The changes are awful. No idea why they felt the need to change something which was actually working fine.
https://www.youtube.com/watch?v=mfwN0X8YnWo OP States that he did not like that ZOS called this a goal "This was never going to happen and I don't know why it was even touted as a goal."
ZOS needs to define the goal it is trying to achieve and implement that going forward. I work for a software company and I have said this many times. Sometimes your vision of how the software should work does not flesh out in the first iteration of a stated goal. I do not believe it is wrong of ZOS to have this goal and if they can make it work like they say they want *** to work then more power to them.
Anyway,
I will agree that the combat system is definitely different and does not feel responsive to the button I am pressing and needs some improvement.
bikerangelo wrote: »Can barely stomach how combat feels; button mashing is now a requirement since every ability feels unreliable and slow, some abilities stack on each other due to some sort of lag in animations, weaving is much more clunky, and IMO the animation system is even uglier than before.
Also, just for *** and giggles.https://www.youtube.com/watch?v=fBSRbGTQY-c
Roehamad_Ali wrote: »Animation canceling was never supposed to be a thing. Combat was supposed to be visual, you see what is happening and react.
I agree . All animation canceling did for me was make it more difficult to figure out when to block or dodge roll / bash interrupt . Now it's all about speed flipping so fast all you see is a guy standing over your corpse that barely even moved . You have to look at the death recap to see what just happened .
Not to mention some people have hand injuries and carpool tunnel whatever from typing for years .
I believe animation canceling and complaints about ti were invented by people who could not cope with fast paced combat
Animation canceling was never supposed to be a thing. Combat was supposed to be visual, you see what is happening and react.
RinaldoGandolphi wrote: »Im in the middle, I can see both sides of this.
the old system was a joke and violated every principle of User Interface Design(being able to hide feedback in the form of cliping animations). On the flipside, the current system feels clunky and isn't quite right.
When i was playing my Magic DK as a tank spec in PVP, i came across quite a few people i would hear "Clang, Clang, Clang" on my shield(3 hits) but only see one animation from them(Bash) this is just BS no matter how you shake it...the default game has no active combat log or addons and the primary feedback mechanism of the game was intended to be animations, they have to be visible....imagine if mobs in VMAS could hide all their animations from you and just insta kill you without ever seeing any kind of visual feedback..it would be broken of course....why should it be broken in PVP then?
there has to be a happy middle ground here....where the combat system feels fluid yet hiding or clipping important combat feedback mechanisms(animations) isn't possible. I'v advocated a color coded system, Light Attacks one color, Heavy Attacks another color, and skills another color...clip all the animations you want, long as you cna't hide the color, its good a player will know if he should block, dodge, attack etc...right now its just mashing buttons and trying to clip those animations as much as possible...i don't see that as skill, i only do it because its required...you can't get acceptable dps without animation canceling yet its not mentioned at all in the games help files or combat tutorials....i don't think thats fundamentally good.
at the end of the day they need to make combat responsive while also have a feedback mechanism that can't be obscured...it can be done, the only question is, does ZOS really want to?
Why can't it just be changed so that if an attack is interrupted, it does no damage?
Waffennacht wrote: »Necromancer!
FriedEggSandwich wrote: »Waffennacht wrote: »Necromancer!
Yeah only just noticed. Still highly relevant though.
Waffennacht wrote: »Necromancer!
https://www.youtube.com/watch?v=TcPZaaXKjo8 Yep, I've had issues with this constantly (as in, every single fight) since ZOS updated the animation prioritization changes. I do a light attack, but get the animation for a full heavy attack... and do NO DAMAGE at the end of it. Drives me crazy.I immediately recognized something had been changed the first second I walked into combat. Now I get stuck inside of heavy attack motions, sometimes my ultimate doesn't fire, or weapon swap canceling doesn't fire properly.