Avran_Sylt wrote: »@Strontium
there are already cooldowns on basic attacks. try spamming the light attack button.
@MaximusDargus
Nor is there a strong "Yes"
@acw37162
the very, after collecting data via a previous post.
Ron_Burgundy_79 wrote: »Why isn't "hell no" an option?
Avran_Sylt wrote: »@Giles.floydub17_ESO
What he was referring to were the poll options, not what the poll numbers were showing, since as of his comment, there were very few votes. I believe he was commenting on the fact that there was no option such as "Hell no" , or a strong disapproval, on the poll. such a sentiment being seen with @Ron_Burgundy_79's comment:Ron_Burgundy_79 wrote: »Why isn't "hell no" an option?
Do you know how much lag this would cause having all these skills and morphs needing to be calculated all with different times? That would literally lag the server out hardcore.
That's on of the reasons we have universal cooldowns and because of the fast paced gameplay that eso is.
Avran_Sylt wrote: »@DarkAedin
Yes, primarily due to animation gripes, but also because the game actually considers them weapons abilities themselves. It's why you can proc red mountain and enchantments with light and heavy weapon attacks, since they're classified as weapon abilities, but for whatever reason they don't share the weapon ability cooldowns.
Avran_Sylt wrote: »@DarkAedin
No, it's more the issue that they're all about consistency now, but for whatever reason are not going to be consistent with what they actually consider abilities. their combat isn't consistent.
If basic attacks were a flat damage bonus that never scaled with anything (like passives) hell, they could leave this kind of animation cancelling in. Be stupid in my opinion, why not just raise the floor on abilities. But since they do scale, at the very least it creates a balancing issue, more notable on proc sets for sure.
Giles.floydub17_ESO wrote: »Do you know how much lag this would cause having all these skills and morphs needing to be calculated all with different times? That would literally lag the server out hardcore.
That's on of the reasons we have universal cooldowns and because of the fast paced gameplay that eso is.
And the most wisdom provided to this idea is this.
Avran_Sylt wrote: »@DarkAedin
Dude, if Dark Souls was an MMO I'd be all over it. But it isn't, just some minor online combat.
Avran_Sylt wrote: »@Giles.floydub17_ESOGiles.floydub17_ESO wrote: »Do you know how much lag this would cause having all these skills and morphs needing to be calculated all with different times? That would literally lag the server out hardcore.
That's on of the reasons we have universal cooldowns and because of the fast paced gameplay that eso is.
And the most wisdom provided to this idea is this.
You do realize that what I'm proposing is essentially how channeled abilities work right now, right? and essentially making all abilities a form of channeled ability?
Take Uppercut/Wrecking Blow for example. during this channel time (which is changed from the 0.6 GCD to a 1.0 GCD, but when cancelled via blocking it resets the GCD). you cannot cancel the ability animation with block and still have it go off. The same is true for snipe, flurry, and every channeled attack in the game.
Do channeled attacks lag the game? To be honest, I can't say that I know. In all likely hood that is a possibility, but if that's the case then channeled abilities need to be overhauled into instant cast time abilities to help server performance.
Avran_Sylt wrote: »@DarkAedin
Dude, if Dark Souls was an MMO I'd be all over it. But it isn't, just some minor online combat.
Avran_Sylt wrote: »@DarkAedin
Dude, if Dark Souls was an MMO I'd be all over it. But it isn't, just some minor online combat.
This is the only mmo on the market atm with half decent animation cancelling. Esp since they fubard dcuo. It irritates me that ppl are against it. If eso didnt have animation cancelling i wouldnt play. Id rather games without all these game breaking bugs and devs who seem to know wtf they doing.
U wanna gripe about something? Thers tons of issues in eso even before having to deal with upcoming patch change.
Imballanced classes
Imballanced abilities
Imballance of pvp/pve
Worst tutorial ever
Lfg tool
Useless abilities since day 1
Duping bug
Cyro lag
Gap closers
Mount glitches
Load screens
And thats just off the top of my head before getting specific.
Animation cancelling is the least of ur issues
Avran_Sylt wrote: »@DarkAedin
@Giles.floydub17_ESO
Yes, @Nifty2g did indeed mention that all abilities have different animation lengths, but doesn't this enforce the idea that their combat system is inconsistent? Why is a shorter animation on the same cooldown as a longer animation?
Avran_Sylt wrote: »@Giles.floydub17_ESO
Fine, then respond to the later portion of my previous post:
"Cast time abilities and Channeled abilities are one and the same. One just does continual damage over the channel duration while the other deals damage at the end of it, their animation is actually tied to what damage you deal even now. For example skills like Rapid fire or Flurry. These are both Channeled abilities. If at any point in time you block during their ability animation, you cancel the next damage tick and subsequent damage of that ability. Much like with Cast time abilities, if you perform an action that overwrites the cast time, damage is not dealt. So for instance accidentally pressing block once after using the Rapid Fire ult wastes that entire ability. Blocking after dealing one tick of damage with flurry consumes the full stamina amount, but you deal less damage because those additional hits never register. Why is this unique to only channeled and cast time abilities? Why must channeled and cast time abilities have the shortcoming that instant cast abilities don't, in that you can blockcast and the like Instant cast abilities while still dealing full damage whereas channeled abilities deal relatively comparable damage, but when blocking you prevent damage from occuring, while still eating the entire ability cost if at least one tick registered? Why can I spam the ever living shite out of surprise attack while holding block permanently? But can't do the same with other "spammable" skills such as Flurry,Uppercut,Snipe simply because they're channeled?"
Instant Cast abilities are not actually instant cast. Take a look at surprise attack, Killer's blade, Force Shock. They all have small animations that play out before you actually deal any kind of damage. These "Instant" cast abilities all come with a small delay prior to actually dealing their damage because of their animations. Why don't instant cast abilities actually do what they say they do, and deal the damage instantaneously rather than having an animation window before they apply their damage? If they were actually "Instant", then I'd understand why "Instant" cast abilities cannot be block cancelled and why they can be cast while blocking. But seeing as they do indeed have a window between their cast, and when they actually apply damage, why are you able to block during this animation time, but you can't block during cast-time abilities animation time, where they are still in the animation, but have yet to deal any damage? Why can't I block cancel my Instant cast ability prior to the damage being dealt, so i stop using the resources for that attack, as well as stopping an unintended instant from being performed? I can do that with cast-time abilities, and both cast-time and instant cast abilities have an animation prior to them dealing damage.
Avran_Sylt wrote: »@Giles.floydub17_ESO
The previous threads were about LA and HA animation cancelling, this thread is about both that as well as block casting... which is what I'm talking about in my previous comment to you. Once block casting is debated then I'll move onto LA animation casting.
To reiterate my view on block casting:
All instant cast abilities have a short cast time before they deal damage. this is related to their attack animation. However, if the player blocks during this cast time, before it's completed, the abilities still do damage.
Then, let's take a look at abilities that have a cast time associated with them. These abilities have a cast time that is longer, but with these abilities you can actually block during their attack animation to stop damage from occurring, even if their cast time is the same as the GCD of abilities, such as with flurry.
Why can't I block cancel instant attack abilities during their cast time? Why can't I cancel Instant cast abilities? They still have a cast time, even though they're supposed to be "instant".
And on the other side, why can't I use channeled abilities while blocking? Since Instant cast abilities still have a cast time that can be used while blocking, why can't abilities with a longer cast time also be performed while blocking?
So I propose to have a general ability structure that all abilities will use. I suggest to either convert all abilities to the instant cast (block cast) method, or to have them all act as if they are all channeled (block cancel). I would prefer to be able to cancel my abilities if I so choose.
I guess one question I would ask you is: why are you unable to block cast uppercut, why isn't it an instant cast ability?
We will get to LA weaving and what not, let's first take this a step at a time.
https://www.youtube.com/watch?v=2HJxya0CWco