Mastery404 wrote: »
Mastery404 wrote: »
A 2015 ESO live, where Wrobel acknowledged they "are embracing it. It's a part of the game, and we want people to be doing it". His words. (Edit to embed link)https://www.youtube.com/watch?v=ThZtwhYkKSs
Mastery404 wrote: »
A 2015 ESO live, where Wrobel acknowledged they "are embracing it. It's a part of the game, and we want people to be doing it". His words. (Edit to embed link)https://www.youtube.com/watch?v=ThZtwhYkKSs
BOOOOOOOOOOOOOM!! /thread!!!!!
like its official, its not called Cancel casting, its called Animation Canceling and what you dont understand is that it's precisely due to animation canceling that makes ESO's combat so fast and fliuid and sets it apart from its competition.
Due to bugs, combat is the ONE REDEEMING factor ESO has anymore. and youre going to try and petition to eliminate that?
LOL. kill the thread, please.
I like when "pro" players (not pro in fact) protecting "weaving" or talking about something, that has nothing to do with the initial post.
If you just can't read - are you sure, that you are 'pro'? Lol, not.
Please, point me where I am fighting against 'weaving'? If you can't - then, you are ignorants, sorry.
I am talking about animation cancellation, when skill does NOT visually playing at all. And I am suggesting (one of options) to allow AC with any skill or attack, as long as it became a 'feature'. How does it would affect your lovely weaving? Right - nohow. WTF you are arguing here then?
AC ruins PVP experience completely, when victim has no clues about his enemy actions. Completely has no clues, because skills and attacks becomes 'invisible' for him! (That's why last screenshot here - just a visual example for some slow and low visitors). Not enemy by himself, but his actions.
Was it intended by ZOS? Not. Otherwise why skills has their unique visuals and not just all the same "weapon smashing"? Answer is obvious, right? For me - yes.
And not, this is not the same as attacking from stealth. Stealth was intended and designed like that, and you can not be 100% time in the stealth while attacking at the same time.
Lol, I feel myself like a teacher who explan '2+2' for low school kids
Weaving is animation cancelling. When you light attack weave, you are cancelling the recovery portion of the light attack animation with the skill. This is the literal definition of animation cancelling: to cancel the animation of one action with another. So yes, you are talking about weaving.
There are visual cues to the action that aren't the character animation in itself. I just tested in-game with two friends, both against a target dummy (out of PVP combat) and against one of them (in PVP combat), and they can still see the slash effect of the base morph of Venomous Claw, Searing Strike. I doubt morphing would do much, so you absolutely can see the visual cue of Venomous Claw. Heroic Slash I tested myself against a target dummy, and while it was a much quicker animation which does make it harder to notice, you can notice it. A bunch of sparks pop out of your target when the attack connects. Given the fact that I also tested Searing Strike against a target dummy solo, and I had the exact same results as with my two friends, it's a fair assumption that Heroic Slash is the same. So there absolutely is visual cues to skills, you just need to know how to spot them.
Even without visual cues, though, there are other ways to tell you've been hit with skills. The main part of Venomous Claw is the dot, which will show up as a status effect in your buffs/debuffs list, which you should have given it is now a base game feature, but even then you have addons so S'rendarr is a much better choice.
And yes, it was absolutely intended by Zenimax. The current state of blocking in all content relies on animation cancelling to be done reliably. Same with roll dodging, same with bar swapping (go into veteran Maelstrom and try completing the last stage frantically keeping your heals going without bar swap cancelling), same with light/heavy attacking (some mechanics rely on light/heavy attacking, sometimes you need the resources/ultimate, and it adds more depth to combat). Trust me when I say that even if block cancelling were removed, you would want it added back in the moment you feel how sluggish and unresponsive combat becomes.
Aren't you in the Jen Psaki club?
When ZOS said it wasn't intended - you still say it was. Okay
Visual cues? Where? In the spherics circumstances? Lol, how about always lagging and loosing packets Cyro?
Your attempts to defend obviously broken and bad designed mechs has no sense absolutely.
This crap can be protected only by: macro-users or that ones, who living closer to server (not geographically - prevention of ignorants responses) and has this onnly advantage, without that they can't do anything.
Lol-Pros
Crafts_Many_Boxes wrote: »Argument is the same as it's always been. Camp A says that it's an exploit that ZOS didn't feel like fixing, camp B says that it's a feature.
What I've never understood though is the whole "game would be too slow" argument. Like, a 1s GCD isn't really all that slow. I feel like the vast majority of the gaming community as a whole is fine with the idea of that pace, the players who actually like it faster are a vocal minority just trying to keep their advantage because I guess they all live in the speed force or something.
It's true that the game is built around cancelling now though. If there were a proper 1s GCD in place, where it was literally 1 action per second, then weaving would become a lot slower and dps would go down by a good bit. I'm sure most content would still be very much complete-able, but vet trials would definitely have to be re-tuned. In the long run, I think it would be worth it, but ZOS isn't about to put so much time into something that the casuals don't notice and anyone who sticks around long enough to care will probably stay for other reasons.
Again, if animation cancelling were removed, you'd want it added back in the moment you feel how sluggish the combat system is. Go into any decently hard veteran dungeon and wait for the whole animation of every action to complete before starting another. Wait for your character to return to the idle pose. Do that, then maybe we can talk. Until then, you have no idea what you're talking about, and if you had your way, you would ruin the game for everybody.
MisterBigglesworth wrote: »None of the poll options is ideal.
I have always maintained this one simple rule:
If you cancel the animation, you cancel the damage.
Doesn't matter if you cancelled it by blocking, or bar swapping, or dodge-rolling, or whatever. If you cancel the animation, the damage is cancelled as well.
Yes, I know about 'instant', prob you too if only you were able to read just 1st post... if only...
Also, I see no reasons to not allow AC with ANYTHING, as it was suggested in the 1st post
But reading sucks, right?
I wasn’t referring to your initial months old post that got necrod. Rather I’m addressing the current conversation, which with this topic always devolves to how animation cancelling is a bug or exploit or somehow unfair when it is neither of these things.
To address your inital concern about macros tho, macros are not really a thing in this game. Anything a macro can do, a person can do. And the game is too situational and dynamic for a sequence of macros to ever really be effective. The only place where I see macros maybe being applicable is ganking, since if done right you control the whole process from engagement->kill in a gank. Other than that, anyone who has experience playing at a higher level will tell you macros are irrelevant.
Just watched your vidhttps://youtu.be/eOUEzQ4k0GE?t=6s
Right from the start all see is abusing lower ping. Have any of you seen any skill used from 0:06 to 0:10? I've seen Dawnbraker and Jabs once.
And this is at your side! At your side it is barely visible already! What enemies have seen there? Do you really want to know? Nothing.
You can not post unneeded walls of text here, just make it shorter: "I wanna keep my advantage - that's it"
I.e. Liquid Lightning
My sorc raises her hand in the air, then moving down, like trying to pull something from the sky and then finally a lightning pool creates. This is a solid 1 sec long ritual and damage starts only at the end of it.
Other option: press skill and then block
lightning pool creates instantly without any crappy and long animations.
0.3-0.4 sec to 1st damage tick and you still have 0.6 sec window to use LA, until skill's GCD finishes up and allows you to use another skill
Why video with that guy popped here? How does it proves a point that this is NOT a bad game design.
At 3th page I am repeating that this is bad game design. 'Design' ~= 'bug'
Please, hand up who cant understand that.Again, if animation cancelling were removed, you'd want it added back in the moment you feel how sluggish the combat system is. Go into any decently hard veteran dungeon and wait for the whole animation of every action to complete before starting another. Wait for your character to return to the idle pose. Do that, then maybe we can talk. Until then, you have no idea what you're talking about, and if you had your way, you would ruin the game for everybody.
Again? Wow
Seriously, how many time surrounding you ppl usually talking to you the same things in hope you'll finally get them?
Personally me, again, in 100th time, specially for you, supporting the idea allowing AC with anything. It's even literally above any of my posts - poll option.
But you still talking to me, that removing AC is bad. Are you OK?
DocFrost72 wrote: »You clearly have no idea what you are discussing if you think there is a point to forcing animations after you are hit.
Point of advice: Arya knows a *lot* more about the game than most. Prolly more than I ever will regarding pvp. It's not smart to debate someone who knows more than you do.
Man, you clearly have no idea about that text, that you even quoted - you just can't read.
Point of advice: read several times before post.
Side note: I never said about "forcing animations after you are hit"
You have shown yourself from the best side here
I.e. Liquid Lightning
My sorc raises her hand in the air, then moving down, like trying to pull something from the sky and then finally a lightning pool creates. This is a solid 1 sec long ritual and damage starts only at the end of it.
Other option: press skill and then block
lightning pool creates instantly without any crappy and long animations.
0.3-0.4 sec to 1st damage tick and you still have 0.6 sec window to use LA, until skill's GCD finishes up and allows you to use another skill
Attention, the question: why that skill even has animation? make it optional: if someone like this visual stuff, then he would use it.
If someone not - he would turn off animations and would play without them. Basically, no any skills would have animations and the only pause between them would be internal cooldown.
Hey, ZOS, if you call this as 'feature', then, in respect to your customers and supporting your own words, make it optional.
This is not only just getting rid of boring animations. This is actually increasing your DPS, drastically.
Btw, that loading screen tip says "use LAs in between of skills", not "to cancel it"
Also, why there is no tip with "use block to cancel full animation of our badly designed skills"?
Mastery404 wrote: »
A 2015 ESO live, where Wrobel acknowledged they "are embracing it. It's a part of the game, and we want people to be doing it". His words. (Edit to embed link)https://www.youtube.com/watch?v=ThZtwhYkKSs
GreenSoup2HoT wrote: »Animation canceling looks trashy though not gonna lie.

I dont understand why we even have animatons. Why not remove all this annoyances and just make a popup-list of what kind of damage we want to do. Then a button pops up and we click it as fast as we can. After that they can make a summary how the fight went. Voila, combat in ESO in a nutshell.
Seriously, this games combat is a joke in the mmo-community.