I think the real question is why would developers create an animation for a skill if it could be cancelled?
Superior intelligence? (my guess)
Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
the_broo11 wrote: »theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
But what about instant cast abilities? Implementing your suggestion (shorten animations to match cast time) is effectively saying that there should be no animations for these types of abilities. I don't think that this would please the non-AC community.
LiquidPony wrote: »
Where have you been for the past year?
"Animation canceling," at least in the PvE world, is 99.9% limited to what you've decided to call "cast canceling." No one block-cancels animations in PvE anymore, or at least, there's no need to do it. Animation canceling in PvE is just light attack weaving and bar-swapping out of Elemental Blockade or Poison Injection or whatever.
if you want to do well - it is. and I'm reasonably sure that DLC vet dungeons/trials absolutely require it, or at least strongly encourage it, given dps requirements. not just to score. to be able to finish.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
the_broo11 wrote: »theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
But what about instant cast abilities? Implementing your suggestion (shorten animations to match cast time) is effectively saying that there should be no animations for these types of abilities. I don't think that this would please the non-AC community.
global cooldown is still a thing. an animation that lasts for the duration of a global cooldown is still an animation. pretty much every other game on the market does it this way.LiquidPony wrote: »
Where have you been for the past year?
"Animation canceling," at least in the PvE world, is 99.9% limited to what you've decided to call "cast canceling." No one block-cancels animations in PvE anymore, or at least, there's no need to do it. Animation canceling in PvE is just light attack weaving and bar-swapping out of Elemental Blockade or Poison Injection or whatever.
not according to all the guides to animation canceling that I have watched and read. and i didn't decide to call it anything, its what its know as in the rest of the world. and i wouldn't want ability to cancel a cast to perform another action be removed either.if you want to do well - it is. and I'm reasonably sure that DLC vet dungeons/trials absolutely require it, or at least strongly encourage it, given dps requirements. not just to score. to be able to finish.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
https://youtu.be/6vH7qg2HPE8?t=635
https://youtu.be/oJgOzYgBskA?t=1202Lord_Dexter wrote: »Animation canncelling should go instead of having sustain nerf!
Strider_Roshin wrote: »There, I fixed it for you.Strider_Roshin wrote: »ZOS really needs to discuss animation cancelling in the tutorial.
Maybe then we'll get less whining from players lacking the talent to perform such a simple mechanic.
Afraid someone is going to take away your
game mechanic ?
And no I'm not. Just like dodge rolling, blocking, CC breaking, etc. You can either learn it or not, and blame the devs, players, etc. When in all actuality it's due to your own inadequacy.
Animations should be tied to the conclusion of the skill. I want to see characters move like they are actually doing what they are doing.
And, if something has a cast time, it should have a cast time...animation cancelling basically double-dips your ping advantage, if you have one.
LiquidPony wrote: »the_broo11 wrote: »theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
But what about instant cast abilities? Implementing your suggestion (shorten animations to match cast time) is effectively saying that there should be no animations for these types of abilities. I don't think that this would please the non-AC community.
global cooldown is still a thing. an animation that lasts for the duration of a global cooldown is still an animation. pretty much every other game on the market does it this way.LiquidPony wrote: »
Where have you been for the past year?
"Animation canceling," at least in the PvE world, is 99.9% limited to what you've decided to call "cast canceling." No one block-cancels animations in PvE anymore, or at least, there's no need to do it. Animation canceling in PvE is just light attack weaving and bar-swapping out of Elemental Blockade or Poison Injection or whatever.
not according to all the guides to animation canceling that I have watched and read. and i didn't decide to call it anything, its what its know as in the rest of the world. and i wouldn't want ability to cancel a cast to perform another action be removed either.if you want to do well - it is. and I'm reasonably sure that DLC vet dungeons/trials absolutely require it, or at least strongly encourage it, given dps requirements. not just to score. to be able to finish.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
@Linaleah
I suspect you are watching/reading outdated guides, then.https://youtu.be/6vH7qg2HPE8?t=635
Arguably one of the best DPS in the game, from arguably the best raid guild in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?https://youtu.be/oJgOzYgBskA?t=1202
Arguably the best Maelstrom player in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?
There are a handful of abilities that may benefit from "animation canceling" if the length of the animation exceeds the GCD, but those are few and far between and doing so is entirely unnecessary to complete any content in the game.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
LiquidPony wrote: »the_broo11 wrote: »theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
But what about instant cast abilities? Implementing your suggestion (shorten animations to match cast time) is effectively saying that there should be no animations for these types of abilities. I don't think that this would please the non-AC community.
global cooldown is still a thing. an animation that lasts for the duration of a global cooldown is still an animation. pretty much every other game on the market does it this way.LiquidPony wrote: »
Where have you been for the past year?
"Animation canceling," at least in the PvE world, is 99.9% limited to what you've decided to call "cast canceling." No one block-cancels animations in PvE anymore, or at least, there's no need to do it. Animation canceling in PvE is just light attack weaving and bar-swapping out of Elemental Blockade or Poison Injection or whatever.
not according to all the guides to animation canceling that I have watched and read. and i didn't decide to call it anything, its what its know as in the rest of the world. and i wouldn't want ability to cancel a cast to perform another action be removed either.if you want to do well - it is. and I'm reasonably sure that DLC vet dungeons/trials absolutely require it, or at least strongly encourage it, given dps requirements. not just to score. to be able to finish.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
@Linaleah
I suspect you are watching/reading outdated guides, then.https://youtu.be/6vH7qg2HPE8?t=635
Arguably one of the best DPS in the game, from arguably the best raid guild in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?https://youtu.be/oJgOzYgBskA?t=1202
Arguably the best Maelstrom player in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?
There are a handful of abilities that may benefit from "animation canceling" if the length of the animation exceeds the GCD, but those are few and far between and doing so is entirely unnecessary to complete any content in the game.
no, I suspect that you are STILL misunderstanding.
http://thereapersesoguild.guildlaunch.com/forums/viewtopic.php?t=11137882&gid=0&sso=1496261419
or a more recent one https://www.reddit.com/r/elderscrollsonline/comments/5fk3nm/animation_canceling_explained/
what they are doing is canceling a visual cue of an animation to add more attacks (weaving in light attacks as you put it) in order to increase dps. what they are NOT doing is canceling abilities from firing all together. ergo. they are decreasing cast times of abilities. but since by all claims they are not actualy decreasing cast times of abilities to below of their actual cast times? they are merely shortening the animations for them. which you call "interesting" and I call "glitchy combat where animations and ability cast times are 2 different things, but can only be exploited by twitchy people with very good ping" the fact that some of the game is now balanced around dps that is only possible with this... nonsense? is i'm sorry, NOT a good thing
LiquidPony wrote: »LiquidPony wrote: »the_broo11 wrote: »theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
But what about instant cast abilities? Implementing your suggestion (shorten animations to match cast time) is effectively saying that there should be no animations for these types of abilities. I don't think that this would please the non-AC community.
global cooldown is still a thing. an animation that lasts for the duration of a global cooldown is still an animation. pretty much every other game on the market does it this way.LiquidPony wrote: »
Where have you been for the past year?
"Animation canceling," at least in the PvE world, is 99.9% limited to what you've decided to call "cast canceling." No one block-cancels animations in PvE anymore, or at least, there's no need to do it. Animation canceling in PvE is just light attack weaving and bar-swapping out of Elemental Blockade or Poison Injection or whatever.
not according to all the guides to animation canceling that I have watched and read. and i didn't decide to call it anything, its what its know as in the rest of the world. and i wouldn't want ability to cancel a cast to perform another action be removed either.if you want to do well - it is. and I'm reasonably sure that DLC vet dungeons/trials absolutely require it, or at least strongly encourage it, given dps requirements. not just to score. to be able to finish.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
@Linaleah
I suspect you are watching/reading outdated guides, then.https://youtu.be/6vH7qg2HPE8?t=635
Arguably one of the best DPS in the game, from arguably the best raid guild in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?https://youtu.be/oJgOzYgBskA?t=1202
Arguably the best Maelstrom player in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?
There are a handful of abilities that may benefit from "animation canceling" if the length of the animation exceeds the GCD, but those are few and far between and doing so is entirely unnecessary to complete any content in the game.
no, I suspect that you are STILL misunderstanding.
http://thereapersesoguild.guildlaunch.com/forums/viewtopic.php?t=11137882&gid=0&sso=1496261419
or a more recent one https://www.reddit.com/r/elderscrollsonline/comments/5fk3nm/animation_canceling_explained/
what they are doing is canceling a visual cue of an animation to add more attacks (weaving in light attacks as you put it) in order to increase dps. what they are NOT doing is canceling abilities from firing all together. ergo. they are decreasing cast times of abilities. but since by all claims they are not actualy decreasing cast times of abilities to below of their actual cast times? they are merely shortening the animations for them. which you call "interesting" and I call "glitchy combat where animations and ability cast times are 2 different things, but can only be exploited by twitchy people with very good ping" the fact that some of the game is now balanced around dps that is only possible with this... nonsense? is i'm sorry, NOT a good thing
@Linaleah
I didn't call anything "interesting." You are mixing up conversations.
And as I suspected, your first link is outdated and irrelevant. Block canceling abilities is no longer advantageous in the vast majority of situations, in PvE. And if you actually watch Alcast's video, he's just light attack weaving and swap canceling.
Your statement that "they are decreasing cast time of abilities" is incorrect. The only thing being decreased is the downtime between skills.
Light attack weaving: the full animation of a light attack is canceled by casting an ability. This does not cause your light attack to hit any faster, it just means that you don't have to wait for the full animation to complete before casting an ability.
Swap canceling: the full animation of an ability is canceled by swapping bars. This does not cause your ability to hit any faster, it just means that you utilize the GCD to switch weapons rather than standing around with your thumb up your you-know-what.
So, for instance, on a magsorc you'd utilize animation canceling as follows in the standard rotation:
Light Attack-->Haunting Curse-->Light Attack-->Liquid Lightning-->Light Attack-->Blockade-->Bar Swap-->Light Attack-->Force Pulse ... ... Light Attack-->Force Pulse-->Bar Swap ... ... and so on and so forth.
So what you're doing is getting a light attack and an ability in on the same "GCD" since LA's use a different cooldown, and then you're getting to your next ability faster by bar swapping during the GCD.
It's like mixing jabs into a combo in boxing. The APM is still really low. It's also pretty easy to do, it just takes a few minutes of practice to get comfortable with, and after that point it's very rhythmic. It's not like we're playing Starcraft or something here and you need 200 APM to be competitive.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
LiquidPony wrote: »LiquidPony wrote: »the_broo11 wrote: »theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
But what about instant cast abilities? Implementing your suggestion (shorten animations to match cast time) is effectively saying that there should be no animations for these types of abilities. I don't think that this would please the non-AC community.
global cooldown is still a thing. an animation that lasts for the duration of a global cooldown is still an animation. pretty much every other game on the market does it this way.LiquidPony wrote: »
Where have you been for the past year?
"Animation canceling," at least in the PvE world, is 99.9% limited to what you've decided to call "cast canceling." No one block-cancels animations in PvE anymore, or at least, there's no need to do it. Animation canceling in PvE is just light attack weaving and bar-swapping out of Elemental Blockade or Poison Injection or whatever.
not according to all the guides to animation canceling that I have watched and read. and i didn't decide to call it anything, its what its know as in the rest of the world. and i wouldn't want ability to cancel a cast to perform another action be removed either.if you want to do well - it is. and I'm reasonably sure that DLC vet dungeons/trials absolutely require it, or at least strongly encourage it, given dps requirements. not just to score. to be able to finish.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
@Linaleah
I suspect you are watching/reading outdated guides, then.https://youtu.be/6vH7qg2HPE8?t=635
Arguably one of the best DPS in the game, from arguably the best raid guild in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?https://youtu.be/oJgOzYgBskA?t=1202
Arguably the best Maelstrom player in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?
There are a handful of abilities that may benefit from "animation canceling" if the length of the animation exceeds the GCD, but those are few and far between and doing so is entirely unnecessary to complete any content in the game.
no, I suspect that you are STILL misunderstanding.
http://thereapersesoguild.guildlaunch.com/forums/viewtopic.php?t=11137882&gid=0&sso=1496261419
or a more recent one https://www.reddit.com/r/elderscrollsonline/comments/5fk3nm/animation_canceling_explained/
what they are doing is canceling a visual cue of an animation to add more attacks (weaving in light attacks as you put it) in order to increase dps. what they are NOT doing is canceling abilities from firing all together. ergo. they are decreasing cast times of abilities. but since by all claims they are not actualy decreasing cast times of abilities to below of their actual cast times? they are merely shortening the animations for them. which you call "interesting" and I call "glitchy combat where animations and ability cast times are 2 different things, but can only be exploited by twitchy people with very good ping" the fact that some of the game is now balanced around dps that is only possible with this... nonsense? is i'm sorry, NOT a good thing
@Linaleah
I didn't call anything "interesting." You are mixing up conversations.
And as I suspected, your first link is outdated and irrelevant. Block canceling abilities is no longer advantageous in the vast majority of situations, in PvE. And if you actually watch Alcast's video, he's just light attack weaving and swap canceling.
Your statement that "they are decreasing cast time of abilities" is incorrect. The only thing being decreased is the downtime between skills.
Light attack weaving: the full animation of a light attack is canceled by casting an ability. This does not cause your light attack to hit any faster, it just means that you don't have to wait for the full animation to complete before casting an ability.
Swap canceling: the full animation of an ability is canceled by swapping bars. This does not cause your ability to hit any faster, it just means that you utilize the GCD to switch weapons rather than standing around with your thumb up your you-know-what.
So, for instance, on a magsorc you'd utilize animation canceling as follows in the standard rotation:
Light Attack-->Haunting Curse-->Light Attack-->Liquid Lightning-->Light Attack-->Blockade-->Bar Swap-->Light Attack-->Force Pulse ... ... Light Attack-->Force Pulse-->Bar Swap ... ... and so on and so forth.
So what you're doing is getting a light attack and an ability in on the same "GCD" since LA's use a different cooldown, and then you're getting to your next ability faster by bar swapping during the GCD.
It's like mixing jabs into a combo in boxing. The APM is still really low. It's also pretty easy to do, it just takes a few minutes of practice to get comfortable with, and after that point it's very rhythmic. It's not like we're playing Starcraft or something here and you need 200 APM to be competitive.
1. read what i said. animation canceling does NOT decrease cast times of abilities. it decreases ANIMATION duration, while keeping cast times the same. which is why I keep proposing that they just get on with it and SHORTEN THE DAMN STOCK ANIMATIONS.
2. my first link talks about variety of ways to animation cancel, including weaving. and links among other things to weaving video from allcast. but even then - second link is a 6 month old video from allcast himself as well, linked by him on reddit.
3. with my ping, that little progression you have written never quite works like that. with shortening animations so that you do not have to cancel them and instead having animation time correspond to cast time/global cd - that little progression still works for you, but now it also works for me and everyone else.
4. you assumption that mastering animation canceling takes few minutes is utterly hysterically funny.
in conclusion. animation canceling is what players came up with to FIX the disparity between cast times and visual cues. fixing visual cues will fix cast times for everyone, instead of just those with good ping and reflexes of a 12 year old.
LiquidPony wrote: »LiquidPony wrote: »the_broo11 wrote: »theamazingx wrote: »Anti animation cancelling threads might be taken more seriously if their proponents demonstrated any understanding of how it works and it's actual impact on combat.
see that's the thing. I'm starting to realize that pro animation canceling crowd doesn't actualy understand animation canceling themselves and constantly confuse it with CAST canceling. those are 2 different things.
here's what animation canceling actualy is. the animation for ability is longer than actual cast time of ability as shown on a tooltip. however, you cannot fire next ability UNLESS you cancel the animation first. this allows ability to fire within the cast time that's actualy on a tooltip and allow next ability (or light attack) to be cast sooner. naturally - this contributes to higher dps. however, this is also incredibly tricky to execute if your ping/latency is not close to perfect, not to mention the whole case of cast times being virtualy longer than as shown on tooltip is just wrong. what it does NOT do is get rid of global cooldown or make the ability go off faster then what is shown on a tooltip.
cast canceling on the other hand is different from animation canceling in that, you actualy cancel ability before its finished firing. say you are trying to case a... heal, but need to quickly roll out of the bad that just dropped on the ground and cannot afford to finish your cast, because that one second will kill you. in this scenario, your ability didn't fire, you were able to cancel it and change tactics. this is NOT animation canceling.
and herein lays a problem. being able to change tactics on a fly, cancel abilities and use something else? yes. please. awesome. this is gameplay, this is fun. animation canceling is fighting against the game just so that your characters actualy cast as tooltips say they should be casting.
and all it would take to fix? is speeding up animations so that the duration of their character waving their arms is exactly the same as that of a cast time on a tooltip. that's it. speed. up. the animation. and/or shorten it.
But what about instant cast abilities? Implementing your suggestion (shorten animations to match cast time) is effectively saying that there should be no animations for these types of abilities. I don't think that this would please the non-AC community.
global cooldown is still a thing. an animation that lasts for the duration of a global cooldown is still an animation. pretty much every other game on the market does it this way.LiquidPony wrote: »
Where have you been for the past year?
"Animation canceling," at least in the PvE world, is 99.9% limited to what you've decided to call "cast canceling." No one block-cancels animations in PvE anymore, or at least, there's no need to do it. Animation canceling in PvE is just light attack weaving and bar-swapping out of Elemental Blockade or Poison Injection or whatever.
not according to all the guides to animation canceling that I have watched and read. and i didn't decide to call it anything, its what its know as in the rest of the world. and i wouldn't want ability to cancel a cast to perform another action be removed either.if you want to do well - it is. and I'm reasonably sure that DLC vet dungeons/trials absolutely require it, or at least strongly encourage it, given dps requirements. not just to score. to be able to finish.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »To hard to fix. So its a feature now. Like lag.
Not every unintentional discovery is a bad thing (mmm....penicillin). Yes, it was not intended by the developers, but they have said on many occasions that they like how it makes combat more dynamic and have no intention to change it. The vast majority of competitive players agree with them. If you arent competitive, no biggie. Other then Vet trials, you dont need to animation cancel to complete any content in the game.
maelstrom arena. pvp. DLC vet dungeons.
Are perfect examples of things that dont require AC. 2 of those are admittedly scored, so to be competitive, you should certainly do it, but it is absolutely not required.
@Linaleah
I suspect you are watching/reading outdated guides, then.https://youtu.be/6vH7qg2HPE8?t=635
Arguably one of the best DPS in the game, from arguably the best raid guild in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?https://youtu.be/oJgOzYgBskA?t=1202
Arguably the best Maelstrom player in the game. You see any "animation canceling" there? Or just light attack weaving and swap canceling?
There are a handful of abilities that may benefit from "animation canceling" if the length of the animation exceeds the GCD, but those are few and far between and doing so is entirely unnecessary to complete any content in the game.
no, I suspect that you are STILL misunderstanding.
http://thereapersesoguild.guildlaunch.com/forums/viewtopic.php?t=11137882&gid=0&sso=1496261419
or a more recent one https://www.reddit.com/r/elderscrollsonline/comments/5fk3nm/animation_canceling_explained/
what they are doing is canceling a visual cue of an animation to add more attacks (weaving in light attacks as you put it) in order to increase dps. what they are NOT doing is canceling abilities from firing all together. ergo. they are decreasing cast times of abilities. but since by all claims they are not actualy decreasing cast times of abilities to below of their actual cast times? they are merely shortening the animations for them. which you call "interesting" and I call "glitchy combat where animations and ability cast times are 2 different things, but can only be exploited by twitchy people with very good ping" the fact that some of the game is now balanced around dps that is only possible with this... nonsense? is i'm sorry, NOT a good thing
@Linaleah
I didn't call anything "interesting." You are mixing up conversations.
And as I suspected, your first link is outdated and irrelevant. Block canceling abilities is no longer advantageous in the vast majority of situations, in PvE. And if you actually watch Alcast's video, he's just light attack weaving and swap canceling.
Your statement that "they are decreasing cast time of abilities" is incorrect. The only thing being decreased is the downtime between skills.
Light attack weaving: the full animation of a light attack is canceled by casting an ability. This does not cause your light attack to hit any faster, it just means that you don't have to wait for the full animation to complete before casting an ability.
Swap canceling: the full animation of an ability is canceled by swapping bars. This does not cause your ability to hit any faster, it just means that you utilize the GCD to switch weapons rather than standing around with your thumb up your you-know-what.
So, for instance, on a magsorc you'd utilize animation canceling as follows in the standard rotation:
Light Attack-->Haunting Curse-->Light Attack-->Liquid Lightning-->Light Attack-->Blockade-->Bar Swap-->Light Attack-->Force Pulse ... ... Light Attack-->Force Pulse-->Bar Swap ... ... and so on and so forth.
So what you're doing is getting a light attack and an ability in on the same "GCD" since LA's use a different cooldown, and then you're getting to your next ability faster by bar swapping during the GCD.
It's like mixing jabs into a combo in boxing. The APM is still really low. It's also pretty easy to do, it just takes a few minutes of practice to get comfortable with, and after that point it's very rhythmic. It's not like we're playing Starcraft or something here and you need 200 APM to be competitive.
1. read what i said. animation canceling does NOT decrease cast times of abilities. it decreases ANIMATION duration, while keeping cast times the same. which is why I keep proposing that they just get on with it and SHORTEN THE DAMN STOCK ANIMATIONS.
2. my first link talks about variety of ways to animation cancel, including weaving. and links among other things to weaving video from allcast. but even then - second link is a 6 month old video from allcast himself as well, linked by him on reddit.
3. with my ping, that little progression you have written never quite works like that. with shortening animations so that you do not have to cancel them and instead having animation time correspond to cast time/global cd - that little progression still works for you, but now it also works for me and everyone else.
4. you assumption that mastering animation canceling takes few minutes is utterly hysterically funny.
in conclusion. animation canceling is what players came up with to FIX the disparity between cast times and visual cues. fixing visual cues will fix cast times for everyone, instead of just those with good ping and reflexes of a 12 year old.