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New animations are slow, players are now constrained by the combat system instead of personal skill.

  • Skitttles
    Skitttles
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    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    He is just tired of ZOS dumbing down the game because of the casuals QQ
    Skittles | DC Stem Sok and sumtimes Nertbled
  • KenaPKK
    KenaPKK
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    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    You don't know me and have never encountered me in game or out of it, but I thank you for your expert opinion on my life.

    Also I don't have current videos out other than a proxy cheese bomb video that was a parody of an op play style that I despise. Although I would be amused to watch you attempt the same kill records that I achieve with my bombs. :lol: Feel free to hit me up in game if you want to put some money where your mouth is.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • KenaPKK
    KenaPKK
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    Remember a few months back Gina said they were working on addressing animation canceling. This is the first baby step in that direction. No sense coding animations if folks just clip and hide them, plus it will probably reduce server stress due to forcing the animation will kinda act like a mini cooldown.

    I'm not sure how I feel about this, I can see both sides of the argument. However ZOS may have made up their minds about it and may be moving forward slowly in locking those animations down, who knows. I don't have an opinion on it one way or the other. I'll play a wait and see approach on this one

    In regards to addressing animation canceling, they had originally said they intended to change the appearance of animations without actually changing how things work internally (basically meaning animation canceling would work exactly the same, just that it would look different so animations aren't entirely hidden.
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    You can say whatever you want is working as intended, however things are not working the way the developers said they intended things to work. They said DPS would not be affected. DPS is affected. Yet if you weren't so narrow-minded as to cast judgement on something before you even managed to try it, you'd realize that people's complaints go well beyond animation canceling. For one, you can still animation cancel, but sometimes it doesn't work. Usually, when you animation cancel, it actually shows fewer animations than it did before. Sometimes abilities don't work when you aren't animation canceling, too. Sometimes, when you cast a gap closer in doesn't do anything (which is nothing new for anybody who has played a Templar). Other times, you cast a gap closer and it launches you right past the person you targeted, or even across the map. Maybe you should actually try something before going ahead and dismissing the arguments of those who have tried it, because the changes they made suck regardless of whether or not you animation cancel.

    There you go, someone who actually explained the issue without making just vague "waaah my dps dropped" comments.

    First off, animation canceling needs to go away. It's an exploit, pure and simple. It's the most basic obvious example of an exploit. You are clearly bypassing in game code to increase your dps, which would gain an advantage.

    Secondly, I fail to see how the changes on how animations work results in certain or any gap closers not working. To me, that sounds like an unintentional bug that just happened to come with the latest update. This is thread about animations, stay on topic please. Unless you can provide irrefutable proof of course.

    The code allows for animation cancelling. This was not intended in the original release of the game, but ZOS has since stated that despite it being unintended, they embrace it as a part of the combat system. It's a happy accident, and it's what keeps hardcore players around. Animation cancelling creates most of ESO combat's depth of mechanical mastery. Take that away, and PvP isn't competitive on an individual level anymore -- you basically need the biggest zerg to win any fight.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • KenaPKK
    KenaPKK
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    Remember a few months back Gina said they were working on addressing animation canceling. This is the first baby step in that direction. No sense coding animations if folks just clip and hide them, plus it will probably reduce server stress due to forcing the animation will kinda act like a mini cooldown.

    I'm not sure how I feel about this, I can see both sides of the argument. However ZOS may have made up their minds about it and may be moving forward slowly in locking those animations down, who knows. I don't have an opinion on it one way or the other. I'll play a wait and see approach on this one

    In regards to addressing animation canceling, they had originally said they intended to change the appearance of animations without actually changing how things work internally (basically meaning animation canceling would work exactly the same, just that it would look different so animations aren't entirely hidden.
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    You can say whatever you want is working as intended, however things are not working the way the developers said they intended things to work. They said DPS would not be affected. DPS is affected. Yet if you weren't so narrow-minded as to cast judgement on something before you even managed to try it, you'd realize that people's complaints go well beyond animation canceling. For one, you can still animation cancel, but sometimes it doesn't work. Usually, when you animation cancel, it actually shows fewer animations than it did before. Sometimes abilities don't work when you aren't animation canceling, too. Sometimes, when you cast a gap closer in doesn't do anything (which is nothing new for anybody who has played a Templar). Other times, you cast a gap closer and it launches you right past the person you targeted, or even across the map. Maybe you should actually try something before going ahead and dismissing the arguments of those who have tried it, because the changes they made suck regardless of whether or not you animation cancel.

    There you go, someone who actually explained the issue without making just vague "waaah my dps dropped" comments.

    First off, animation canceling needs to go away. It's an exploit, pure and simple. It's the most basic obvious example of an exploit. You are clearly bypassing in game code to increase your dps, which would gain an advantage.

    Secondly, I fail to see how the changes on how animations work results in certain or any gap closers not working. To me, that sounds like an unintentional bug that just happened to come with the latest update. This is thread about animations, stay on topic please. Unless you can provide irrefutable proof of course.

    Had you read the thread, you'd have seen that nearly every point I made had already been mentioned. Also, ZOS has already made a statement that animation cancelling is not an exploit. There is a detailed post by Gina from the TG PTS explaining how they plan on changing the visual aspect of the animations without changing how animation cancelling works internally.


    In the Thieves Guild update, we wanted to make it more clear which attacks players are using, while preserving the responsiveness and feel of the combat system. So, we started with a simple premise: if an ability is successful, you should be able to see it impact (or launch, in the case of projectiles). Now, every successful attack will display until the moment of impact/launch. Instead of canceling the impact/launch of the first ability, we now obscure the first few milliseconds of the interrupting ability.

    795bf0b64a4ab2d14400f29610ec6d.jpg

    The above examples show a Heavy Attack interrupted with an instant ability. The green part is what you see, and the red part is what is not shown. In the first example, you can see the way it is currently on the Live megaservers and has been since launch. The Heavy Attack can be interrupted at almost any time during the wind-up. At the time it is interrupted, the strike happens, but it is invisible because it is obscured by the beginning of the interrupting ability. The second example shows our current method of handling interruptions. Instead of obscuring the strike/launch, we show it up until that point of impact/firing, opting to instead obscure the (less important) first few frames of the interrupting ability.

    We believe this visual adjustment meets the criteria we set when we were designing this improvement:
    • A successfully-fired ability should not be visually obscured; if an attack lands or an ability is launched, we should show it happening
    • DPS and other playstyles should not be adversely affected
    • The game’s “feel” should not change

    One side effect of this change is that there are shorter (or in some cases, no) blend times to smooth the transitions depending on exactly when you choose to fire an interrupting ability. When you’re dealing in milliseconds and giving players that kind of freedom , you sometimes have to forego perfectly smooth transitions in order to make sure the player is receiving proper feedback and telegraphing to other players exactly what they are choosing to do. Having said that, if you find particularly egregious combinations (ability X interrupted with ability Y), please let us know; there may be some things we can do to help smooth them out.

    As always, we welcome your feedback. In fact, it will be instrumental in informing us how to proceed with this improvement. Our internal testing has proven to be very successful, but there are so many different playstyles, builds and rotations, we want to make sure we try to implement this in a way that feels good in all cases and doesn’t need to be taught through a tutorial; exactly what you see is what is happening.

    That seems like an awful lot of effort for them to specifically make sure an "exploit" works the same way it always had...



    I don't like them tampering with the visuals of animation cancelling.....

    All I want from my animations is for skill animations to begin the instant I push my button and for damage to register on the opponent's health bar the moment my animation impacts them. If animations don't provide accurate visual feedback consistent with what ability is happening and when damage connects, then what on earth is the point of having animations to begin with???
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • SienneYviete
    SienneYviete
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    Seriously tho these new animation changes are awful and broken as hell and tbh the people complaining about animation cancelling will cry even more now as you will see even less animations rek you in pvp. Just be done with trying to change your combat system ZOS it worked and now it sucks just STAHP!
    Delta
    Valheru's
  • Articulemort
    Articulemort
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    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.
  • SienneYviete
    SienneYviete
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    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.

    You do realize that they didn't actually do anything with animation cancelling it's generally weaving attacks and skills that has been seriously broken since this patch, if anything animation cancelling is worse right now in pvp as you can have 3 and up attacks hit you all at once and never see a single animation. Are you that pig headed regarding animation cancelling that you cannot see the implications of these ill conceived and broken combat changes that affects all of us not just the so called elite competitive players.

    As a side note cast a skill and quickly weapon swap.... congratulations you just animation cancelled and exploited the game by your logic.
    Edited by SienneYviete on June 7, 2016 6:54AM
    Delta
    Valheru's
  • Wollust
    Wollust
    ✭✭✭✭✭
    ✭✭✭✭
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.

    Soo.. when ZoS specifically has stated that animation canceling is not an exploit, what gives you the right to declare it as one? It may have been unintended but it has since been embraced as an advanced combat mechanic which adds another layer of skill to the game. ZoS has been doing balance around the fact that player use it.

    Btw, I, and many other, can still "stream roll" through casual kids like yourself no worries :trollface:
    Edited by Wollust on June 7, 2016 7:07AM
    Susano'o

    Zerg Squad
  • Articulemort
    Articulemort
    ✭✭✭
    Wollust wrote: »
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.

    Soo.. when ZoS specifically has stated that animation canceling is not an exploit, what gives you the right to declare it as one? It may have been unintended but it has since been embraced as an advanced combat mechanic which adds another layer of skill to the game. ZoS has been doing balance around the fact that player use it.

    Btw, I, and many other, can still stream roll through casual kids like yourself no worries :trollface:

    I didn't realize they did. I supposed only in ESO can the devs spend time to code all different sorts of combat animations only to have players skip them, be alright with it, and now try to balance it. Seems legit. Anyways, that's my bad. My sincerest apologies.

    I suppose that they might as well just remove all combat animations and weapons textures besides swords and we can all just wave our swords in the air and our opponents will just have to guess as to what skill we are using!!

    And no you can't stream roll me bro, I don't go into pvp, the lag on Xbox makes it unplayable.
  • KenaPKK
    KenaPKK
    ✭✭✭✭✭
    ✭✭
    Wollust wrote: »
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.

    Soo.. when ZoS specifically has stated that animation canceling is not an exploit, what gives you the right to declare it as one? It may have been unintended but it has since been embraced as an advanced combat mechanic which adds another layer of skill to the game. ZoS has been doing balance around the fact that player use it.

    Btw, I, and many other, can still stream roll through casual kids like yourself no worries :trollface:

    I didn't realize they did. I supposed only in ESO can the devs spend time to code all different sorts of combat animations only to have players skip them, be alright with it, and now try to balance it. Seems legit. Anyways, that's my bad. My sincerest apologies.

    I suppose that they might as well just remove all combat animations and weapons textures besides swords and we can all just wave our swords in the air and our opponents will just have to guess as to what skill we are using!!

    And no you can't stream roll me bro, I don't go into pvp, the lag on Xbox makes it unplayable.

    So not only do you have zero idea what you're talking about, but you're not even a PvP player to begin with?

    This is the Alliance War forum. This thread is discussing the animation changes as they relate to PvP because the changes affect PvP dramatically while not terribly changing the rest of the game.

    You do not belong here. Your opinions hold no weight here, and your irrational babbling against me and other hardcore players has no place here. You are welcome to ask questions so that we may educate you on this topic, but you are only embarrassing yourself with further argument. Shoo.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Wollust
    Wollust
    ✭✭✭✭✭
    ✭✭✭✭
    Wollust wrote: »
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.

    Soo.. when ZoS specifically has stated that animation canceling is not an exploit, what gives you the right to declare it as one? It may have been unintended but it has since been embraced as an advanced combat mechanic which adds another layer of skill to the game. ZoS has been doing balance around the fact that player use it.

    Btw, I, and many other, can still stream roll through casual kids like yourself no worries :trollface:

    I didn't realize they did. I supposed only in ESO can the devs spend time to code all different sorts of combat animations only to have players skip them, be alright with it, and now try to balance it. Seems legit. Anyways, that's my bad. My sincerest apologies.

    I suppose that they might as well just remove all combat animations and weapons textures besides swords and we can all just wave our swords in the air and our opponents will just have to guess as to what skill we are using!!

    And no you can't stream roll me bro, I don't go into pvp, the lag on Xbox makes it unplayable.

    It's alright, you might not have been around long enough to know better. Always a pleasure to share knowledge with others. :trollface:

    Anyway, that's the difference skill and experience make in this game. A good player does not have to guess what is hitting him. Small visual cues and sound have always been there even if cancelled.

    You don't even go into PvP? So why do even bother coming to the alliance war section to talk about how the changes of animation prioritization affect PvP?
    Susano'o

    Zerg Squad
  • holosoul
    holosoul
    ✭✭✭✭
    people are leaving the game because they can't animation cancel anymore
    If that's the case, animation canceling should be considered a exploit

    How does that logically follow?

    Edit:
    First off, animation canceling needs to go away. It's an exploit, pure and simple. It's the most basic obvious example of an exploit. You are clearly bypassing in game code to increase your dps, which would gain an advantage.
    So if I hard cast frags and block after 1 second, that's an exploit?
    The spell has a 1 second cast time, why should it take 2 seconds to cast?
    It's not an exploit, the animation is just too long.
    You're just wrong, quit trolling

    Edited by holosoul on June 7, 2016 8:10AM
  • Articulemort
    Articulemort
    ✭✭✭
    Never said I never pvp, just said that I don't because of the current lagcity it has become. But please feel free to assume I don't, doesn't really matter. Frankly I can post a comment on whatever topic, at least I manage to stay on topic, well somewhat, unlike you, who just spews toxic words out at people because they just so happen to disagree with you.

    And yeah, I have absolutely nothing to add because hours ago, when I made my first comment on what I thought the issue was, no one bother to correct me, they just attack me. So my apologies, I leave you to whine about skill weaving.

    Ps @KenaPKK, I'm sorry I forgot to ask your highness for permission to say something. I'll remember next time I want to post something in the Alliance War. Sincerest apologies.

  • Xexpo
    Xexpo
    ✭✭✭✭✭
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.

    Except... it's always been a "fair fight".
    Everyone has had the exact same game available to them.
    Well ... except for the cheat engine heroes :wink:
    Kiki Dickson ~~~ Dixmanian Devil ~~~ Cornelius Buckshank Jr.
    Histy-Fitz ~~~ Boozemer ~~~ Chace X'expo
    Lluvia De'Fuego ~~~ Shakes Spear
    Macro and Cheese NA/PC
  • Jaronking
    Jaronking
    ✭✭✭✭✭
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.
    Really dude if you don't have a argument don't come for the person just don't day anything at all.It just make you look stupid on your own end and anyome supporting your argument to lost ccredibility. Not to mentioned am dam sure he would destroy you in day of the week with one hand behind his back in this game.Honestly I seen @KenaPKK post more stuff trying help the community then you have at all.So get the hell out of here with your Bs.
  • outsideworld76
    outsideworld76
    ✭✭✭
    People need to understand that running the animation is a very good way to lower server load, lag is a big issue when someone can land three or four skills on you and you die instantly due to server lag.
    So instead of sending multiple skills to proces in short burst, send them with time intervals correlating to the time it takes to run the animation, check for a response from the target and then calculate the outcome.
    Yes, this wil slow down the game enormously but it will also be much more fair.

    Right now the people with the greatest lag get the short end of the stick. No skill required, just low lag.

    Also animations canceled should also cancel the effect, or else what is the purpose of the animation in the first place? It's only due to poor game mechanics design that ZoS claims this is ok. I think it's best that no canceling should be possible in the first place.

    I wonder which part of the arbitrary system are client or server side, in a pure PvP system all of it should be on the server side, time stamped and correlated. If that is not the case it's not true PvP. It would help enormously to increase the time it takes to run animations to achieve a much more realistic PvP system.

    Edited by outsideworld76 on June 7, 2016 11:41AM
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Agree here.

    Game is would be horribly stale and boring with animation canceling or skill weaving. There would be absolutely no mechanical differentiation between players.
  • MickeyBN
    MickeyBN
    ✭✭✭✭
    I just read this from Jess.

    "We've tracked down what we believe is the cause for Light Attacks and general ability rotations feeling off since the Dark Brotherhood patch and are currently investigating."

    Source: https://forums.elderscrollsonline.com/en/discussion/269046/light-attacking-is-broken-and-animation-priority#latest

    Hopefully this is the answer we've been looking for, with any luck they'll revert whatever changes they made and acknowledge the combat isn't working as intended.
    Vaelerys Nightborn - Bosmer Nightblade PC NA
  • Brutusmax1mus
    Brutusmax1mus
    ✭✭✭✭✭
    I haven't played out as I'm on ps4, bit this sounds like a huge issue. With it cancelling, this game is very forgiving. Too forgiving. I can out heal pretty much all dps f there is no cancelling.
  • Master_Kas
    Master_Kas
    ✭✭✭✭✭
    ✭✭
    MickeyBN wrote: »
    I just read this from Jess.

    "We've tracked down what we believe is the cause for Light Attacks and general ability rotations feeling off since the Dark Brotherhood patch and are currently investigating."

    Source: https://forums.elderscrollsonline.com/en/discussion/269046/light-attacking-is-broken-and-animation-priority#latest

    Hopefully this is the answer we've been looking for, with any luck they'll revert whatever changes they made and acknowledge the combat isn't working as intended.

    They are investigating it the same way they are with: the unintended movement nerf, willows path set etc etc.

    Don't expect a fix anytime soon, if ever.
    EU | PC
  • holosoul
    holosoul
    ✭✭✭✭
    People need to understand that running the animation is a very good way to lower server load, lag is a big issue when someone can land three or four skills on you and you die instantly due to server lag.

    The server does not give 2 $h!*s or a !@#$ what the client display is doing, your animation progress isn't even considered by the server at all, only the timestamp associated with your request to initiate a skill, and the time offset that it should occur at. There's no camera aimed from the server onto your screen, it literally does not care nor should it.

    So no
    It has nothing to do with lag
    Why even guess if you're 100% ignorant of process mechanics, what if someone actually believed what you just made up?
    Edited by holosoul on June 7, 2016 1:21PM
  • holosoul
    holosoul
    ✭✭✭✭
    Why are people coming in here posting, "combat should be slower paced because I have no potential to ever gain skill"?
    Seriously, just stop it.

    Edit: Just to be clear for those with low abstract logic skill, no one directly stated that quote; it is implied by the argument that animation cancelling is an exploit, unfair, or too difficult to compete with. This argument comes to the same thing as saying you want combat to be slower paced and that you are admitting you are incapable of ever reaching a high enough skill level to appreciate the combat depth.
    Edited by holosoul on June 7, 2016 1:18PM
  • bitaken
    bitaken
    ✭✭✭✭✭
    The thing that has irked me the most since this patch went live is the combat system. I reserved my judgement till I felt I had enough play time and understanding of the new mechanics. What I can say is - they FUBAR'ed this badly.

    Here are my salient points - from a sorceror's point of view:

    1) The nerf to shields is easily adjusted for - but un-warranted to be so harsh. It's basically a persistent mana drain to maintain shields. There was no reason to knock everything into the same ball park. This was lazy coding and poor insight into class balance and was a bad portent for what is this patch.

    2) When abilities process enhancements - the firing off of the enhancements seem slow flukey and certainly not fluid. I use Crystal frags as a case in point. I have a good clean target on X person - light up Velocious curse - see crystal frags process (not that I can hear it anymore in a big fight mind you) buff my next spell cast - and go to launch frags....and what REALLY happens is - im waiting 2-3 seconds to get that frags off. I have a clean target - I have been doing this forever - but the ability wont fire. If I reset my target...it fires. In other words: target someone else - then target back. In this time the curse has gone off and I have lost my burst - allowing the target to survive. This is pen ultimately frustrating.

    3) Ultimates. Are you kidding me? The only reliable ultimate I have used so far is Ice Comet - and even then....it's been ponderous as to if it actually goes off. I line up the combo where I use comet - hit my ulti button - dive in and start my in tight rotation of defensives and offensives and I see my utli is still full. By now.....the whole combo is blown no one is dead and im in full defensive mode to get out. This is also pen ultimately frustrating. I have done this hundreds if no thousands of times. At first I figured it was the cost reduction to ulti's showing an ulti available - but the system not calculating and well...maybe that was it - so i always made sure I had way overcharged ultis - and they still were not firing in smooth succession. It still felt like I needed a pause between each action. This is why I think point 1 is so salient here. Taking 5 seconds to setup a combo with the new performance of shields and defensive abilities......is pointless. I can do it in 3 - but the system doesn't register it in 3. It takes 5 for everything to fire off the way I want it to - which puts me back at square zero of rebuffing before the combo goes off - or going in naked - which i tend to do and make the defensive part of the rotation top priority - which gives people time to live through the combo.....and then back to the frustration.

    It does feel like they have slowed everything down on the magicka side of things. And...at the same time REALLY sped things up on the stam side of things. I have seen stamplars Wrecking blow > jabs > wrecking blow in under 2 seconds. I have heard from other templars that its possible because of the new animations and the way they cancel out. I think it's a load of crap. Wrobel must play a templar.

    I tried Stam Sorc - didn't like it - can see how it might work - but it's not my cup of tea.

    Went back to magicka - my basic build - and it's working from range - extremely difficult to manage in tight quarters - moreso than it needs to be based on the seemingly haphazard changes to defensive abilities. If they want to dumb the game down and make it easier for the tryhards and baddies - fine - but I won't be around long either if this is the new "system" they want us to operate in.
    PvP Lead Officer for Einherjar

    Member of Einherjar and associated guilds since 2001

    A multi Gaming community of players.
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
    ✭✭✭✭✭
    This game, let me block when I want ffs. I don't even know why this change was needed.
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Mureel
    Mureel
    ✭✭✭✭✭
    ✭✭✭
    Wollust wrote: »
    Outer_Rim wrote: »
    KenaPKK wrote: »
    MickeyBN wrote: »
    lol you haven't played DB yet so don't assume anything mate.

    The second you experience the new combat, and notice how not only are the animations botched, but often abilities don't even fire off, you'll eat your words.

    This isn't just a case of the combat feeling different, we now have to actually wait for animations to finish before we can do anything else, light attacks or abilities. There is no ability queueing system in ESO like there are in other MMOs so now the combat feels wrong.

    So you have to wait for an animation to finish ..... so combat is working exactly as it was intended to perform???

    Please forgive me if I fail to see the problem with that.

    "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."

    Taken directly from the patch notes. The combat animations are in fact not working as intended.

    Are you saying that everyone's dps is dropping due to this or just animation cancellers?
    Because if it's just animation cancellers, I would say then yes, combat is very much so working as intended.

    "Animation cancellers" lol

    As if that doesn't encompass every player in the game.

    If you're not animation cancelling in both PvE and PvP or at least learning how to, then you're bad and you're not playing the game properly.

    Animation cancelling is a fundamental component of this game's complex combat system that separates players along a spectrum of mechanical mastery. Putting it bluntly, to disagree is to pander to casuals and carebears and to want combat to be plain and equally easy for all players. Under a system with weakened or no animation cancelling, PvE would be dominated by who can put together the single meta build, resulting in equal dps among all players who do so, and numbers would dominate PvP instead of skill.

    That is a simple fact, and that attitude will be the end of this game. Casual players don't keep a game alive. Hardcore ones do.

    EDIT: I will add that the value of animation cancelling in PvP is to take advantage of an enemy's mistakes to burst them down and kill them. Healing and defense are very strong in this game. Given a second or two, an enemy who is low can dodge roll around and use a few healing abilities, and then voila, they're full health again. A good player will learn how to pop an animation cancelled burst combo or execute between these defensive maneuvers or inside a cc window in order to achieve the kill. Without animation cancelling, damage becomes low and combat becomes slow and paced. The instances of damage from a light attack, ability cast, and bash (if used) are spaced out within the 1 second global cooldown window, leaving the opponent time to react and roll around or heal. This makes combat too forgiving for players who make mistakes, protecting them from the death they deserved.

    Basically, the new animation changes limit the speed with which dexterous and practiced players may execute combos, constraining their skill to a lower skill ceiling level. This is a very frustrating feeling -- to be limited by the game's combat system rather than your own potential -- and will run players off quite quickly. We hardcore players love this game and are extremely loyal to it (despite ZOS pushing us away with every patch...) because its combat system is organic and engaging. With this patch, ZOS has degraded that feeling. This is unacceptable and cannot continue. I have friends and guildies who love this game quitting daily because of this change. That cannot be ignored.

    As for PvE, animation cancelling allows players to tighten their damage instances and maneuver between their light attack + ability weaves. This allows PvE players to execute the mechanics of their encounters while maintaining high dps. With the current animation changes, I expect ball group heal tanking to become more prevalent out of necessity since people will be less mobile in fights. Overall, combat will feel sticky and slow just like movement did after the Thieves' Guild patch.

    No competitive player can disagree with these points.

    And a non-competitive player has no place weighing into debates on combat balance and mechanics in a competitive game. Choose your side.

    Riiiiight. Cause of course some people are not casuals. Honestly i think this game has become very toxic for your health, just by reading some of your previous post, i think you put yourself high and above other players when in all honesty seeing your youtube videos, you seem mediocre at best. For your own health you should consider taking a break from it, or the forums at least. You seem like a very toxic person.

    I agree, not to mention players like that are toxic to the game community.
    I've also never heard of someone who could be so impossibly arrogant about a video game.

    You can rant and rave all you want, there is no denying it's an exploit, and it needs to go just like every other exploit.

    You and your friends are just whining because you no longer can stream roll through kids with your "Oh so awesome animation canceling skills" and are actually force to fight a fair fight. The skill in this game is how you build your build, and if that means everyone is running meta, I guess you'll have to adapt to that situation. Or you can throw a hissy fit like a 4 year old and leave. Think anyone, especially ZOS will miss you? Doubt it, I can tell your a pc player which means they've made close to $500 off you. You have served your purpose.

    Honestly, for your health, I hope you quit. Sounds like you need a vacation away from ESO.

    Ps. If all your worried about is competing and "skill" I suggest you put this down and play whatever FPS that all the kids are playing these days.

    Soo.. when ZoS specifically has stated that animation canceling is not an exploit, what gives you the right to declare it as one? It may have been unintended but it has since been embraced as an advanced combat mechanic which adds another layer of skill to the game. ZoS has been doing balance around the fact that player use it.

    Btw, I, and many other, can still stream roll through casual kids like yourself no worries :trollface:

    I didn't realize they did. I supposed only in ESO can the devs spend time to code all different sorts of combat animations only to have players skip them, be alright with it, and now try to balance it. Seems legit. Anyways, that's my bad. My sincerest apologies.

    I suppose that they might as well just remove all combat animations and weapons textures besides swords and we can all just wave our swords in the air and our opponents will just have to guess as to what skill we are using!!

    And no you can't stream roll me bro, I don't go into pvp, the lag on Xbox makes it unplayable.

    It's not skipping them. That statement alone shows that you don't actually understand what animation cancelling is.

    A very (very) basic example:
    Click light attack button. (Left mouse key) and then hit another skill. *Light Attack Weave*
    Or, hold left mouse key as if you make a HEAVY attack, mash any skill.*Medium Attack Weave*

    Light Attack > Place Dot > Light Attack > Skill, etc.

    It's called 'animation cancelling' because you are stopping the rest of the CHARACTER BODY MOVEMENT and the 'END of the PEWPEW!' by casting a different skill (Or roll dodge, or swap bar, or block, whatever, and it's different order with channelled abilities, I told you this is a basic example).

    If you've ever accidentally clicked any skill then clicked another because OOPS, you've animation cancelled.

    How is that an exploit?
    Edited by Mureel on June 7, 2016 1:35PM
  • FENGRUSH
    FENGRUSH
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    Cant argue with any of this. Switched to 2hander last night - god what have they done. It seems certain animation combos work better than some other things. Will take some getting used to. I cant even see animations properly, like this did not visually enhance *anything*.


    And its just one of those things that wont get reverted, and absolutely should. Its really disappointing. I have little fight in me left on this, because it reminds me of how they forced AOE caps and never look back. I even asked @ZOS_RichLambert after DB was announced if this would be forced on us or introduced when it felt good and worked. It doesnt feel good or work though. Is this considered "progress" for somebody - but for who, for what?? :'(

    0qLXJsTC.jpeg
  • Rune_Relic
    Rune_Relic
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    Skitttles wrote: »
    I find I have to press buttons alot slower to make sure the skill goes off. If I don't then the skill won't go off or it feels so awkward with light attacks or heavy attacks inbetween.

    I think this is it.

    Light/skill would cache to some degree.
    So if you went too fast the sequence would still be followed.
    Even before this patch though light attacks would be dropped if executed too fast for me.
    (for me it was absolutely dependant on the skill combinations being used)
    Now it appears if you dont manually leave a big enough gaps between skill and light attack, the light never goes off...or the skill has to be double tapped.

    Well the good side of that is it stops people button mashing.
    Whether it now requires compulsory automated sequences to get reliable rotations is another issue.
    Especially with durations beign reduced and timing more critical.
    Edited by Rune_Relic on June 7, 2016 2:07PM
    Anything that can be exploited will be exploited
  • Articulemort
    Articulemort
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    Sorry @KenaPKK, I didn't ask permission to say anything again. I swear next time, before I speak, I'll seek permission from your majesty before I post.

    https://forums.elderscrollsonline.com/en/discussion/85594/major-combat-flaw-animation-canceling-damage-stacking-devs-please-look-here
    All I have to say...
    Edited by Articulemort on June 7, 2016 2:07PM
  • LegendaryChef
    LegendaryChef
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    Have to agree 100% that the combat does not feel as smooth and in-sync at all anymore. (not that it was amazing in the first place but it feels worse now.)

    Still laughing at the fact people are calling animation cancelling an exploit though :lol:
    Zzoro/Elliot Brown/Baldy ~Kitesquad/Noricum~
    PC EU.
    Spider mount was the only good part about morrowind release.
  • Mako1132
    Mako1132
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    Sorry @KenaPKK, I didn't ask permission to say anything again. I swear next time, before I speak, I'll seek permission from your majesty before I post.

    https://forums.elderscrollsonline.com/en/discussion/85594/major-combat-flaw-animation-canceling-damage-stacking-devs-please-look-here
    All I have to say...

    So you have a problem with weaving light attacks and maybe a bash here or there?
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