be screamed down as a huge and stupid 'nerf' to combat.


    Because immersion means defying physics and blasting off chains of 'instant' skills via canceling their otherwise useless animations, so you can chain like 8 seconds worth of real world 'going through the motions' attacks into a barrage of keystrokes lasting 1-2 seconds. :expressionless:
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • FriedEggSandwich
    FriedEggSandwich
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    Myxril wrote: »
    As others have pointed out though; with insta-cast abilities it doesn't matter if you see the animation or not, cos by the time you see the animation the damage has been done. There is no reacting to insta-cast abilities unless they have a travel time; you can only pre-empt, which is where experience helps (see a purple haze on you? Might be a good idea to dodge roll). When it comes to skills with longer animations, like a frags hard cast, it doesn't matter if the animation is cut short cos you still would have seen the animation for the duration of the 1.3s cast time. Infact sometimes I fake a frags hard cast by canceling it early to try to make enemies roll for nothing. With this in mind the only purpose to animations in the current game is immersion.

    Given that pretty much every skill is 'instant', the animations are nothing more than a waste of system resources. If ZOS is of the mindset that animations do not reflect on any requirement to execute the skill, then said animation shouldn't exist for Instant casts. And for the few skills that -do- have a cast time, their animation should match it.

    If animations are just meant to be immersion, rather than actually cue combat situations, then get rid of them entirely (except for the few skills that actually require casting time). It really doesn't make sense to have someone go through an attack animation if the damage is Instant. There would be more realism in having cast time match animations, but that would probably be screamed down as a huge and stupid 'nerf' to combat.


    Because immersion means defying physics and blasting off chains of 'instant' skills via canceling their otherwise useless animations, so you can chain like 8 seconds worth of real world 'going through the motions' attacks into a barrage of keystrokes lasting 1-2 seconds. :expressionless:

    Completely agree. Taking this argument is much more rational than accusing players that do animation cancel of exploiting though. I'm happy with animation canceling being in the game because I don't want developer resources taken up with trying to fix it, because it isn't really a big deal; it's immersion breaking at most. As I stated before there is no gettimg around the listed cast times and that's all players should be concerned about. If animation canceling somehow allowed you to cast skills faster than tooltips suggested then I would argue that was an exploit, but that isn't the case (afaik).
    PC | EU
  • Xjcon
    Xjcon
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    There is a lot of people saying they don't plan to remove Animation canceling, yet zos is actively trying to fix it.
    Briza Do'urdenx V16 Dunmer DK
    Jcon V16 Orc DK
    Vierna Do'urdenx V16 Bosmer NB
    Jarlaxle Baenrex V16 Dunmer NB
  • FriedEggSandwich
    FriedEggSandwich
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    Xjcon wrote: »
    There is a lot of people saying they don't plan to remove Animation canceling, yet zos is actively trying to fix it.

    They can only fix it by removing animations from insta-cast skills. Either that or remove insta-cast skills. They won't do either.
    PC | EU
  • Myxril
    Myxril
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    Completely agree. Taking this argument is much more rational than accusing players that do animation cancel of exploiting though.
    Now that we've gotten past the 'Cast Time v Animation Time'...

    If animation canceling somehow allowed you to cast skills faster than tooltips suggested then I would argue that was an exploit, but that isn't the case (afaik).
    I'd like to point to about 1:30 in the video, where guy openly demonstrates and comments on his skill going off faster than it would have if he let the animation complete. He follows it up by saying one of the advantages of canceling is to spit your skills out 'just a little bit quicker'.
    Exploit. B)
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • technohic
    technohic
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    What about abilities that are a little different? Like jabs? Thought with you being a templar we might see it. lol Throws off my rhythm.
  • qrichou
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    Jhunn wrote: »
    Oh stop crying about animation cancelling, please.
    Is aking why crying ,or is it just your style to walk with all the sheeple and dont think for yourself .
    because its possible
  • FriedEggSandwich
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    Myxril wrote: »
    Completely agree. Taking this argument is much more rational than accusing players that do animation cancel of exploiting though.
    Now that we've gotten past the 'Cast Time v Animation Time'...

    If animation canceling somehow allowed you to cast skills faster than tooltips suggested then I would argue that was an exploit, but that isn't the case (afaik).
    I'd like to point to about 1:30 in the video, where guy openly demonstrates and comments on his skill going off faster than it would have if he let the animation complete. He follows it up by saying one of the advantages of canceling is to spit your skills out 'just a little bit quicker'.
    Exploit. B)

    I have to admit I haven't watched the vid. Will get back to you when I know what you mean.
    PC | EU
  • qrichou
    qrichou
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    mdylan2013 wrote: »
    More people avoiding intended animations... Just what we all need :neutral:

    At this point in the game the animation cancelling is considered part of the game. Devs have even given their blessing. It is a good part of the game and mostly fairly easy to do.

    They simply cant fix it and call it skill . The stam builds profit the most from AC .
    because its possible
  • technohic
    technohic
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    Myxril wrote: »
    Completely agree. Taking this argument is much more rational than accusing players that do animation cancel of exploiting though.
    Now that we've gotten past the 'Cast Time v Animation Time'...

    If animation canceling somehow allowed you to cast skills faster than tooltips suggested then I would argue that was an exploit, but that isn't the case (afaik).
    I'd like to point to about 1:30 in the video, where guy openly demonstrates and comments on his skill going off faster than it would have if he let the animation complete. He follows it up by saying one of the advantages of canceling is to spit your skills out 'just a little bit quicker'.
    Exploit. B)

    You don't get the damage of the ability out faster from button press to hit, but cancelling the animation allows you to start the next ability button press quicker rather than wait for the animation to play out so the 2nd and each consecutive ability comes out with less space in between.
  • Myxril
    Myxril
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    technohic wrote: »
    Myxril wrote: »
    Completely agree. Taking this argument is much more rational than accusing players that do animation cancel of exploiting though.
    Now that we've gotten past the 'Cast Time v Animation Time'...

    If animation canceling somehow allowed you to cast skills faster than tooltips suggested then I would argue that was an exploit, but that isn't the case (afaik).
    I'd like to point to about 1:30 in the video, where guy openly demonstrates and comments on his skill going off faster than it would have if he let the animation complete. He follows it up by saying one of the advantages of canceling is to spit your skills out 'just a little bit quicker'.
    Exploit. B)

    You don't get the damage of the ability out faster from button press to hit, but cancelling the animation allows you to start the next ability button press quicker rather than wait for the animation to play out so the 2nd and each consecutive ability comes out with less space in between.

    Not a comment about it making damage come faster than Instant. It was commenting on how animation canceling accelerates skill usage vs non-canceling.
    Exploit. B)

    I don't expect a Canceler to bother looking into what I typed about it. Though, FES seems genuinely engaging on the topic.
    'Okay, the question is...(laughter)...the question is, we have Vicious Death sets with Prox Det that are doing double damage from last patch -- they're doing double damage -- and the CP system scales them even more. Prox Dets are doing over 20k, okay? That's before Vicious Death does 15, m'kay? We're talking like 30k+. Okay.
    "So, what about the stamina?" Okay. Um "The 2-handed execute skill--" I'm s--I'm sorry. What? The 2-Handed execute? What?! What am I gonna f***ing do?! Am I gonna execute a f***ing zerg with a 2-Handed slice?!'
    --Fengrush, ESO Live Review 1:08:18

    'He's lucky Im not a part of the company because I would simply ban or delete his account or even make the RNG or his damage ridiculously to stress him out even more.'
    --mb10, regarding Fengrush
  • FriedEggSandwich
    FriedEggSandwich
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    Myxril wrote: »
    Completely agree. Taking this argument is much more rational than accusing players that do animation cancel of exploiting though.
    Now that we've gotten past the 'Cast Time v Animation Time'...

    If animation canceling somehow allowed you to cast skills faster than tooltips suggested then I would argue that was an exploit, but that isn't the case (afaik).
    I'd like to point to about 1:30 in the video, where guy openly demonstrates and comments on his skill going off faster than it would have if he let the animation complete. He follows it up by saying one of the advantages of canceling is to spit your skills out 'just a little bit quicker'.
    Exploit. B)

    Ok watched it. Canceling the animation doesn't make the skill go off any faster, the skill is still insta-cast, it just cancels the useless animation allowing you to start casting your next skill as fast as the tooltip would lead you to believe. The lengthy animation flies in the face of listed cast times. By canceling the animation you're just sticking to cast times. No exploit.

    @technohic gets it.
    Edited by FriedEggSandwich on March 27, 2016 3:48AM
    PC | EU
  • qrichou
    qrichou
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    I wonder how long it would take before the got a hotfix if somehow AC would get you profit at the telvar and/or gold exchange at the bank , intresting dont you think?
    because its possible
  • GrumpyDuckling
    GrumpyDuckling
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    UrQuan wrote: »
    Animation canceling just flat out doesn't make sense. Have you ever heard the argument that ZOS makes for why players can't "hide" the physical appearance of Bound Armor? They say it's because it serves as an essential visual cue to other players about battle mechanics. With that logic in mind...

    How in the world is animation canceling, which hides animations of attacks, an intended and fair combat tactic? I will never agree with anyone who thinks that animation canceling is good for a game.

    I fail to see substance here. Especially since the devs have given their blessing to animation canceling over a year ago. The conversation about whether it is a legit part of the game is over. Animation canceling is appropriately part of the game.

    I fail to see substance in your argument. Just because, according to your word, "the devs gave their blessing to animation canceling" doesn't mean that it's a legit part of the game. Perhaps animation canceling would take too much work to fix so they didn't consider it worth the time and effort, and instead prioritized other things.

    If animation canceling wasn't intended, then it's not "appropriate." That's the definition of "exploiting a game mechanic."
    OK, I don't really understand what your position is here. Are you saying that you've missed every time a ZOS employee has talked about animation canceling, or are you saying that ZOS doesn't get to decide what is and isn't an exploit in their game?

    See that part of your quote that I put in bold? To an extent, the answer is yes. ZOS has nothing to gain by publicly labeling animation canceling as an exploit because then they would receive a lot of backlash about it not being fixed. Therefore, they will not call animation canceling an exploit.

    That being said you still have to look at the fact that animation canceling was not intended, and players are using it to achieve better results against other players. That is, by definition, an exploit of an unintended game mechanic to gain a competitive advantage. Whether or not ZOS wants to classify it, publicly, as such is irrelevant. No one can logically deny the fact that animation canceling is an exploit.
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