Knootewoot wrote: »Animation cancelling adds to combat and increases the overall fluidity and enjoyment factor.
The problem is... it requires skill. So you end up with threads like this.
It does take skill, but it does not make the game more fluid or enjoyable. Instead the opposite. Combat feels like a clunky chore each time you attack something. I rather no use it and don't do it while questing. But I have to if I do trials or PvP to get my dps in the right area. Also the barswapping and cancelling so you cannot see what others use as skill in PvP is dumb because how can you react to something you don't see.
This is my opinion though and I know a lot don't agree. But weaving is good imho but cancelling entire animations is bad coding.
1. Animation canceling is enjoyable to a great many players. Those interested in doing max damage enjoy it since it's part of it. Yes, I understand it's your oppinions.
The most basic part of animation canceling gas received a strong buff this year so Zos is promoting it.
2. every instant skill has the same cool down (actually it's a GCD) before it ca be canceled. It's merely the animations are longer than the cool down. It's not bad coding and could easily be fixed though Zos isn't interested in shortening the animations.
Best part of AC is that you can bypass those animations and each one can be different. Makes it feel like you are changing a spell.
Bad part of AC, the game was originally intended to use animations+sounds to given how you react to attacks. Sneaking in a quick LA+spell and bar swapping to hit a defensive spell leaves no time to react aside from doing AC yourself. I'd be willing to bet that tank builds grew in popularity because a majority of players couldn't AC fast enough to react to other AC users, so they decided it was more fun to take DMG and wait for players to run out of resources lol.
Not saying it's fluid or right or wrong. Just pointing out how it doesn't really fit in the design intent for the game's animation system. It would be cool to see threads suggesting how to make AC fiy with this intent, instead of removing it. Till then, we will always have these threads.
Or they could just make the animations match the actual cast/cooldown/whatever timer and get rid of animation canceling ...
And then while you're doing your Dizzy Swing or literally any of your abilities which have a 1 second global cooldown and a Sorc decides to send a Frag in your face, you wouldn't be able to block in time! Great gameplay, right?
Without animation canceling (which is a pretty stupid term for it) you wouldn't be able to bar swap until the global cooldown is over, light attacks would be completely useless (since without animation canceling they would be on the same GCD as abilities), you wouldn't be able to bash until the 1 second global cooldown is over. Yeah. The game's combat system wouldn't even work for the most part.
You are 100% correct here, and the fact that other people aren't coming into this thread and saying the exact same thing or very similar, shows just how many people playing PVP don't even understand the game they're playing. They may never develop an understanding of it. And I have no idea why
Most people don't know how animation canceling works, they don't understand the whole system of different global cooldowns and how the overlap with each other. They also don't understand prioritization of different actions, like weapon attacks, abilities, bash and roll dodge. It is very easy to understand however, and once you do understand it, well... you'd know that its basically essential to the combat system.
And another myth is the fact that animations actually get canceled. No. Animations don't get canceled. You're never going to make the animation of Force Pulse disappear for example, you'll always have the sort of beam. The only thing that animation canceling cancels, is the body movement of the character. There are of course exceptions to the rule, specifically melee abilities like Surprise Attack or Reverse Slice or Lava Whip, where sometimes the animation will totally disappear when you roll dodge.
Yes, absolutely.
The way I look at it, usually I just don't have time to wait for the stupid animation to complete itself, combat is very fast paced. Certain abilities you can block cancel and it will save you fractions of seconds here and there... say instead of waiting for your toon to bring his arm back in etc after casting an ability you can block cancel it and then transition into the next move much faster. You've just saved valuable fractions of seconds.
Maybe the most well known example of this is vigor, dodge roll cancelling vigor will cut off that last part of the animation where your toon sort of extends his chest upward. That last phase of the animation takes a lot of time, would much rather roll dodge cancel it, or use another form of animation cancelling, so I can move on with using subsequent abilities or actions faster. And then of course there is LA weaving.
Any type of bar swap cancel is also animation cancelling, and I'd argue the game isn't even playable without utilizing bar swap cancels. So you can cast a poison injection, resto staff light attack, etc and then bar swap thus saving you valuable time.
Animation cancelling is the entire reason why combat in this game is enjoyable (because it makes it fast paced), which is why I sincerely believe the people who are against it either don't have an understanding of it, or the combat system in general. If one hates fast paced and exciting gameplay so much, maybe they should look into turn based games or card games.
I see no difference personally in the landing/usage of next ability when block cancelling. Due to way GCDs work it does really nothing. The only ones that work is melding one thing with skill GCD with something with alt GCD.
Was waiting for someone to say this, whenever someone talks of the merits of block cancelling, someone else always comes into the thread and says that it doesn't actually do anything due to the GCD. So I was expecting this response.
The first thing to mention is you can't get around the GCD, so that is not what you are attempting to do with block cancelling. What you are doing is cutting off excess animation time in the skill that exceeds the GCD.
The global cooldown for instant cast skills is relatively low (0.6), and a lot of these skills have animations that exceed that window, so for those skills that is where block cancelling comes in handy. Sometimes it doesn't help, but there are certain skills where it does help. If there are any skills in your bar setup that seem to take way more time then you would prefer during fast paced combat, a perfectly time right click to block (and it does have to be perfectly timed and a very quick click), will increase the pace of your ability casting. The time saved is less than one second, but that is a lot of time.
It's something I have personally noticed the difference with and received benefit from. If you can detect the small amount of time it saves it is absolutely worth it IMHO. again that is only for certain skills and at certain times
Its mostly for abilities that have that circle thing when you cast them: Eruption, Liquid Lightning, Endless Hail, Caltrops, Shards, etc.
For the other abilities, block canceling isn't effective at all, first of all because it looks terribly stupid and second because weaving light attacks achieves the same goal of shortening thee back end of animations. And I'm pretty certain that the GCD on instant cast abilities is closer to 0.9 seconds, but I could be wrong.
Try block cancelling:
Surge (you can make it so you cast this ability with your toon barely moving at all if the block cancel is perfectly timed, usually he will take forever to bring his arms back down after raising them)
Liquid lightning
Curse (especially, huge difference here)
elemental blockade
With those 4 I'm pretty much 100% convinced that block cancelling helps. And if it's placebo, then it's not like I'm losing time again due to GCD. But I would urge people to try it with those 4 skills- things seem snappier and faster. Also, if it is placebo it still may even be beneficial to do. Placebos actually work.
So I'm not on board with the block cancelling hate. I really think it does help in select situations.
I'm sure there are more examples than what I've listed above.
And it is true, most of the time it's better to do a LA weave, no denying that.
LittlePinkDot wrote: »I had an idea thats less annoying and less boring than animation cancelling. How about they just make % attack speed a trait for armour and weapons. And % faster cast rate for magicka skills. Allow 2 traits per piece.
Speed should be determined by stats.
Diablo 2 had it right.