Grinding just make you go in circles.Unsent.Soul wrote: »Why is this still a thing? Was there really a need for yet another thread about this topic?
Yes, its turn has come round again. We've had auction houses, and we've had RNG, so it's the turn of animation canceling and then we'll be back round to PvP in the Justice System followed by server transfers.
The old saying "what goes round, comes round" has never been truer than on a game forum!
Yes, for heavy attacks this is true, you can cut the tail but it has an minor effect, the Templar spear stabbing can be canceled but with reduced damage.I think most people, that have a problem, have a problem with being able to cancel animation yet still doing damage or applying whatever effect.
If you cancel a skill's animation it should allow you to block or transition to another skill, but it should cancel that ability's damage. You're effectively making a choice as to which action is more important then, and not getting both.
exeeter702 wrote: »The comments in that image are lies.
The change was made because people were able to completely cancel the animation of attacks like wrecking blow, and land 2 attacks at the same time. Such as old wrecking blow and brawler, and land another wrecking blow before the body had landed. I know it could be done, because in testing I was able to do it.
You arent wrong in that the previous system was changed for those concerns, but would you care explaining why the quotations are lies? aside from not agreeing that combat would feel bad, the other points are reasonably sound. Abilities are resolved where its shown, and animation canceling gives back player control within the red area of the graph, otherwise you would not be able to block or roll dodge after landing a skill. Or is that an inaccurate observation?
A cooldown is a cooldown, it matters not whether it is global or individual. You said there is no cooldown and you are wrong.exeeter702 wrote: »Abilities do not have their own internal cooldowns, there is a universal GCD that governs all ability use. The only way to sync the animations while still giving player agency is if you chose not to animate any type of recovery visuals to abilities and place the resolving point of an ability at the very end of its cast time / animation time. The nature of this games combat system on a fundamental level would make that very strange looking and awkward.
A cooldown is a cooldown, it matters not whether it is global or individual. You said there is no cooldown and you are wrong.exeeter702 wrote: »Abilities do not have their own internal cooldowns, there is a universal GCD that governs all ability use. The only way to sync the animations while still giving player agency is if you chose not to animate any type of recovery visuals to abilities and place the resolving point of an ability at the very end of its cast time / animation time. The nature of this games combat system on a fundamental level would make that very strange looking and awkward.
Also, there is absolutely no reason to put anything at the end of an animation.
One does not have to change the underlying functionality to adjust the visual animation to match the execution time (or vice versa). Done it many times, it's simple and does not result in an awkward animation or awkward effect.
The real problem is that when ZOS was made aware of the discrepancy, they quickly realized that it would take them some serious effort to do this right.
That is the only reason why this is still in the game and hasn't been fixed.
Thought this was settled long ago. If you feel it still needs defending, you have to ask yourself. Why?
A cooldown is a cooldown, it matters not whether it is global or individual. You said there is no cooldown and you are wrong.exeeter702 wrote: »Abilities do not have their own internal cooldowns, there is a universal GCD that governs all ability use. The only way to sync the animations while still giving player agency is if you chose not to animate any type of recovery visuals to abilities and place the resolving point of an ability at the very end of its cast time / animation time. The nature of this games combat system on a fundamental level would make that very strange looking and awkward.
Also, there is absolutely no reason to put anything at the end of an animation.
One does not have to change the underlying functionality to adjust the visual animation to match the execution time (or vice versa). Done it many times, it's simple and does not result in an awkward animation or awkward effect.
The real problem is that when ZOS was made aware of the discrepancy, they quickly realized that it would take them some serious effort to do this right.
That is the only reason why this is still in the game and hasn't been fixed.
stevepdodson_ESO888 wrote: »and the over-riding reason why ZOS has to say it's NOT cheating, is because the fanboys (Deltia, Fengrush, Sypher, Alcast, etc...blah, blah, blah) all post videos on exactly how to animation cancel
they couldn't perma-ban their secret love children
stevepdodson_ESO888 wrote: »and the over-riding reason why ZOS has to say it's NOT cheating, is because the fanboys (Deltia, Fengrush, Sypher, Alcast, etc...blah, blah, blah) all post videos on exactly how to animation cancel
they couldn't perma-ban their secret love children
How can it be labeled cheating though?
What makes you think it´s cheating?
stevepdodson_ESO888 wrote: »and the over-riding reason why ZOS has to say it's NOT cheating, is because the fanboys (Deltia, Fengrush, Sypher, Alcast, etc...blah, blah, blah) all post videos on exactly how to animation cancel
they couldn't perma-ban their secret love children
How can it be labeled cheating though?
What makes you think it´s cheating?
stevepdodson_ESO888 wrote: »stevepdodson_ESO888 wrote: »and the over-riding reason why ZOS has to say it's NOT cheating, is because the fanboys (Deltia, Fengrush, Sypher, Alcast, etc...blah, blah, blah) all post videos on exactly how to animation cancel
they couldn't perma-ban their secret love children
How can it be labeled cheating though?
What makes you think it´s cheating?
i didn't say it was cheating...i said ZOS has to say it is not cheating
PelinalWhitestrake wrote: »I need my LOL button back.QahnaarinDynar wrote: »Too many people complaining about this and that ZoS needs to remove it. NO THANK YOU. Threads like this should become stickies.
Thank you OP.
If the OP's post is accurate, then I'm the Pope.
PelinalWhitestrake wrote: »I need my LOL button back.QahnaarinDynar wrote: »Too many people complaining about this and that ZoS needs to remove it. NO THANK YOU. Threads like this should become stickies.
Thank you OP.
If the OP's post is accurate, then I'm the Pope.
If lag didn't exist then i wouldn't have a problem with AC, but some of us have worse lag than other's so it becomes a problem.
The best fix until we eliminate lag is to eliminate AC period!
leepalmer95 wrote: »stevepdodson_ESO888 wrote: »and the over-riding reason why ZOS has to say it's NOT cheating, is because the fanboys (Deltia, Fengrush, Sypher, Alcast, etc...blah, blah, blah) all post videos on exactly how to animation cancel
they couldn't perma-ban their secret love children
How can it be labeled cheating though?
What makes you think it´s cheating?
Its cheating because years after the game release people still can't do it or can't be bothered too.
It's down to a l2p issue or just overall lazyiness.
Kyle1983b14_ESO wrote: »leepalmer95 wrote: »stevepdodson_ESO888 wrote: »and the over-riding reason why ZOS has to say it's NOT cheating, is because the fanboys (Deltia, Fengrush, Sypher, Alcast, etc...blah, blah, blah) all post videos on exactly how to animation cancel
they couldn't perma-ban their secret love children
How can it be labeled cheating though?
What makes you think it´s cheating?
Its cheating because years after the game release people still can't do it or can't be bothered too.
It's down to a l2p issue or just overall lazyiness.
Or macros to bypass being lazy