lordrichter wrote: »They should replace animation canceling with action canceling. You decide to do something else, whatever you are doing at the time does not happen. Starting to do something and then immediately canceling it should not result in the action continuing to do damage.
Skill involves things such as precise aim, fast reaction time, decision making and tactics. Removing AC or tweaking it better would have no impact on any of these things.
Skill also involves such thing as timing. AC has nothing to do with button smashing. If you can time your weaves (got skill) you get a dps boost.
I'm really not sure what to say to this unwillingness to read.Really? Beacause I totally didn't call it button mashing just to belittle those efforts...
If this and "you just don't understand AC!!!!" is all this boils down to, why bother making a post? You ignore any arguments that conflict with your bias anyways. How is that supposed to result to anything? If you skip cast times that has nothing to do with just dps. That's called abusing mechanics. Even if that wouldn't be the case and you just do your "normal" weaves, that's still not how the game is intended to work. It looks ridiculous and so is this play style.
I see 2 options:
a) Get rid of it.
b) Include it in the beginners tutorial, so everyone knows how it works.
I play since beta and have no clue how to use animation canceling.
If its about getting good, why are there no resources and lists for millisecond timing for each attack/block/bash/light attack etc sequence? No player shares their macros. In that sense it's a lot like telling players to get good, but then hiding all of the deltia and sypher builds so new players have to spend hours testing and gathering data.
raidentenshu_ESO wrote: »Yes for pity sake get rid of it.
It isn't part of the game mechanic but instead a form of an exploitation to gain more DPS.
Animation canceling is cheating.

I always disliked animation cancelling in games. Actions are supposed to have a proper risk/reward ratio. Big actions have big animations that take the proper amount of time. Cancelling animations out lets you achieve the benefit of an action without actually having to commit to it and follow through. It also looks stupid when someone is glitching through various parts of different animations.
If I want to start any action, it should be from a ready state.
If I want to heal, I should finish my cast, or drink my whole potion.
If I want to buff, I should finish my cast, or eat my whole meal.
If I want to do a strong attack I should commit to the wind up, the follow through, and the return to ready position.
It removes a lot of challenge from the game because you don't have to make choices on when to use actions and time them correctly. You receive benefits without paying the full (or any of) their cost. The time during these animations when you are open to attack is what creates the risk / reward.

I think people here mix "exploiting animation canceling" with not being able to cancel certain skills. If I choose NOT to continue casting a spell then it should NOT do its full damage when I have already canceled it with a light or heavy attack or something. Currently: If you want to be competitive you have to exploit this animation canceling to add much more weapon attacks..