NewBlacksmurf wrote: »Isn't this the whole point of the animation changes.
Some consider it unfair while others consider it an experienced players way to play.
ZOS_GinaBruno wrote: »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.
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.
TheDarkRuler wrote: »Animation canceling is a bug in my eyes.
Abilities have their cast durations, everyone using bugs to bypass this is a buguser.
And everyone who does this in PVP should be banned because bugusing in competitive mode.
So i feel happy when it does not work anymore.
Perhaps you guys start playing for real then instead of using one exploit/bug after the other.
When they fix this, please also fix Steel Tornado. It seems to bug out and I just stand in the middle of a mob waving my daggers around like a maniac, then all of a sudden I turn into a ninja and send out like five Steel Tornados at once.
Shader_Shibes wrote: »Im noticing it a lot, a hell of a lot on my magi sorc. Skills not firing, really clunky animations, clunky feel to weaving and having major targeting issues. Like last night for example in Sanctum, i had no enemy tab targeted yet still my medium attaks and force pulse were firing at some enemy like 60 degrees to the right of where i was aiming at.
Joy_Division wrote: »@Armitas -
Yes. They made a change to the animation priorities. Long winded-version.
In short, the game's animation locks your character into an motion even if at the time, your character is actually doing something else.
LEGENDARYYY wrote: »Bring back combat from 1.5 ish pleaseeeeeeeeeee.
This is atrocious. Why fix something that was never broken, only to break it! @ZOs
Could someone that is experiencing this problem switch to the eso64.exe? and Turn off their minimap. I have not had this occur again since I made those two changes.
TheDarkRuler wrote: »Animation canceling is a bug in my eyes.
Abilities have their cast durations, everyone using bugs to bypass this is a buguser.
And everyone who does this in PVP should be banned because bugusing in competitive mode.
So i feel happy when it does not work anymore.
Perhaps you guys start playing for real then instead of using one exploit/bug after the other.