ZOS_GinaBruno wrote: »This is the official feedback thread for Combat Animation Prioritization. We adjusted the combat animation priority so that you will see impacts and effects for each ability and attack fired when played in rapid succession, without it affecting DPS. Blocking mechanics have been excluded from this change based on feedback from the last PTS testing cycle.
Specific feedback that the team is looking for includes the following:
- Now that we’ve made some additional changes since the last PTS cycle, how was the overall responsiveness?
- How does everything feel compared to what’s currently on the Live megaservers? What about since the last PTS cycle?
- Were there any specific attacks or actions that could be canceled so they didn’t play?
- How does block casting feel overall?
- Do you have any other general feedback?
mrdavis1118ub17_ESO wrote: »The old bow light attack bug is back, where it gets stuck doing light attacks. ie. fire once and it keeps firing on its own. Overload light attacks are still bugged, where they randomly stop working until you block to get unstuck, so very clunky. Block itself has become unresponsive at times, outside of lag issues. Pretty much everyone dueling on PTS (that ive talked to or watched stream) has noticed unpredictable block behavior.
It is overall a better attempt then the last PTS round, but still feels inconsistent.
Same. Combat feels sluggish and clunky. Block does not work sometimes, I've gotten stuck in animations, had some abilities not go off when I used them, had other abilities go off on their own... I hope the change is reverted too.
Oh, and revert the change to snares while jumping or whatever it was while you're at it. All movement in general feels sticky and sluggish, and I get stuck on rocks a lot more now. I would rather people be able to jump around and avoid some of a snare than this... Honestly snares are too strong anyway.
https://www.youtube.com/watch?v=em46ajNfuTU