SmellyUnlimited wrote: »I will say, though, that those who think weaving isn’t animation canceling, then you yourself don’t understand animation canceling. Because animation canceling is so prevalent, and that term implies a type of exploit, the community has made thr euphemism for it “weaving.”
Weaving = using a skill to shorten the full animation of a light attack. The animation is canceled.
It becomes a simple time/distance problem: distance (target hp) / speed (number or attacks you can get off) = time (time to kill). The more attacks you can get off, the lower your time. Which is why on a dps parse all you really need to know how much hp the target has and the time the parse took.
So everyone arguing that weaving isn’t animation canceling, you’re just perpetuating this misinformation campaign to try and justify what IS an exploitive technique (exploit = the use of a bug or flaw in game design to a player’s advantage or to the disadvantage of other players.). Logically, it makes no sense that an attack would land when the actual animation is canceled before hitting the target.
Go hit a baseball, but before your bat connects, start running for first base. Now ponder why the first baseman is scratching his head.
I'm not on about abolishing it, I am on about if the game should be balanced around it.hamsterontherocksb16_ESO wrote: »It´s very simple: If you want to play with the grown ups, you have to put effort in it. If you, 95% of the game can still be done without animation cancelling.
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
In the times of old we used to have trials which could be cleared by a dedicated group reasonably well without being the very top end or requiring animation cancelling.
However now ZOS is pushing AC as a mechanic and encouraging weaving to be core gameplay, this means that it's now becoming an expectation to be able to do that and the game can be balanced around it.
I've also been an advocate for not making it a core mechanic because it pushes people with physical disabilities away from content they might have been able to previously achieve. Feanor has pointed out there are some accessible builds however so it might just be getting this knowledge into the hands of players.
There is a place for it being in the game and letting those who do it score better, run faster and have an easier time. If ZOS tries to match the content to those people though it leaves a damn lot more of the games population behind and continues to push the gap between good players and great players.
Weaving isn’t necessarily animation cancelling. The purpose of weaving is using the dead portion of the GCD and fill it with damage. If an animation gets cancelled that’s just a byproduct because of the mechanics.
The purpose of animation cancelling is shortening the animation of a skill because this gives an advantage in itself. An example is block cancelling (don’t have to drop block and thus still receive block mitigation) or making skills connect faster (Executioner) or hiding the animation completely (Dawnbreaker).
Weaving and animation cancelling go hand in hand often but yet are distinct regarding the purpose.
SmellyUnlimited wrote: »I will say, though, that those who think weaving isn’t animation canceling, then you yourself don’t understand animation canceling. Because animation canceling is so prevalent, and that term implies a type of exploit, the community has made thr euphemism for it “weaving.”
Weaving = using a skill to shorten the full animation of a light attack. The animation is canceled.
It becomes a simple time/distance problem: distance (target hp) / speed (number or attacks you can get off) = time (time to kill). The more attacks you can get off, the lower your time. Which is why on a dps parse all you really need to know how much hp the target has and the time the parse took.
So everyone arguing that weaving isn’t animation canceling, you’re just perpetuating this misinformation campaign to try and justify what IS an exploitive technique (exploit = the use of a bug or flaw in game design to a player’s advantage or to the disadvantage of other players.). Logically, it makes no sense that an attack would land when the actual animation is canceled before hitting the target.
Go hit a baseball, but before your bat connects, start running for first base. Now ponder why the first baseman is scratching his head.
You can only animation cancel instant abilities. Instant. Meaning the function is to be executed the moment you press the button. Meaning you aren’t actually skipping or cancelling anything as far as mechanics are concerned. All cancelling does is remove the fluff, making for smoother more seamless gameplay.
To apply this to your logic, the batter isn’t skipping the bat hitting the ball....they just are keeping the momentum and not resetting the bat to its starting position after it connects with the ball. Do you even realize how stupid, clunky, and unintuitive baseball would be if it was played the way you are actually describing? Lmao.
Is this someone important?? Why do these people announce they are leaving, like anyone cares, try bless hear it’s good lol
SmellyUnlimited wrote: »Weaving isn’t necessarily animation cancelling. The purpose of weaving is using the dead portion of the GCD and fill it with damage. If an animation gets cancelled that’s just a byproduct because of the mechanics.
The purpose of animation cancelling is shortening the animation of a skill because this gives an advantage in itself. An example is block cancelling (don’t have to drop block and thus still receive block mitigation) or making skills connect faster (Executioner) or hiding the animation completely (Dawnbreaker).
Weaving and animation cancelling go hand in hand often but yet are distinct regarding the purpose.
You just gave an excellent argument why it IS animation canceling. “The purpose of weaving is using the dead portion of the GCD and fill it with damage.“ No one disputes the fact that that’s the reason people USE animation canceling, but doesn’t address the actual issue: it’s exploiting the GCD to get an edge.
I would argue that weaving does not perform what you state - ZOS made changes that the windup and strike of a light attack will still always play (I play magicka and can confirm that this still always happens with a staff - it's quick, but it does happen), even if you trigger a skill before you connect, thus no pre-strike animation is actually visually cancelled.SmellyUnlimited wrote: »I will say, though, that those who think weaving isn’t animation canceling, then you yourself don’t understand animation canceling. Because animation canceling is so prevalent, and that term implies a type of exploit, the community has made thr euphemism for it “weaving.”
Weaving = using a skill to shorten the full animation of a light attack. The animation is canceled.
It becomes a simple time/distance problem: distance (target hp) / speed (number or attacks you can get off) = time (time to kill). The more attacks you can get off, the lower your time. Which is why on a dps parse all you really need to know how much hp the target has and the time the parse took.
So everyone arguing that weaving isn’t animation canceling, you’re just perpetuating this misinformation campaign to try and justify what IS an exploitive technique (exploit = the use of a bug or flaw in game design to a player’s advantage or to the disadvantage of other players.). Logically, it makes no sense that an attack would land when the actual animation is canceled before hitting the target.
Go hit a baseball, but before your bat connects, start running for first base. Now ponder why the first baseman is scratching his head.
SmellyUnlimited wrote: »Weaving isn’t necessarily animation cancelling. The purpose of weaving is using the dead portion of the GCD and fill it with damage. If an animation gets cancelled that’s just a byproduct because of the mechanics.
The purpose of animation cancelling is shortening the animation of a skill because this gives an advantage in itself. An example is block cancelling (don’t have to drop block and thus still receive block mitigation) or making skills connect faster (Executioner) or hiding the animation completely (Dawnbreaker).
Weaving and animation cancelling go hand in hand often but yet are distinct regarding the purpose.
You just gave an excellent argument why it IS animation canceling. “The purpose of weaving is using the dead portion of the GCD and fill it with damage.“ No one disputes the fact that that’s the reason people USE animation canceling, but doesn’t address the actual issue: it’s exploiting the GCD to get an edge.
This is backwards. @SmellyUnlimited
The person you quoted has it a little backwards as well. The time to charge a light attack is minimal and the skill will fire while the animation is still occurring. It is not filling any part of a GCD as the time a light attack needs to be charged is defined in game as is the GCD for the skill.
No one is exploiting the GCD. AC cannot shorten the GCD of a skill and it start after the skill has been activated, which is after the light attack. It is the animation that is longer than the GCD and that extra length is all that is shortened.
Which is why Zos did not see a concern in changing it and blessed it as legitimate meaning it is not an exploit at all.
hamsterontherocksb16_ESO wrote: »
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
hamsterontherocksb16_ESO wrote: »
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
Your petulance is noted. I work in the industry and as is common you make your big hires early on, create the game and then go into maintenance. I think most know that 'anim canceling' was previously considered an exploit, and then adopted officially, because ZOS will not prioritize nor has the resources to fix what is a long-standing failure in their game.
What is relevant is that this will never be addressed - it's far too late in the game.
What do you do about it? Macro it like everyone else in the game does; do it manually to a greater effect even though it's incredibly tedious; consider finding another game.
[edit] OP : I just want to add that I refuse to recommend this game to any of my DAoC friends because of anim canceling.
/end
hamsterontherocksb16_ESO wrote: »hamsterontherocksb16_ESO wrote: »
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
Your petulance is noted. I work in the industry and as is common you make your big hires early on, create the game and then go into maintenance. I think most know that 'anim canceling' was previously considered an exploit, and then adopted officially, because ZOS will not prioritize nor has the resources to fix what is a long-standing failure in their game.
What is relevant is that this will never be addressed - it's far too late in the game.
What do you do about it? Macro it like everyone else in the game does; do it manually to a greater effect even though it's incredibly tedious; consider finding another game.
[edit] OP : I just want to add that I refuse to recommend this game to any of my DAoC friends because of anim canceling.
/end
Macro? As in program it into your skills via your keyboard software? Dont!
Its against TOS and might ban you. Not everyone does that. Basically noone does that, at least noone who wants to keep their account. What gives you the impression that people macro that?
Yes, do it manually. Thats how you do it. Is it harder? Yes, absolutely, though with time it becomes second nature, as everything does.
Find another game? Maybe you should do that if you are not willing to put in the effort.
I don´t see how people are so appalled by the idea that you have to put in some work to get good results. How is this a new idea to you? In every sport you have to put in work to get good. How is this any different?!
Want to get good with the guitar? Practice. Want to become a better driver? Practice. Want to be a great singer? Practice.
As I said earlier, 95% of the game can be done in lazy mode without AC. Around maybe 75% of the game can even be done without a proper rotation. But if you want to do the pro stuff you got to practice, this includes anim cancelling.
Yes the system was based on an exploit. But it is not anymore. It has been adopted as a game mechanic. The creator has accepted it as that. So just move past this. Adopt it. If you dont want you you can either stay out of vet trials or quit the game.
hamsterontherocksb16_ESO wrote: »
Macro? As in program it into your skills via your keyboard software? Dont!
Its against TOS and might ban you. Not everyone does that. Basically noone does that, at least noone who wants to keep their account. What gives you the impression that people macro that?
You realize Block cancelling is only good, well, if you need to block, right? Otherwise, it servers no purpose.hamsterontherocksb16_ESO wrote: »
Macro? As in program it into your skills via your keyboard software? Dont!
Its against TOS and might ban you. Not everyone does that. Basically noone does that, at least noone who wants to keep their account. What gives you the impression that people macro that?
I'm not hating on you for not knowing, but if you watch any of the top streamers for this game they macro. It's pretty obvious when you know what to look for. LA weaves, canceling with block / interrupt, heavy attacks to get resources are all considerably shorter than their animations -- those are all commonly macro'd and they won't ban you for it.
Merlin13KAGL wrote: »
You realize Block cancelling is only good, well, if you need to block, right? Otherwise, it servers no purpose.
And you can't shorten a heavy attack and still get resources. It has to be a full.
Shorten it, it becomes a medium, and no resource return (again, zero purpose unless restarting your rotation).
hamsterontherocksb16_ESO wrote: »I'm not on about abolishing it, I am on about if the game should be balanced around it.hamsterontherocksb16_ESO wrote: »It´s very simple: If you want to play with the grown ups, you have to put effort in it. If you, 95% of the game can still be done without animation cancelling.
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
In the times of old we used to have trials which could be cleared by a dedicated group reasonably well without being the very top end or requiring animation cancelling.
However now ZOS is pushing AC as a mechanic and encouraging weaving to be core gameplay, this means that it's now becoming an expectation to be able to do that and the game can be balanced around it.
I've also been an advocate for not making it a core mechanic because it pushes people with physical disabilities away from content they might have been able to previously achieve. Feanor has pointed out there are some accessible builds however so it might just be getting this knowledge into the hands of players.
There is a place for it being in the game and letting those who do it score better, run faster and have an easier time. If ZOS tries to match the content to those people though it leaves a damn lot more of the games population behind and continues to push the gap between good players and great players.
And this is where we differ. I fully acknowledge you point and agree to it to some degree. I´d just not pull the line at Score runs but some point before that. At DLC Trials. This is where a high degree of skill is needed. And this should be for the dedicated players who put in the effort, meaning players who learn how to weave/AC, whatever you want to call it.
You rightly say that ZOS now has AC as an expectation. And I agree that starting with (vet) DLC Trials (excluding Craglorn), weaving is important. But given how long ago weaving/AC was "introduced", I dont see why people still oppose it.
To the physical disabilities part. This is true and I feel bad for arguing about this point, however the game should not be designed about a minority. Since these degrees of disabilities vary even a fast paced rotation with no weaving can pose a challenge to some. One might argue that the general gameplay pace could be toned down so we would have near full inclusion, however the overwhelming majority of players prefers a face paced playstyle. Many many complained about the heavy attack meta from Morrowind because it was slowing down the game pace. So you have to make a wager between including the minority or maddening your majority. So I´m going with barring some players from playing the very endgame content.
It is also true that a very long time ago we did content without the need to weave. However - as with scaling in homestead and resource management in Morrowind - things changed. So treat this as one of those game changers. And like I said, 95% of the game are accessible without weaving. The only thing not doable are DLC vet trials and certain vet dungeons on HM. Questing, dungeon, even most vet dungeons, all normal trials including some vet trials... everything can be done without weaving.
I dont want the game to be "dumbed down" (I was really looking for a non-insulting way to phrase this) because people don´t manage to click a light attack before using a skill.
Would you be more okay with weaving if there was an ingame help article and a section in the tutorial about it? Because right now the only way to learn about it is to actively look for ways to increase dps, meaning asking guilds/reading guides which should definitely be handled way better. It is definitely an advanced mechanic, thats why I don´t see it in the "first 10 minutes of the game basic tutorial", however at some point (maybe around lvl 15- weapon swap) there could be a quest where this concept is introduced in form of a quest. I definitely would like to see that and it would be a good way to bridge the gap from good to great players.
(Edited for clarity, to clean up some horrible grammar and put in the part about disabilities)
SmellyUnlimited wrote: »SmellyUnlimited wrote: »Weaving isn’t necessarily animation cancelling. The purpose of weaving is using the dead portion of the GCD and fill it with damage. If an animation gets cancelled that’s just a byproduct because of the mechanics.
The purpose of animation cancelling is shortening the animation of a skill because this gives an advantage in itself. An example is block cancelling (don’t have to drop block and thus still receive block mitigation) or making skills connect faster (Executioner) or hiding the animation completely (Dawnbreaker).
Weaving and animation cancelling go hand in hand often but yet are distinct regarding the purpose.
You just gave an excellent argument why it IS animation canceling. “The purpose of weaving is using the dead portion of the GCD and fill it with damage.“ No one disputes the fact that that’s the reason people USE animation canceling, but doesn’t address the actual issue: it’s exploiting the GCD to get an edge.
This is backwards. @SmellyUnlimited
The person you quoted has it a little backwards as well. The time to charge a light attack is minimal and the skill will fire while the animation is still occurring. It is not filling any part of a GCD as the time a light attack needs to be charged is defined in game as is the GCD for the skill.
No one is exploiting the GCD. AC cannot shorten the GCD of a skill and it start after the skill has been activated, which is after the light attack. It is the animation that is longer than the GCD and that extra length is all that is shortened.
Which is why Zos did not see a concern in changing it and blessed it as legitimate meaning it is not an exploit at all.
So what if attack animations were changed to make them look more fluid? Would that not change your argument? If the skill fired the second the animation was done occurring, would canceling thus be impossible? This now appears to be an aesthetic problem; attack animations aren’t being portrayed correctly, and thus canceling is a side effect of this.
I do have a problem with a lot of attack animation so in th game:
1. Dual wield light attacks look clunky and much harder to work in than staff light attacks
2. 2H ^^
2. Werewolf animations are completely off. The skill connects without the wolf’s arms actually connecting on target.
We should not be defending ‘weaving’ if the above is true. We should be petitioning for a revamp of attack animations that accurately depict an attack. Weaving in essence becomes a quasi”add-on.” It’s a player created fix for poor programming. So many add-ons are player’s taking it upon themselves to optimize or rectify inadequacies in the UI. Buff timers, combat metrics, etc.
Let’s not rally behind animation canceling, and instead demand a fix for the inaccurate programming that gave rise to it.
Crafts_Many_Boxes wrote: »hamsterontherocksb16_ESO wrote: »I'm not on about abolishing it, I am on about if the game should be balanced around it.hamsterontherocksb16_ESO wrote: »It´s very simple: If you want to play with the grown ups, you have to put effort in it. If you, 95% of the game can still be done without animation cancelling.
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
In the times of old we used to have trials which could be cleared by a dedicated group reasonably well without being the very top end or requiring animation cancelling.
However now ZOS is pushing AC as a mechanic and encouraging weaving to be core gameplay, this means that it's now becoming an expectation to be able to do that and the game can be balanced around it.
I've also been an advocate for not making it a core mechanic because it pushes people with physical disabilities away from content they might have been able to previously achieve. Feanor has pointed out there are some accessible builds however so it might just be getting this knowledge into the hands of players.
There is a place for it being in the game and letting those who do it score better, run faster and have an easier time. If ZOS tries to match the content to those people though it leaves a damn lot more of the games population behind and continues to push the gap between good players and great players.
And this is where we differ. I fully acknowledge you point and agree to it to some degree. I´d just not pull the line at Score runs but some point before that. At DLC Trials. This is where a high degree of skill is needed. And this should be for the dedicated players who put in the effort, meaning players who learn how to weave/AC, whatever you want to call it.
You rightly say that ZOS now has AC as an expectation. And I agree that starting with (vet) DLC Trials (excluding Craglorn), weaving is important. But given how long ago weaving/AC was "introduced", I dont see why people still oppose it.
To the physical disabilities part. This is true and I feel bad for arguing about this point, however the game should not be designed about a minority. Since these degrees of disabilities vary even a fast paced rotation with no weaving can pose a challenge to some. One might argue that the general gameplay pace could be toned down so we would have near full inclusion, however the overwhelming majority of players prefers a face paced playstyle. Many many complained about the heavy attack meta from Morrowind because it was slowing down the game pace. So you have to make a wager between including the minority or maddening your majority. So I´m going with barring some players from playing the very endgame content.
It is also true that a very long time ago we did content without the need to weave. However - as with scaling in homestead and resource management in Morrowind - things changed. So treat this as one of those game changers. And like I said, 95% of the game are accessible without weaving. The only thing not doable are DLC vet trials and certain vet dungeons on HM. Questing, dungeon, even most vet dungeons, all normal trials including some vet trials... everything can be done without weaving.
I dont want the game to be "dumbed down" (I was really looking for a non-insulting way to phrase this) because people don´t manage to click a light attack before using a skill.
Would you be more okay with weaving if there was an ingame help article and a section in the tutorial about it? Because right now the only way to learn about it is to actively look for ways to increase dps, meaning asking guilds/reading guides which should definitely be handled way better. It is definitely an advanced mechanic, thats why I don´t see it in the "first 10 minutes of the game basic tutorial", however at some point (maybe around lvl 15- weapon swap) there could be a quest where this concept is introduced in form of a quest. I definitely would like to see that and it would be a good way to bridge the gap from good to great players.
(Edited for clarity, to clean up some horrible grammar and put in the part about disabilities)
ZOS will NEVER put in any explanations about weaving (the kind of weaving where you clip the LA animation and actually gain dps) or animation cancelling because the core concept is ridiculous from a game design standpoint. What game is going to advocate clipping their own animations to push your damage numbers up? That'd be like Nintendo making tutorials about how to bomb jump and hop-run in the old Zelda games.
Can you imagine the backlash in the general gaming community that such a tutorial would create? You know, where things like animation cancelling don't exist outside of fighting games? I tried explaining animation cancelling to my gaming friends who don't play ESO and they said it sounded like literal cancer mixed with art-ism (spelled that wrong, you get the idea).
The fact that they've acknowledged the "mechanic" at all is deeply troubling and the fact that they've started tuning content around it is equally troubling.
hamsterontherocksb16_ESO wrote: »
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
Your petulance is noted. I work in the industry and as is common you make your big hires early on, create the game and then go into maintenance. I think most know that 'anim canceling' was previously considered an exploit, and then adopted officially, because ZOS will not prioritize nor has the resources to fix what is a long-standing failure in their game.
What is relevant is that this will never be addressed - it's far too late in the game.
What do you do about it? Macro it like everyone else in the game does; do it manually to a greater effect even though it's incredibly tedious; consider finding another game.
[edit] OP : I just want to add that I refuse to recommend this game to any of my DAoC friends because of anim canceling.
/end
And? You still can't go any quicker than the GCD and are forced to wait out the time of the block animation (I know some instances abort the block animation before it finishes moving to the 'block' stance, but there's still the 'reset' and still no GCD bypass.Merlin13KAGL wrote: »
You realize Block cancelling is only good, well, if you need to block, right? Otherwise, it servers no purpose.
And you can't shorten a heavy attack and still get resources. It has to be a full.
Shorten it, it becomes a medium, and no resource return (again, zero purpose unless restarting your rotation).
1) Anim canceling with block really has nothing to do with blocking. You are only blocking for milliseconds.
I don't see how you can use that argument that a heavy attack can be shortened? If you know your weapon, you can know roughly how long is required to get a resource restore. As long as you let go after that minimum period, you can use a skill, barswap, or block to weave in and 'cancel' the followthrough/recovery part of the animation.
hamsterontherocksb16_ESO wrote: »
Macro? As in program it into your skills via your keyboard software? Dont!
Its against TOS and might ban you. Not everyone does that. Basically noone does that, at least noone who wants to keep their account. What gives you the impression that people macro that?
I'm not hating on you for not knowing, but if you watch any of the top streamers for this game they macro. It's pretty obvious when you know what to look for. LA weaves, canceling with block / interrupt, heavy attacks to get resources are all considerably shorter than their animations -- those are all commonly macro'd and they won't ban you for it.
I don't see how you can use that argument that a heavy attack can be shortened? If you know your weapon, you can know roughly how long is required to get a resource restore. As long as you let go after that minimum period, you can use a skill, barswap, or block to weave in and 'cancel' the followthrough/recovery part of the animation.
hamsterontherocksb16_ESO wrote: »
Ummm... no... if have seen people like Alcast and Gilliamtherogue say things like: "I messed up some weaves there" which indicates they are doing it manually. They just have gotten very very good given the time they play and do dummy parses for their theorycrafting. If I were to do 4 to 6 hours of dummy parses for several day to test new sets in serveral combinations I´d be hell of good in clipping and weaving as well.
These guys simply are that good. No macros. Macros are using 3rd party software to improve your performance in the game. No way in hell ZOS will let that be.
Sure some people use macros but usually not the pros because they wont risk their accounts. If you want to risk yours feel free to do so. All I can say its against ZOS TOS so they legally have the right to ban you for it.
hamsterontherocksb16_ESO wrote: »hamsterontherocksb16_ESO wrote: »
Macro? As in program it into your skills via your keyboard software? Dont!
Its against TOS and might ban you. Not everyone does that. Basically noone does that, at least noone who wants to keep their account. What gives you the impression that people macro that?
I'm not hating on you for not knowing, but if you watch any of the top streamers for this game they macro. It's pretty obvious when you know what to look for. LA weaves, canceling with block / interrupt, heavy attacks to get resources are all considerably shorter than their animations -- those are all commonly macro'd and they won't ban you for it.
Ummm... no... if have seen people like Alcast and Gilliamtherogue say things like: "I messed up some weaves there" which indicates they are doing it manually. They just have gotten very very good given the time they play and do dummy parses for their theorycrafting. If I were to do 4 to 6 hours of dummy parses for several day to test new sets in serveral combinations I´d be hell of good in clipping and weaving as well.
These guys simply are that good. No macros. Macros are using 3rd party software to improve your performance in the game. No way in hell ZOS will let that be.
But I have to admit, just by a quick google I could not find a statement from ZOS that explicitly says macros are forbidden.
But why would they, its all in their TOS:
"You agree not to use any hardware or software or any other method of support that is not authorized by ZeniMax or that may in any way influence or advantage Your playing abilities, or influence or advantage Your use of the Services. Third party tools, the use of "bots", "speed hacks", "deep-link", "page-scrape", "robot", "spider", algorithms or other programs that copy or monitor any part of the Services (including, but not limited to, the Game(s) and/or forums), software that transmits, manipulates, or distributes (including, but are limited to, "mirroring") the data stream or any aspect of the Services to another computer, server websites or other publication or distribution media, or software that permits You to use Services without human input are examples of methods not authorized by ZeniMax."
Sure some people use macros but usually not the pros because they wont risk their accounts. If you want to risk yours feel free to do so. All I can say its against ZOS TOS so they legally have the right to ban you for it.
SmellyUnlimited wrote: »SmellyUnlimited wrote: »Weaving isn’t necessarily animation cancelling. The purpose of weaving is using the dead portion of the GCD and fill it with damage. If an animation gets cancelled that’s just a byproduct because of the mechanics.
The purpose of animation cancelling is shortening the animation of a skill because this gives an advantage in itself. An example is block cancelling (don’t have to drop block and thus still receive block mitigation) or making skills connect faster (Executioner) or hiding the animation completely (Dawnbreaker).
Weaving and animation cancelling go hand in hand often but yet are distinct regarding the purpose.
You just gave an excellent argument why it IS animation canceling. “The purpose of weaving is using the dead portion of the GCD and fill it with damage.“ No one disputes the fact that that’s the reason people USE animation canceling, but doesn’t address the actual issue: it’s exploiting the GCD to get an edge.
This is backwards. @SmellyUnlimited
The person you quoted has it a little backwards as well. The time to charge a light attack is minimal and the skill will fire while the animation is still occurring. It is not filling any part of a GCD as the time a light attack needs to be charged is defined in game as is the GCD for the skill.
No one is exploiting the GCD. AC cannot shorten the GCD of a skill and it start after the skill has been activated, which is after the light attack. It is the animation that is longer than the GCD and that extra length is all that is shortened.
Which is why Zos did not see a concern in changing it and blessed it as legitimate meaning it is not an exploit at all.
So what if attack animations were changed to make them look more fluid? Would that not change your argument? If the skill fired the second the animation was done occurring, would canceling thus be impossible? This now appears to be an aesthetic problem; attack animations aren’t being portrayed correctly, and thus canceling is a side effect of this.
I do have a problem with a lot of attack animation so in th game:
1. Dual wield light attacks look clunky and much harder to work in than staff light attacks
2. 2H ^^
2. Werewolf animations are completely off. The skill connects without the wolf’s arms actually connecting on target.
We should not be defending ‘weaving’ if the above is true. We should be petitioning for a revamp of attack animations that accurately depict an attack. Weaving in essence becomes a quasi”add-on.” It’s a player created fix for poor programming. So many add-ons are player’s taking it upon themselves to optimize or rectify inadequacies in the UI. Buff timers, combat metrics, etc.
Let’s not rally behind animation canceling, and instead demand a fix for the inaccurate programming that gave rise to it.
The first sentence of yours I placed in bold does not change anything. Maybe it is how you worded it that does not convey any change in animations being longer than required for the skill.
1. not true
2. not true
3. not sure but considering the first two were not correct I expect the same is for here.
Nice post though and good try.Crafts_Many_Boxes wrote: »hamsterontherocksb16_ESO wrote: »I'm not on about abolishing it, I am on about if the game should be balanced around it.hamsterontherocksb16_ESO wrote: »It´s very simple: If you want to play with the grown ups, you have to put effort in it. If you, 95% of the game can still be done without animation cancelling.
Just because one bad player is too lazy to put in some effort you´re discussing about abolishing a system that has been around for ages and is a fundamental part of the game. The game has - in part - been designed around it. Abolishing it will screw over most of the endgame content.
Yes, animation cancelling was never meant to happen, but ZOS has accepted it as part of the game. So deal with it. Dont blame your bad performance on external factors.
In the times of old we used to have trials which could be cleared by a dedicated group reasonably well without being the very top end or requiring animation cancelling.
However now ZOS is pushing AC as a mechanic and encouraging weaving to be core gameplay, this means that it's now becoming an expectation to be able to do that and the game can be balanced around it.
I've also been an advocate for not making it a core mechanic because it pushes people with physical disabilities away from content they might have been able to previously achieve. Feanor has pointed out there are some accessible builds however so it might just be getting this knowledge into the hands of players.
There is a place for it being in the game and letting those who do it score better, run faster and have an easier time. If ZOS tries to match the content to those people though it leaves a damn lot more of the games population behind and continues to push the gap between good players and great players.
And this is where we differ. I fully acknowledge you point and agree to it to some degree. I´d just not pull the line at Score runs but some point before that. At DLC Trials. This is where a high degree of skill is needed. And this should be for the dedicated players who put in the effort, meaning players who learn how to weave/AC, whatever you want to call it.
You rightly say that ZOS now has AC as an expectation. And I agree that starting with (vet) DLC Trials (excluding Craglorn), weaving is important. But given how long ago weaving/AC was "introduced", I dont see why people still oppose it.
To the physical disabilities part. This is true and I feel bad for arguing about this point, however the game should not be designed about a minority. Since these degrees of disabilities vary even a fast paced rotation with no weaving can pose a challenge to some. One might argue that the general gameplay pace could be toned down so we would have near full inclusion, however the overwhelming majority of players prefers a face paced playstyle. Many many complained about the heavy attack meta from Morrowind because it was slowing down the game pace. So you have to make a wager between including the minority or maddening your majority. So I´m going with barring some players from playing the very endgame content.
It is also true that a very long time ago we did content without the need to weave. However - as with scaling in homestead and resource management in Morrowind - things changed. So treat this as one of those game changers. And like I said, 95% of the game are accessible without weaving. The only thing not doable are DLC vet trials and certain vet dungeons on HM. Questing, dungeon, even most vet dungeons, all normal trials including some vet trials... everything can be done without weaving.
I dont want the game to be "dumbed down" (I was really looking for a non-insulting way to phrase this) because people don´t manage to click a light attack before using a skill.
Would you be more okay with weaving if there was an ingame help article and a section in the tutorial about it? Because right now the only way to learn about it is to actively look for ways to increase dps, meaning asking guilds/reading guides which should definitely be handled way better. It is definitely an advanced mechanic, thats why I don´t see it in the "first 10 minutes of the game basic tutorial", however at some point (maybe around lvl 15- weapon swap) there could be a quest where this concept is introduced in form of a quest. I definitely would like to see that and it would be a good way to bridge the gap from good to great players.
(Edited for clarity, to clean up some horrible grammar and put in the part about disabilities)
ZOS will NEVER put in any explanations about weaving (the kind of weaving where you clip the LA animation and actually gain dps) or animation cancelling because the core concept is ridiculous from a game design standpoint. What game is going to advocate clipping their own animations to push your damage numbers up? That'd be like Nintendo making tutorials about how to bomb jump and hop-run in the old Zelda games.
Can you imagine the backlash in the general gaming community that such a tutorial would create? You know, where things like animation cancelling don't exist outside of fighting games? I tried explaining animation cancelling to my gaming friends who don't play ESO and they said it sounded like literal cancer mixed with art-ism (spelled that wrong, you get the idea).
The fact that they've acknowledged the "mechanic" at all is deeply troubling and the fact that they've started tuning content around it is equally troubling.
The explanation is rather simple.
1. Skills have a required GCD that must complete for the skill to fire and this is not tied to the animation.
2. Being able to block, and more at full speed is required for playing this game. Being locked in an animation would be deadly.
As a result we may block at any time. If the GCD, or longer required time for activated abilities, has passed the skill fired, If not the skill does not fire.
That is why it persists.
Many games have simplistic defense mechanisms such as percentage shield and dodge chance build in. Their damage is more cartoonish in that it is merely move out of red and the healer can keep you up. ESO is not very forgiving on damage. Most players that die died because they messed up, not because of the healers.
What’s with the rise I complaints about animation cancelling? You do not need to be good at it to do well. Most people are prevented from high end ac by latency anyway and plenty of AU and Asia players on NA complete all endgame content on vet HM. Just go through your rotation and light attack weave and don’t worry about it. Anyone should still be able to easily pull over 20-25k dps without animation cancelling as long as you know your build and CP and most importantly your rotation. And that’s enough dps for any content if you have a good group and know your mechanics.
I would love to get to high end someday and my latency is 90-120, too bad this is basically my first mmo and I’m complete trash at it..or it might have to do with going from console to pc and constantly hitting wrong keys, either way it bothers me that no matter how hard i try I’ll never get to end game
I can only speak on my own behalf, but IMO your example still doesn't prove that macros must be being used. My experience with both an inferno staff and dual-wield is that after some time with the weapons you can tell either from sound or animation how far into the wind-up you are. For the bow, that 800ms 'extra' is a full 50% increase in time upon the point of resource restore, which is quite noticeable - something like http://www.holdthebutton.com/ can give you an idea on how much longer 2.4s feels vs 1.6s (and that's without the visual cue to help judge it).
I don't see how you can use that argument that a heavy attack can be shortened? If you know your weapon, you can know roughly how long is required to get a resource restore. As long as you let go after that minimum period, you can use a skill, barswap, or block to weave in and 'cancel' the followthrough/recovery part of the animation.
Take Bow for example: 1600ms to full heavy... that's full damage gained from heavy as well as the resource restore. You can potentially hold it until 2400ms where you will accrue neither additional damage or additional resources restored. So, 800ms you are standing there holding HA. Your walk speed is reduced as is your ability to LoS or use other skills. (e:) You also open yourself up longer to be interrupted.
The same goes for all other weapons. This is both an increase in DPS and tactical advantage in PvP.
The homie that did these tests macro'd down to 100ms increments to find these results.
If you don't think PvPers, who will do most anything for an advantage, are not macro'ing on a mass scale than we are not playing the same game. ZOS did this to themselves with poor game design.