dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
This is what I don't think people understand. ZOS has embraced AC. They wanted to create fluid combat so you aren't locked into animations. When people started weaving and such they accepted it as a gameplay element. They might not have intended it, but I honestly don't they would fix it even if they could. They have built many gameplay elements around it like what you just mentioned. AC is an accepted part of the game. It might not have been intended for this use originally, but it is now.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
This is what I don't think people understand. ZOS has embraced AC. They wanted to create fluid combat so you aren't locked into animations. When people started weaving and such they accepted it as a gameplay element. They might not have intended it, but I honestly don't they would fix it even if they could. They have built many gameplay elements around it like what you just mentioned. AC is an accepted part of the game. It might not have been intended for this use originally, but it is now.
If they've embraced it,it should be in the tutorial along with standing in stupid.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
drastically different => less than 5k => 10% difference
are you serious?
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
This is what I don't think people understand. ZOS has embraced AC. They wanted to create fluid combat so you aren't locked into animations. When people started weaving and such they accepted it as a gameplay element. They might not have intended it, but I honestly don't they would fix it even if they could. They have built many gameplay elements around it like what you just mentioned. AC is an accepted part of the game. It might not have been intended for this use originally, but it is now.
If they've embraced it,it should be in the tutorial along with standing in stupid.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
This is what I don't think people understand. ZOS has embraced AC. They wanted to create fluid combat so you aren't locked into animations. When people started weaving and such they accepted it as a gameplay element. They might not have intended it, but I honestly don't they would fix it even if they could. They have built many gameplay elements around it like what you just mentioned. AC is an accepted part of the game. It might not have been intended for this use originally, but it is now.
If they've embraced it,it should be in the tutorial along with standing in stupid.
@Mojmir Its been so long since ive done the tutorial. What does it teach again?
How to heal?
How to tank?
What to keep track of if your dps keeps dying in red so you can compensate?
Threat management and prioritization? (Keep that 2h off your squishies)
How abilities scale with resources?
How sets work (ie another piece for each tier of the sets bonus. I remember that being asked quite a bit.)
How to balance your stats effectively?
Using damage over time abilities along side high single damage abilities?
How a gear set can drasically change the effectiveness of your intended build?
The benifit and efectiveness of penetration, crit, and strait damage and how to balance them to be effective? And their coresponding resistances as well?
Regeneration vs reduction?
Are those covered?
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
drastically different => less than 5k => 10% difference
are you serious?
Very serious.
1 skill + light attck/block/bash weaving
VS
1 skill + spamming it while waiting out the animation.
Is a lot more than a 10% damage difference.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
drastically different => less than 5k => 10% difference
are you serious?
Very serious.
1 skill + light attck/block/bash weaving
VS
1 skill + spamming it while waiting out the animation.
Is a lot more than a 10% damage difference.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
drastically different => less than 5k => 10% difference
are you serious?
Very serious.
1 skill + light attck/block/bash weaving
VS
1 skill + spamming it while waiting out the animation.
Is a lot more than a 10% damage difference.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
drastically different => less than 5k => 10% difference
are you serious?
Very serious.
1 skill + light attck/block/bash weaving
VS
1 skill + spamming it while waiting out the animation.
Is a lot more than a 10% damage difference.
No it's not on a proper DPS PvE setup that does more than just using the spammable. So stop spreading the bs idea that animation canceling increases your dps by such massive amounts. It doesn't.
DurzoBlint13 wrote: »I would be happy if they just got rid of the ridiculous Emote-cancel BS happening right now. I see a lot of comments about a "cool down" but this glitch completely bypasses that. You can stack 5-6 skills up and they all fire at the same time. Maybe it is not a problem on PC but it happens a lot on PS4. Especially the 5 or 6 EP players that use it religiously.
other than that, we all have to accept that AC is here to stay. ZOS has openly said they did not intend it but they will not be removing it either. Deal with it or find another game
Now can we please put Animation Canceling in the same category as Politics and Religion (and Class Balance for that matter) and not speak about them in public? These debates are pointless and unconstructive
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
drastically different => less than 5k => 10% difference
are you serious?
Very serious.
1 skill + light attck/block/bash weaving
VS
1 skill + spamming it while waiting out the animation.
Is a lot more than a 10% damage difference.
Oreyn_Bearclaw wrote: »dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
I remember when the problem was first brought up the devs did want to fix it. But it's simply too ingrained in the game code. So it was decided to simply make it apart of the game.
The problem with it is, it makes gameplay normalization impossible.
Example.
If we are trying to balance dps skill A. We take many things into account, but primarily we need to know how much dps does skill A do. In eso that basic question is nearly impossible to answer but not just because of the basic things all mmos have like buffs and gear, but also because players and latency play a pivotal role.
1. A player who has no idea what AC is
2. The player who is learning to AC
3. The AC pro
4. The AC pro with bad latency
5. The macro keyboard user
All of these people in eso will have drastically different dps while using a single skill even if they have the exact same gear and buffs.
In other mmos these 5 people (using simple auto attack and spamming one skill) will do nearly the same if not the exact same damage.
This is why we have content that is too hard for a group of 4, but also so easy someone can solo it. This is why people complain about unkillable tanks, and instant death gankers in pvp.
drastically different => less than 5k => 10% difference
are you serious?
Very serious.
1 skill + light attck/block/bash weaving
VS
1 skill + spamming it while waiting out the animation.
Is a lot more than a 10% damage difference.
@Emencie
This is simply a false statement. Animation canceling, especially the type i think you are describing, does not decrease the global cooldown of skills. If we are talking about a basic light weave, the number one type of animation canceling done in this game, well it usually adds about 5-6 percent Damage.
Looking at a 50k parse on the PTS (not mine), light attacks accounted for about 2800 DPS (5.6 percent). That is with a near perfect weave. Most people are going to be less than that. All the weaving in the world is not going to allow you to get off more skills. Skills have global cooldowns.
dramsb14_ESO wrote: »Yes, if you interrupt an animation, you should also be interrupting the spell/ability associated with it.
As easy as that sounds, it's not so simple. Latency would better very impactful if the game were set up like that. Was the animation finished or was it not? It's the same with a % of damage lost based on the length of the animation before it was clipped. There are three instances of what is happening in an online game. What you see, what the other player sees, and what thevserver sees. The server tries to translate the data from the other two so that both see a continuous and seemless instance, but as we all know that is not always the case.
You'd be leaving it up to the server as to whether or not the animation was completed. That would cause a lot of problems in it's own right, on top of increased server load due to the increased processing needed to calculate the effect of each animation as it's used vs a blanket behavior for all of them.
This is why skills are generally limited by things like global cooldowns, weapon speeds, or normalized animations. So that there is no overlap, no cancellation and no need for the server to deal with additional processes.
Though I agree it is not simple for ESO because they built the entire game before they realized this problem, and it would be insane to go back and redo everything to fix it. But that still doesn't make it good for the game IMHO.
But they dont see it as a problem. They even redesigned ultimate gain and skills like grim focus to benifit more from it.
This is what I don't think people understand. ZOS has embraced AC. They wanted to create fluid combat so you aren't locked into animations. When people started weaving and such they accepted it as a gameplay element. They might not have intended it, but I honestly don't they would fix it even if they could. They have built many gameplay elements around it like what you just mentioned. AC is an accepted part of the game. It might not have been intended for this use originally, but it is now.
If they've embraced it,it should be in the tutorial along with standing in stupid.
Mojmir Its been so long since ive done the tutorial. What does it teach again?
How to heal?
How to tank?
What to keep track of if your dps keeps dying in red so you can compensate?
Threat management and prioritization? (Keep that 2h off your squishies)
How abilities scale with resources?
How sets work (ie another piece for each tier of the sets bonus. I remember that being asked quite a bit.)
How to balance your stats effectively?
Using damage over time abilities along side high single damage abilities?
How a gear set can drasically change the effectiveness of your intended build?
The benifit and efectiveness of penetration, crit, and strait damage and how to balance them to be effective? And their coresponding resistances as well?
Regeneration vs reduction?
Are those covered?
Click skill then click light attack.
I mean really does that need a tutorial, everything should have a tutorial ultimately but light attack canceling is much easier than most people here realize, and doesn't require amazing reaction time.
Giles.floydub17_ESO wrote: »Animation canceling can be demonstrated and explained. It's very simplw to do so. Teaching and demonstrating are very independent of ping.
The most basic and common form of animation canceling I ended up figuring out accidently right after the game launched, weaving basic attacks in front of skills. It can even be done with moderate ping.
I do agree a video would make it easier to understand and searching for information is a big dividing line between higher end of dps and the lower end. One cannot learn skill in a vacuum.
Sneaky-Snurr wrote: »do they, now?
it's odd, i've got a 15-21 ping to dallas, but with eso mine is never under 100 and in pvp it runs 150-200+ all the time.
go figure.
@Lylith
May I know which ISP and connection package 'tier' you're subscribed to? Sounds to me like you have a really, REALLY bad connection considering you're playing from within the States. My typical ping range on good days is between 240-300ms and I'm in the Oceanic region.
It's quite disturbing how close my ping range and yours are. Better get your connections checked and/or subscribe to a better ISP/package.
EDIT: Forgot to add. The ping rate you mentioned on your side sounds very similar to when I was back in the UK (goes from 140-240). That said, I'm pretty confident that you can get your ping rates below 100ms with better subscription pack from your chosen ISP.
And. Go figure.