Alexandrious wrote: »So, has animation cancelling been nerfed at all yet in any way since last year? You know, that unintended mechanic that devs fully didnt intend to happen, and tried to remove it completely but couldnt due to how the combat system works all those years ago? So, whats the dealio eh? Would love to know. :P
Alexandrious wrote: »So, has animation cancelling been nerfed at all yet in any way since last year? You know, that unintended mechanic that devs fully didnt intend to happen, and tried to remove it completely but couldnt due to how the combat system works all those years ago? So, whats the dealio eh? Would love to know. :P
LadyLavina wrote: »Alexandrious wrote: »So, has animation cancelling been nerfed at all yet in any way since last year? You know, that unintended mechanic that devs fully didnt intend to happen, and tried to remove it completely but couldnt due to how the combat system works all those years ago? So, whats the dealio eh? Would love to know. :P
@Alexandrious
uh, no it's not that time again.
Animation cancelling is here to stay. Quality bait though.
THEDKEXPERIENCE wrote: »Alexandrious wrote: »So, has animation cancelling been nerfed at all yet in any way since last year? You know, that unintended mechanic that devs fully didnt intend to happen, and tried to remove it completely but couldnt due to how the combat system works all those years ago? So, whats the dealio eh? Would love to know. :P
Actually ... with the changes to regen if you want to go with an animation cancelling based rotation you may very well run out of resources much faster than before. Meanwhile heavy attacks are set to award way more resource regen than in the past.
So, while it's still in the game it's being marginalized and the opposite game style is being rewarded. It'll never be out of the game but they have very likely found a happy medium starting on June 6th.
Crafts_Many_Boxes wrote: »THEDKEXPERIENCE wrote: »Alexandrious wrote: »So, has animation cancelling been nerfed at all yet in any way since last year? You know, that unintended mechanic that devs fully didnt intend to happen, and tried to remove it completely but couldnt due to how the combat system works all those years ago? So, whats the dealio eh? Would love to know. :P
Actually ... with the changes to regen if you want to go with an animation cancelling based rotation you may very well run out of resources much faster than before. Meanwhile heavy attacks are set to award way more resource regen than in the past.
So, while it's still in the game it's being marginalized and the opposite game style is being rewarded. It'll never be out of the game but they have very likely found a happy medium starting on June 6th.
But how would that work exactly? My understanding that animation cancelling essentially allowed you to do 1 light attack and one ability in the same 1s window every gcd. It was also my understanding that light attacks don't actually consume stam/mag, so in theory animation cancelling would be almost as effective, you just can't pull it off while you're regenning with heavy attacks. Am I mistaken?
THEDKEXPERIENCE wrote: »Crafts_Many_Boxes wrote: »THEDKEXPERIENCE wrote: »Alexandrious wrote: »So, has animation cancelling been nerfed at all yet in any way since last year? You know, that unintended mechanic that devs fully didnt intend to happen, and tried to remove it completely but couldnt due to how the combat system works all those years ago? So, whats the dealio eh? Would love to know. :P
Actually ... with the changes to regen if you want to go with an animation cancelling based rotation you may very well run out of resources much faster than before. Meanwhile heavy attacks are set to award way more resource regen than in the past.
So, while it's still in the game it's being marginalized and the opposite game style is being rewarded. It'll never be out of the game but they have very likely found a happy medium starting on June 6th.
But how would that work exactly? My understanding that animation cancelling essentially allowed you to do 1 light attack and one ability in the same 1s window every gcd. It was also my understanding that light attacks don't actually consume stam/mag, so in theory animation cancelling would be almost as effective, you just can't pull it off while you're regenning with heavy attacks. Am I mistaken?
You are right that the light and heavy attacks do not take resources, but slightly off in your understanding. I'll use big round numbers to illustrate how.
Player X is an animation canceller with 35k stamina and 2000 stamina recovery. He is one of those amazing players who can somehow AC 5 attacks at once. His normal rotation of skill, LA, skill, LA, skill normally costs 10k stamina. He goes through it and target 1 dies.
Now, that person could easily shift priorities to a second target. After patch, when this person's stamina recovery gets nerfed to, say 1200, that person will have to re-evaluate if they should move onto target 2 or wait to recover stam. This will effect PVPers and PVErs in similar ways because the damage dealer will have to consider how fast their skills are burning through stamina versus how much less they are recovering.
Meanwhile, currently on my Magplar I get 4 to 6k back on a heavy attack. Maybe that jumps to 8 or 10k. I have no idea really, but ZOS has said they will be raising it. Due to this a heavy attacking player will sustain much longer into a fight than an animation canceller.
In a nutshell think of ACers as sprinters. Even the best ones will not be able to sprint for miles like now without breaking for a heavy attack.
ACing is not going away. It is, however, due to new mechanics not something that you'll be able to base your entire strategy around.
Please note that I have no ill will vs ACers. I know how to do it and have done it. I personally enjoy heavy attacking more to actively recover resources. These new changes help my style immensely.
Crafts_Many_Boxes wrote: »THEDKEXPERIENCE wrote: »Crafts_Many_Boxes wrote: »THEDKEXPERIENCE wrote: »Alexandrious wrote: »So, has animation cancelling been nerfed at all yet in any way since last year? You know, that unintended mechanic that devs fully didnt intend to happen, and tried to remove it completely but couldnt due to how the combat system works all those years ago? So, whats the dealio eh? Would love to know. :P
Actually ... with the changes to regen if you want to go with an animation cancelling based rotation you may very well run out of resources much faster than before. Meanwhile heavy attacks are set to award way more resource regen than in the past.
So, while it's still in the game it's being marginalized and the opposite game style is being rewarded. It'll never be out of the game but they have very likely found a happy medium starting on June 6th.
But how would that work exactly? My understanding that animation cancelling essentially allowed you to do 1 light attack and one ability in the same 1s window every gcd. It was also my understanding that light attacks don't actually consume stam/mag, so in theory animation cancelling would be almost as effective, you just can't pull it off while you're regenning with heavy attacks. Am I mistaken?
You are right that the light and heavy attacks do not take resources, but slightly off in your understanding. I'll use big round numbers to illustrate how.
Player X is an animation canceller with 35k stamina and 2000 stamina recovery. He is one of those amazing players who can somehow AC 5 attacks at once. His normal rotation of skill, LA, skill, LA, skill normally costs 10k stamina. He goes through it and target 1 dies.
Now, that person could easily shift priorities to a second target. After patch, when this person's stamina recovery gets nerfed to, say 1200, that person will have to re-evaluate if they should move onto target 2 or wait to recover stam. This will effect PVPers and PVErs in similar ways because the damage dealer will have to consider how fast their skills are burning through stamina versus how much less they are recovering.
Meanwhile, currently on my Magplar I get 4 to 6k back on a heavy attack. Maybe that jumps to 8 or 10k. I have no idea really, but ZOS has said they will be raising it. Due to this a heavy attacking player will sustain much longer into a fight than an animation canceller.
In a nutshell think of ACers as sprinters. Even the best ones will not be able to sprint for miles like now without breaking for a heavy attack.
ACing is not going away. It is, however, due to new mechanics not something that you'll be able to base your entire strategy around.
Please note that I have no ill will vs ACers. I know how to do it and have done it. I personally enjoy heavy attacking more to actively recover resources. These new changes help my style immensely.
I'm still not getting quite where you're coming from. Based on that last analogy, the only time you would be not light attacking / animation cancelling would be DURING the heavy attack periods, correct? Other players on the forums estimate that you will be heavy attacking once per every 6 or so abilities. So, assuming you're good with your gcd / cancelling and use 1 abil and 1 light attack per second and do a ~2s heavy attack, won't you still be animation cancelling for ~75% of the fight? Which means cancelling only got nerfed by 25%, and only if you were never ever heavy attacking before?
I hope I'm wrong. As boring as frequent heavy attacks are and generally against these changes I am, it's still preferable to spazzing all over my buttons to animation cancel.