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Keep Block/Rolldodge Animation Cancelling - Shift Light Atttacks/Heavy attacks onto a Revamped GCD.

  • idk
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    I don't think so.
    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.

    Your poll says otherwise. It basically reflects all those, outside of myself, that posted in the other thread that is still active. Only 14% agree with you. that is a resounding rejection of the idea.
  • leepalmer95
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    I don't think so.
    The topic of animation cancelling got closed by zos years ago.
    Can we please just let it go?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Avran_Sylt
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    @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:
    Why isn't "hell no" an option?
  • idk
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    I don't think so.
    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:
    Why isn't "hell no" an option?

    In the end, this is a dead horse. You kill the horse this week with your multiple threads on the very same subject. Most of us disagree with you on the subject regardless of which thread you post it in and what amount of semantics you put into play to be able to say the very same subject is different.

    To the comment below, it is clear you are of a differing opinion but bringing it up 3 times in the same week as though the same topic in a differing thread will bring different results is a little much. It is basically spamming the forums and that is not appropriate. It makes your thread more about we are tired of your numerous threads on the same subject all within a few days.
    Nifty2g 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.
    Edited by idk on May 20, 2017 12:08AM
  • Avran_Sylt
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    @Giles.floydub17_ESO

    And in the end, I'm still of a differing opinion. And as such, I'll be bringing this up from time to time, regardless if the horse has been killed or not, I want to move that horse from where it is, It's unsightly in my opinion.
  • DarkAedin
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    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.

    So ur saying the problem isnt the way the combat works, but that zos made the terrible decision to add dmg proc sets into the game to help plebs? Ya. I agree. Remove all these sets so we can back to a player skill based game.

    #bringbacksoftcaps
    #bringback1.5
  • Avran_Sylt
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    @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.
  • DarkAedin
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    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.

    Dude. This game has animation cancelling. Period. Its one of the few out there that does. If u dont like it go play wow or swtor, or any of the other mmos that use the combat ur talking about. Eso has a different type of combat which is the only thing that makes it stand above the rest in others players eyes like myself. L2p is ur issue.
  • Avran_Sylt
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    @Giles.floydub17_ESO
    Nifty2g 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.
    Edited by Avran_Sylt on May 20, 2017 12:31AM
  • max_only
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    Yffre be praised! A new subject worthy of the horse beating gif!

    Help me out here people, I'm on mobile.

    Incoming 3…2…1
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Avran_Sylt
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    @DarkAedin

    Dude, if Dark Souls was an MMO I'd be all over it. But it isn't, just some minor online combat.
  • DarkAedin
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    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
  • idk
    idk
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    I don't think so.
    Avran_Sylt wrote: »
    @Giles.floydub17_ESO
    Nifty2g 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.

    With this comment I question if you actually play this game.

    Essentially @nifty stated all skills have differing animation lengths. Further, this is not only a spam post but this idea lacks support. Face it, the game works a certain way. As indicated in your threads and clearly in this poll, it is highly supported and Zos has endorsed it.
  • Royaji
    Royaji
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    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

    You can't bring Dark Souls combat to MMO. It's technically impossible. No kind of server will manage to handle such amount of different actions and stages for hundreds of players at the same time. This is the reason why no MMO ties animations to the actual combat. Server side of combat is actually very simple.

    Button is pressed - ability is fired - wait 0,9 seconds - next button press can be registered.
    If it's a cast time ability (which you incorrectly call channels) it is: button is pressed - wait for cast time - ability fires - if cast time is longer than 0,9 seconds next ability can be registered otherwise wait for 0,9 seconds to last.

    The moment you tie everything to animations servers will be overloaded with the amount of stuff they have to compute and track.

    Dark Souls is notorious for it's bad connectivity and is pretty much impossible to play with high ping. Half the time you are hit by a sword which is 30cm away from you. And vice versa, miss a hit that definetly went through your opponent's chest. And thats with 2 players. Imagine an average siege in Cyro. 20 vs 20. This will be the greatest lag known to earth.

  • idk
    idk
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    I don't think so.
    DarkAedin wrote: »
    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

    Agree with this poster
  • Avran_Sylt
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    @DarkAedin

    I just want to make sure, when you mean animation cancelling, do you mean being able to cancel attack animation in order to block/rolldodge out of harms way regardless of what point of an attack you're in? Or are you referring to animation cancelling a specific subset of attacks in order to mask your own attacks, attack while you're blocking and adding 'invisible' attacks? I get that there are class, and ability balance issues, and I'm not saying that those shouldn't be conversed upon and brought up, but the balance of classes and abilities would have to be changed if base combat rotations were edited.

    @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?

    @Royaji

    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?

    Edit: such as with rapid fire, you can completely lose ultimate if you press r and then block, dealing 0 damage but using up all of your ultimate. but with an instant cast ultimate such as wrecking blow, you can use that ability and block at the same time.
    Edited by Avran_Sylt on May 20, 2017 3:36AM
  • idk
    idk
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    I don't think so.
    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?

    Absolutely not. See, you mistake the system as needing to be restricted by the animations. I think it is that you are blinded by ambition to change the game and all this you are doing is nothing more than that. Your reply here is merely trying to distract form the fact your idea is bad for the game and few support it.

    Reasons why it would be bad for the game have been presented. You have failed to truly address them and merely keep going back to your idea as a distraction to truly responding to anyone, most of us, that disagree with you.
    Edited by idk on May 20, 2017 4:40AM
  • Avran_Sylt
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    @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.
  • idk
    idk
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    I don't think so.
    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.

    Again, you are incorrect. Between the two threads of yours I have posted in I have stated the answer multiple times. Others have as well, which reinforces my earlier comment that your answers are more about distraction.

    I fail to see how repeating it would have any affect, other than another reply of distraction.

    Have a good day. I am done with wasting time on such a dogmatic position.
    Edited by idk on May 20, 2017 4:14PM
  • Avran_Sylt
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    @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.
  • FearlessOne_2014
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    I Don't Care.
    Lol just stop crying and use the damn Ani-Cancel and marcos like the rest do. Lol crying is going to get yall no where fast. If you really want change yall are going to have to go about it in a different way.

    You are going to have find and exploit vulnerabilities in the system that allows you to cheat using this mechanic. However you'll have to find a loop hole for this cheat thru the TOS and EULA, so you don't get banned for doing it. Afterwards it's also have to be so blatantly overboard and cheesy to the point it instantly make, even the best manual ani-canceling players cry.

    And then just finish it off. This righteous exploit of your's will have to make it. So that only way to fix it. Is for ZOS to either outlaw ani-cancel altogether, Or to finally make it so no one can do it. Then you'll have to get together as many players that resides in the "Anti Animation Cancel Court" that you can together. And exploit all of the leader-boards and Cyrodiil and soon to be Battlegrounds.

    Only after this can you seriously expect change. I'm too lazy to care about things like this in such a non competitive non eSport game. So this is all I leave for yall on this matter. If yall really want change. Then yall are going to have to consolidate, and actually work for it. Crying about it will continue to get you all nowhere.
  • Avran_Sylt
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    @FearlessOne_2014

    Yeah, whining will get me nowhere, which is why i changed tactic to argue the inconsistencies of instant v. cast time abilities to show that they're inconsistent with how such abilities are described (instant still having a cast time prior to damage application but you're unable to cancel these attacks, versus cast time abilities being allowed to cancel during their cast time). In effect to either revamp how cast time abilities work with block (such that you can now block during cast time abilities while still dealing damage), or bring to light that the combat flow is inconsistent and allow instant cast abilities to also be canceled during their cast time animation.

    If cast time becomes able to be Block Cast, then I'd have no ground to stand on. But if you're able to Block Cancel instant cast abilities during their unmentioned cast time, I'd continue.

    From this point, if instant cast abilities are allowed to Block cancel the same way that channeled attacks are allowed to (blocking/rolldodge during the cast time to stop the ability from actually firing), it'd be a matter of having to argue that light attacks having to be weaved between everything already makes them a weapon class spammable that needs to be performed and:
    I really would love to see light attacks cost stamina, but be buffed such they become the spammable attack for each weapon. Since they're already required to be woven (Spammed) in between every ability, why not make them the spammable ability for that weapon? Have the accompanying skills be accents on how you apply your damage, that add utility or another way to apply damage. Take DW for example. if light attacks were the main spammable, you could either use those for a direct damage oriented build or use flurry for a DoT proc build.

    And if that ever gained traction to then argue that they should take up the same GCD space as weapon abilities.

    But unfortunately my initial arguments have been much too vague as I've been trying to flesh out the idea while also posting on the forum, leading to a lack of a good initial argument. Not to mention posting in such a short time between one another causing confusion/annoyance. So, I'll have to wait, and post later after consolidating what I've learned. Probably separate the argument into two different fronts:

    Bring up the inconsistencies with the cast times present in Instant Cast abilities.

    Argue that Light attacks are already woven between every ability so perhaps they should become the main spammable ability for each weapon. Allowing weapon abilities to further diversify how you deal damage with those weapons. For example: if you want to build a DW direct damage rotation that doesn't use Surprise attack as the spammable (pigeonholing DW Direct Damage builds to the nightblade) , you could use the light attacks. But if you wanted to branch out to a fast, DoT oriented build for proc sets, you'd use flurry. Essentially allowing each weapon to have more than one approach. Which, in my opinion, would be good for the game.
  • leepalmer95
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    I don't think so.
    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.

    Most channels have a better effect and are generally stronger than instant cast skills.

    You can't just make them all instant or all channels, being stuck in the animation is part of the risk/ reward of channels.

    Instant gives you the ability to cancel it and react better, either weapon cancelling to the other bar, or blocking mid way through an animation etc...


    Channels usually have a better pay off if they go through, dizzying hits hard, jabs deal a lot of undodgable damage and a snare, dark deal returns a lot of resources... the ability to cancel them like instant skills gets rid of the risk portion, hence why if you cancel them the skill doesn't go off.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Avran_Sylt
    Avran_Sylt
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    @leepalmer95

    While yes, they do offer additional utility, I don't believe they offer enough, this is why:

    All cast time abilities: Uppercut/Snipe can be interrupted with Bash/Crushing Shock/Venom Arrow, cancelling the attack and stunning the user. Using any defensive measure cancels the ability making it deal no damage.

    Uppercut - Wrecking Blow Deals high damage, and grants Empower, but because of the empower, if you weave it empowers the LA. making it sub par in PvE because you lose out on some damage. Because it's a 1.0 sec GCD for it to actually do damage, instant cast abilities who take 0.6 seconds to refresh from the GCD are dealing more damage anyway (and they can also weave in-between). In PvP this skill is easily telegraphed with it's 1.0 sec cast time and it can also be bashed to stun the user (or venom arrow/crushing shock). While you can cancel them via block/rolldodge, an instant cast ability would have already dealt the damage and also allow you to block while dealing said damage (preventing stuns and the like). Using this ability means you've also got a 2H equipped, and thus cannot 5/5/2 sets. These cast-time abilities are not undodgeable.
    Dizzying swing knockbacks and stuns the enemy, but against a competent player or one using immovability pots it becomes weaker than wrecking blow.

    Snipe - Also slow with 1.0 sec cast time, meaning weaving will make instant cast abilities out perform this all the time in PvE, since Bow doesn't have a reliable spammable attack, it's also why it's generally more of a backbar weapon, since to be viable front bar in end-game content it requires a very specific build. In PvP though it performs nicely because it's long range with a slow projectile that can be used with crit rush to deal massive burst damage from stealth. It really isn't used in fights where the enemy can just crit rush/shield charge up to you though. You also have a bow equipped, and thus cannot 5/5/2 sets. This ability is not undodgeable (even though the wardens cliff racer ability is...)

    Flurry - Since the channel time was reduced to 0.6 seconds from 1.0 seconds (because it wasn't dealing enough damage, and people were complaining) It's actually made it a viable alternative (note that that is only when it was reduced to a channel time equal to the GCD value) in PvE. It is surpassed by Surprise attack until the player obtains the maelstrom daggers/axe. Since the damage is back loaded if you have to block or rolldodge prior to the channel finishing (the final +300% hit), you will always deal less damage on an ability that deals only a small amount more damage than an instant cast Surprise attack if you're playing defensive. Overall, at least with the reduction in channel duration it's much better than the 2H Bow cast time abilities, as well as allowing 5/5/2 sets. This channel is not undodgeable like the Templars Jabs. But in the end with the channel time reduced to 0.6 seconds it's actually in a good spot. It also cannot be interrupted (though no one uses it in current PvP, they may use it in battlegrounds).

    Force Shock - Instant cast, ranged, deals little damage, hits three times with direct damage making it useful for proc builds in PvP. Crushing shock morph stuns and interrupts players using cast time abilities (Uppercut/Snipe) (but not channeled abilities like flurry for whatever reason) making this a hard counter to them that can also fire in less than one second. can be used while blocking so even if you miss an uppercut/snipe you can prevent negative effects on you if you block when it's coming. (or just hold block, or rolldodge. since snipe and uppercut are not undodgeable).


    So, how do these compare to the instant cast spammable class abilities which can also be performed while blocking?

    All Instant cast abilities can be cast while blocking, allowing the player to deal damage while reducing incoming damage and negating any negative secondary effects like stuns/snares/roots/knockbacks. They're also much more efficient at light attack weaving with the generic 0.6 GCD
    Edit: I should also note that if you're a good enough anim canceler you can LA+insta-abil+shield bash, rendering any cast-time ability effectively useless against you while dealing nearly the same amount of damage (only applicable to melee in melee range)

    DK Instant spammable: Flame Lash - deals more damage to off-balance enemies, stuns them, and heals you. a nice situational 3 in one combo that can't be interrupted. Usually paired with executioner to spam that instant cast execute on low hp opponents.
    NB Instant spammable: Surprise attack: Deals high damage, is Direct Damage, Applies Major Fracture/Major Breech, and passives grant the user Major Ward and Major Resolve as well as increasing your Max HP by 3% while slotted.
    Sorc Instant spammables: Crushing Shock and Crystal Frags: Crushing shock is spammed to prevent targets from using abilities such as snipe/uppercut while also allowing C Frags to proc it's passive, giving them a high damage instant cast ability + stun while also preventing the opponent from using such abilities as snipe or uppercut.
    Templar spammable: Jabs: While this is a channel, it has the bonus of being undodgeable, AoE, reducing enemy movespeed at the end, has a 25% chance at dealing additional damage from burning light, while slotted increases your critical damage. It's stamina morph grants Major Savagery when used and it's magicka morph heals your based on the amount of damage done.

    In my opinion, even though cast time abilities have somewhat of a bonus, they are nowhere near as effective as instant cast abilities provided by each class. So I would either give them the same treatment as flurry (reducing the cast time to 0.6 seconds) to make them more viable in PvE (though then damage would need to be adjusted for PvP), or to make them able to block cast for better use in PvP (and maybe maelstrom arena).

    That or make the light attacks of weapons the spammables for that weapon (Increase LA damage significantly and have it cost stamina), and have the abilities be the extra flair.
    Edited by Avran_Sylt on May 21, 2017 3:50AM
  • Morbash
    Morbash
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    Edited by Morbash on May 29, 2017 12:58AM
    "War doesn't build character; it reveals it."
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