Instead, how about you take the 15 minutes to learn it. I am well over 40 and like anything practice makes perfect.
SmellyUnlimited wrote: »Instead, how about you take the 15 minutes to learn it. I am well over 40 and like anything practice makes perfect.
OP never once ventured they didn’t know how to do it. Perhaps you should try some reading comprehension. It’s well over 40 characters, but you know, practice makes perfect.
The point is that animations being weaved out of or canceled is indicative of those animations being overly long or cumbersome. I know how to animation cancel and weave, but it’s definitely more trouble on console than it is on PC.
What’s the solution?
What’s been asked for since soon after ESO was released. Animation reworks on skills. To date, there has been no comprehensive update to animations since the game’s launch. Yes, there are some exceptions, but the whole of it remains untouched. Why are heavy attacks on flame staff harder to weave than a Lightning’s staff? Why do 2H light and heavy attacks look like the Star Wars Kid? Dont even get me started on Werewolf.
https://www.youtube.com/wUO9DywGB0I&t=2m59s If I got what I envision, there is a good chance you would not suffer for it. Imagine if you didn’t need to exert that block cancel and the result was the same, because the animation was fixed to reflect the skill?Just to be clear—I am entirely in support of ani cancelling. I use it consistently in PvP and PvE, and understand that it's an innate part of combat due to the action priority system. That said, it needs to be pointed-out that instant-cast skills do not always resolve (deal damage) instantly.
The best example I can think of would be incap. If you've ever tried opening a combo with an incap, and casted it without block cancelling, you'll notice that it plays a frontswing animation of around 0.7 to 0.8s before the damage actually registers, which feels unbearably slow on a skill that should be instant.
Block cancelling this animation allows the skill to land truly instantly.
This doesn't enable you to land 5 skills at the same time, as some opponents of AC inexplicably claim. Because, once the incap lands, you're on the GCD, and any follow-up ability can only be landed ~1s after this.
What it does allow you to do, however, is to land the entire combo that 0.7s earlier (due to shaving off that amount of time from the incap's frontswing animation). And this is extremely important when utilising burst combos in PvP, as such combos need to be delivered within a very strict window of time.
Another benefit of cancelling incap's frontswing animation is that the skill becomes much less telegraphed. Targets are on the ground before they know what hit them, and catching them off-guard in this manner usually means they respond slower while they regain their bearings.
@Joshlenoir has a very handy video demonstrating the effects of AC on Nightblade combos. The segment on incap begins at 2:59.https://www.youtube.com/wUO9DywGB0I&t=2m59s
Please elaborate. I’ve said many times, I currently utilize animation cancelingSo it was fine when you could do it, but now you can't it's not? Ok
If I got what I envision, there is a good chance you would not suffer for it. Imagine if you didn’t need to exert that block cancel and the result was the same, because the animation was fixed to reflect the skill?
This is not an attack on efficiency; it is a quest to enhance the game.
Just to be clear—I am entirely in support of ani cancelling. I use it consistently in PvP and PvE, and understand that it's an innate part of combat due to the action priority system. That said, it needs to be pointed-out that instant-cast skills do not always resolve (deal damage) instantly.
The best example I can think of would be incap. If you've ever tried opening a combo with an incap, and casted it without block cancelling, you'll notice that it plays a frontswing animation of around 0.7 to 0.8s before the damage actually registers, which feels unbearably slow on a skill that should be instant.
Block cancelling this animation allows the skill to land truly instantly.
This doesn't enable you to land 5 skills at the same time, as some opponents of AC inexplicably claim. Because, once the incap lands, you're on the GCD, and any follow-up ability can only be landed ~1s after this.
What it does allow you to do, however, is to begin the entire combo 0.7s earlier (due to shaving off that amount of time from the incap's frontswing animation). And this is extremely important when utilising burst combos in PvP, as such combos need to be delivered within a very strict window of time.
Another benefit of cancelling incap's frontswing animation is that the skill becomes much less telegraphed. Targets are on the ground before they know what hit them, and catching them off-guard in this manner usually means they respond slower while they regain their bearings.
@Joshlenoir has a very handy video demonstrating the effects of AC on Nightblade combos. The segment on incap begins at 2:59.https://www.youtube.com/wUO9DywGB0I&t=2m59s
exeeter702 wrote: »SmellyUnlimited wrote: »Instead, how about you take the 15 minutes to learn it. I am well over 40 and like anything practice makes perfect.
OP never once ventured they didn’t know how to do it. Perhaps you should try some reading comprehension. It’s well over 40 characters, but you know, practice makes perfect.
The point is that animations being weaved out of or canceled is indicative of those animations being overly long or cumbersome. I know how to animation cancel and weave, but it’s definitely more trouble on console than it is on PC.
What’s the solution?
What’s been asked for since soon after ESO was released. Animation reworks on skills. To date, there has been no comprehensive update to animations since the game’s launch. Yes, there are some exceptions, but the whole of it remains untouched. Why are heavy attacks on flame staff harder to weave than a Lightning’s staff? Why do 2H light and heavy attacks look like the Star Wars Kid? Dont even get me started on Werewolf.
Read my previous post and then give an example of an "animation rework" please.
SmellyUnlimited wrote: »exeeter702 wrote: »SmellyUnlimited wrote: »Instead, how about you take the 15 minutes to learn it. I am well over 40 and like anything practice makes perfect.
OP never once ventured they didn’t know how to do it. Perhaps you should try some reading comprehension. It’s well over 40 characters, but you know, practice makes perfect.
The point is that animations being weaved out of or canceled is indicative of those animations being overly long or cumbersome. I know how to animation cancel and weave, but it’s definitely more trouble on console than it is on PC.
What’s the solution?
What’s been asked for since soon after ESO was released. Animation reworks on skills. To date, there has been no comprehensive update to animations since the game’s launch. Yes, there are some exceptions, but the whole of it remains untouched. Why are heavy attacks on flame staff harder to weave than a Lightning’s staff? Why do 2H light and heavy attacks look like the Star Wars Kid? Dont even get me started on Werewolf.
Read my previous post and then give an example of an "animation rework" please.
Make the channeled ability actually be channeled. Why should someone be able to block cancel an ability? Like it makes any sense to be shooting arrows in the air and then be able to instantly block an attack? If DPS didn’t have block canceling, they might have to actually change their rotations to fit the situation, which reacting to a changing battle space seems much more skillful than simply hitting block or bar swapping.
Perhaps if you try and bar swap an ability, it doesn’t fire. When something has to “channel,” then you should have to meet those prerequisites to actually use the ability. Why is ESO suddenly different from the overwhelming vast majority of games where things like proper timing and expected delay matter? Can Batman animation cancel batarangs I’m Arkham City? Kratos can cancel a combo but have it still fully hit?
SmellyUnlimited wrote: »exeeter702 wrote: »SmellyUnlimited wrote: »Instead, how about you take the 15 minutes to learn it. I am well over 40 and like anything practice makes perfect.
OP never once ventured they didn’t know how to do it. Perhaps you should try some reading comprehension. It’s well over 40 characters, but you know, practice makes perfect.
The point is that animations being weaved out of or canceled is indicative of those animations being overly long or cumbersome. I know how to animation cancel and weave, but it’s definitely more trouble on console than it is on PC.
What’s the solution?
What’s been asked for since soon after ESO was released. Animation reworks on skills. To date, there has been no comprehensive update to animations since the game’s launch. Yes, there are some exceptions, but the whole of it remains untouched. Why are heavy attacks on flame staff harder to weave than a Lightning’s staff? Why do 2H light and heavy attacks look like the Star Wars Kid? Dont even get me started on Werewolf.
Read my previous post and then give an example of an "animation rework" please.
Make the channeled ability actually be channeled. Why should someone be able to block cancel an ability? Like it makes any sense to be shooting arrows in the air and then be able to instantly block an attack? If DPS didn’t have block canceling, they might have to actually change their rotations to fit the situation, which reacting to a changing battle space seems much more skillful than simply hitting block or bar swapping.
Perhaps if you try and bar swap an ability, it doesn’t fire. When something has to “channel,” then you should have to meet those prerequisites to actually use the ability. Why is ESO suddenly different from the overwhelming vast majority of games where things like proper timing and expected delay matter? Can Batman animation cancel batarangs I’m Arkham City? Kratos can cancel a combo but have it still fully hit?
SmellyUnlimited wrote: »exeeter702 wrote: »SmellyUnlimited wrote: »Instead, how about you take the 15 minutes to learn it. I am well over 40 and like anything practice makes perfect.
OP never once ventured they didn’t know how to do it. Perhaps you should try some reading comprehension. It’s well over 40 characters, but you know, practice makes perfect.
The point is that animations being weaved out of or canceled is indicative of those animations being overly long or cumbersome. I know how to animation cancel and weave, but it’s definitely more trouble on console than it is on PC.
What’s the solution?
What’s been asked for since soon after ESO was released. Animation reworks on skills. To date, there has been no comprehensive update to animations since the game’s launch. Yes, there are some exceptions, but the whole of it remains untouched. Why are heavy attacks on flame staff harder to weave than a Lightning’s staff? Why do 2H light and heavy attacks look like the Star Wars Kid? Dont even get me started on Werewolf.
Read my previous post and then give an example of an "animation rework" please.
Make the channeled ability actually be channeled. Why should someone be able to block cancel an ability? Like it makes any sense to be shooting arrows in the air and then be able to instantly block an attack? If DPS didn’t have block canceling, they might have to actually change their rotations to fit the situation, which reacting to a changing battle space seems much more skillful than simply hitting block or bar swapping.
Perhaps if you try and bar swap an ability, it doesn’t fire. When something has to “channel,” then you should have to meet those prerequisites to actually use the ability. Why is ESO suddenly different from the overwhelming vast majority of games where things like proper timing and expected delay matter? Can Batman animation cancel batarangs I’m Arkham City? Kratos can cancel a combo but have it still fully hit?
@exeeter702
I'm aware that block-cancelling doesn't let you land subsequent skills sooner in violation of the GCD—I mentioned that specifically in my post.
But block-cancelling an incap most definitely lets you land it quicker. I know this from experience having played NB most of the past year, but for good measure I just spent 30 minutes testing it by duelling a friend.
The damage + CC of incap only lands when the frontswing animation of incap finishes, or if it is otherwise block-cancelled. The GCD also begins once the incap resolves. A null point if you were already on GCD from casting something prior to the incap—but if you were off cooldown, and about to start a fresh combo, then block-cancelling the incap (as an opener) absolutely does allow you to begin the combo sooner.
Admittedly all my testing and personal experience is restricted to what I can see client-side, so I'm willing to entertain the possibility that I could be entirely misled.
Do you have any sources with details about how the information is actually processed, server-side? Genuinely curious, and not trying to challenge you.
Greetings fellow forum dwellers.
Back in my gaming prime, I was all about pushing games to their limit, finding the tricks to gain an edge against the competition. What combination of actions would break the balance?
From Super Smash Bros. wave-dashing to Warhammer 40k: Space Marine roll dashing, I've tweaked my share of games for a competitive edge.
Now past my prime and lacking the same amount of free time I find that such techniques, while valid, are evidence of broken programming.
Before I continue, I will admit that I utilize animation/weapon-swap canceling.
My problem is as follows: If one is to reach 'top tier', one has to sacrifice many aesthetic and/or immersive aspects in the game. It comes to the point that when you have 40 'top tier' players, it doesn't look like a fantasy battle at all. Its a whole bunch of hopping, random instantaneous weapons swapping, (visually) incomplete spell casting etc.
Immersion broken.
In my opinion, spells have specific animations and animation times for two reasons: one is immersion, two is balance. If, sans-cancel, another skill can not be cast until the animation of the first cast skill is completed, then it was intended that way.
I'd like to see the animation canceling removed. Thoughts?
VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
That's an example of animation canceling, albeit not one we think of often simply because we use it so often and so naturally.
I'm not great as using animation canceling in DPS rotations, but I definitely use bar swap canceling and block for a fluid, reactive combat.
Note: just a reminder that Light attack weaving (because there are still folks who argue that is animation canceling) is now being taught by ZOS in the Level Up Advisor.
Instead, how about you take the 15 minutes to learn it. I am well over 40 and like anything practice makes perfect.
everytime i see some1 advocating to remove the only skillful mechanic this game has to offer for the sake of immersion (in an mmo lulz) i get a brain aneurysm.
Admittedly all my testing and personal experience is restricted to what I can see client-side, so I'm willing to entertain the possibility that I could be entirely misled.
Do you have any sources with details about how the information is actually processed, server-side? Genuinely curious, and not trying to challenge you.
KanedaSyndrome wrote: »
^ThisKanedaSyndrome wrote: »
Try commiting to a swing with a sword irl and tell me that you can just pull it back mid swing and lunge your shield forward instead.
Yes, you should be able to cancel an action, like you describe, but the effect should be that you utterly remove any effectiveness from the action, it should make the action impotent, but allow you to change to circumstance with proper character animations implemented to show this.
KanedaSyndrome wrote: »VaranisArano wrote: »So...if I'm in the middle of an attack and I see a skill happening that I need to block, I shouldn't be able to block until the animation of my current attack is finished?
That's an example of animation canceling, albeit not one we think of often simply because we use it so often and so naturally.
I'm not great as using animation canceling in DPS rotations, but I definitely use bar swap canceling and block for a fluid, reactive combat.
Note: just a reminder that Light attack weaving (because there are still folks who argue that is animation canceling) is now being taught by ZOS in the Level Up Advisor.
Try commiting to a swing with a sword irl and tell me that you can just pull it back mid swing and lunge your shield forward instead.
Yes, you should be able to cancel an action, like you describe, but the effect should be that you utterly remove any effectiveness from the action, it should make the action impotent, but allow you to change to circumstance with proper character animations implemented to show this.
KanedaSyndrome wrote: »Greetings fellow forum dwellers.
Back in my gaming prime, I was all about pushing games to their limit, finding the tricks to gain an edge against the competition. What combination of actions would break the balance?
From Super Smash Bros. wave-dashing to Warhammer 40k: Space Marine roll dashing, I've tweaked my share of games for a competitive edge.
Now past my prime and lacking the same amount of free time I find that such techniques, while valid, are evidence of broken programming.
Before I continue, I will admit that I utilize animation/weapon-swap canceling.
My problem is as follows: If one is to reach 'top tier', one has to sacrifice many aesthetic and/or immersive aspects in the game. It comes to the point that when you have 40 'top tier' players, it doesn't look like a fantasy battle at all. Its a whole bunch of hopping, random instantaneous weapons swapping, (visually) incomplete spell casting etc.
Immersion broken.
In my opinion, spells have specific animations and animation times for two reasons: one is immersion, two is balance. If, sans-cancel, another skill can not be cast until the animation of the first cast skill is completed, then it was intended that way.
I'd like to see the animation canceling removed. Thoughts?
Thoughts? Well, I agree 100%. Animation cancelling was a bug that they gave up on fixing, later calling it a "feature".
I do not believe that it is a nonsensical suggestion to alter the animations to at least include that you have canceled it; Considering The amount of detail that’s put into these animations it seems really awkward and choppy to have it go from your arm being above your head to instantly holding your shield in front of you. At the end of the line it is boiling down to aesthetics; in this case since the game is constantly in development, asking for better aesthetics is not asking too much. (imho)