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Animation cancelling and you! (Thread 99999)

DanielWinterborn
DanielWinterborn
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Why are there animations if they can be cancelled? This is ridiculous and very easy to exploit and I'm going to tell you how.

You don't need a super macro for it or anything, you cancel animation by blocking, pressing your right mouse button or swapping weapons. But why go to all that trouble when you can do it in a very simple way?

I keep wondering how some people can get 5+attacks in under 1 second which is too much if you ask me and I think I got it figured out.

The way this works (I think) is that people that abuse the system are using a simple macro like this :

Skill 1 "Javelin" , macro key 1 to do : 1+right click
Skill 2 "Vampire Bane" , macro key 2 to do : 2+right click
etc

If you press right click, just tap it, you will notice that the block animation is very short compared to the skill animation itself so basically all they do is smash 3 buttons and perform 6 actions in the time it takes to perform just 1.

How will ZOS ever fix this? They won't because there are too many leet players and streamers (God's of ZOS) that do the same thing. They way to go here would be that during casting, like channeled casting, if you block before the animation is done the skill is cancelled. Or they could easy make it so that while casting you can't block or swap weapons.

That's how I see a fair playing field, of course this concerns PvP.

I'm not saying this because somebody killed me and I'm angry, I do very well in BG's, 90% of the time I'm nr 1 or 2 in my team. I'm saying it because I know people who quit because of this, they like the pvp idea and how it flows but when it comes to ESO pvp it's something else. You don't need in game skill that much as long as you can macro or mash the keyboard like a pro.

I see a lot of new level 50 players that can't hold a torch against the animation cancelling guys. I myself often die to them, that's why instead of having a melee build that's going in for the kill I prefer a ranged build with sustain and defense that does mediocre damage.

I know this will get brushed to the side but there's my two cents about it.
  • Valve
    Valve
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    Is this actually a serious post?
    This can't be right?

    ESO has a 1 second global cooldown between skill casts.
    After you use a skill, you can't use another skill no matter if you block cancelled the animation until another second has passed.
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  • DanielWinterborn
    DanielWinterborn
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    Valve wrote: »
    Is this actually a serious post?
    This can't be right?

    ESO has a 1 second global cooldown between skill casts.
    After you use a skill, you can't use another skill no matter if you block cancelled the animation until another second has passed.

    It's actually very serious, with that 1 second cool down you are talking about, it should take 5-6 seconds to kill someone decent in PvP, enough time to swap bars and heal or go into mist form, fight back, etc. But it happens in BG's all the time, damage from the same player (mostly nb). One second you're full life going to the fight and then 5+ skills on you out of nowhere and you're dead. There are instances where I fight 4 players when I'm alone and I have enough time to purge + mistform and get out of there in time, other times dead in one second.
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  • Mayrael
    Mayrael
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    Valve wrote: »
    Is this actually a serious post?
    This can't be right?

    ESO has a 1 second global cooldown between skill casts.
    After you use a skill, you can't use another skill no matter if you block cancelled the animation until another second has passed.

    Just this. What most people see as "multiple skills hit me in short period of time" is mostly caused by lags, delay, FPS spikes etc.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


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  • MaleAmazon
    MaleAmazon
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    Response 999999+1:

    Weaving makes combat more fluid in ESO. It is the same as shoot and scoot in RTS games, and the next best thing to timing implemented on purpose. Quite frankly ESO has one of the most engaging combat systems I´ve played, so long as it´s responsive, ie not in PvP. Fast paced vMA is fun as Finedrin. Macros, lag and getting hit by 4 skills in 0.5 seconds is frustrating, but when it gets too frustrating, just realise that you can do other things.

    It has been explained many times that if you didn´t have weaving combat would be almost unplayable as you could not respond to enemy actions.

    ESO does however need a way to separate players so that you do not always face animation cancelling minmaxers with full gold armor in PvP, which is the case now. A ranking system would help a lot imo.
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  • Kikke
    Kikke
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    Mayrael wrote: »
    Valve wrote: »
    Is this actually a serious post?
    This can't be right?

    ESO has a 1 second global cooldown between skill casts.
    After you use a skill, you can't use another skill no matter if you block cancelled the animation until another second has passed.

    Just this. What most people see as "multiple skills hit me in short period of time" is mostly caused by lags, delay, FPS spikes etc.

    This.
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  • Royaji
    Royaji
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    Most of the time "five skills in 1 second" ends up being 2 dot ticks, light attack, dizzying swing and executioner. Normally landed over two seconds as well but people like to exaggerate
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  • Asmael
    Asmael
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    I keep wondering how some people can get 5+attacks in under 1 second which is too much if you ask me and I think I got it figured out.

    The way this works (I think) is that people that abuse the system are using a simple macro like this :

    Skill 1 "Javelin" , macro key 1 to do : 1+right click
    Skill 2 "Vampire Bane" , macro key 2 to do : 2+right click
    etc

    Honest question: what do you think macros are?

    Better ask in case you think they have some mystical powers that allow them to change the order of existence or anything.

    How to make a shiny recap which makes people think you are abusing the hell out of macros: use as many proc sets and effects, use Lethal arrow > light attack > Poison injection from stealth and watch your enemy blow up from full HP in 3s from the first second where he starts to take damage. Everything will land at the same time, and yet up to 10 different damage sources will hit him.

    Evidence below:

    0f681c8de9.png

    As a bonus, you can even get near your target, use LA > dbos, LA > execute to add even more things to your target's recap (if he even has an addon which allows him to see all that hit him within the past seconds).

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  • Azuramoonstar
    Azuramoonstar
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    thanks, but no thanks

    animation locking is horrible.


    every action game has animation canceling because locking a character will mess them up.
    Long time mmo player: 2004-[current year]
    Long time Elder scrolls player: Xbox launch morrowind.
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  • blnchk
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    every action game has animation canceling because locking a character will mess them up.

    But not every action game lets cancelled skills deal damage. I see this argument so often in these threads, and it's (perhaps deliberately) ridiculous. There's enough misinformation floating about as it is.
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  • Azuramoonstar
    Azuramoonstar
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    ovinnik wrote: »
    every action game has animation canceling because locking a character will mess them up.

    But not every action game lets cancelled skills deal damage. I see this argument so often in these threads, and it's (perhaps deliberately) ridiculous. There's enough misinformation floating about as it is.

    no misinfo really, in those cases there is a weird disconnect between the actions animation, and the action making contact in the data.

    I've seen it happen in games, and nothing anyone can do. it just how the ones and zeros land at times.
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  • MaleAmazon
    MaleAmazon
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    But not every action game lets cancelled skills deal damage.

    ESO only lets insta-cast skills deal damage. Any way you cut it in order to get better you need to be able to click the left mouse button and then quickly use your left hand (light attack weaving) and being able to hold down the left mouse button while regularly and with some timing pressing a button with your left hand (heavy attack weaving). Unless you have a disability this isn´t that hard.

    Again; if you could not weave on the offensive, the "strategy" in this game would be skill spam since you could not do combos. SnipesnipesnipesnipeWBWBWBWBWBWB still actually works.
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  • Sylosi
    Sylosi
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    Animation cancelling in games as a mechanic is good, it raises the skill cap. (though granted that may be undesirable depending on your playerbase)

    Problem with ESO is that the animation cancelling is poorly implemented, in a well designed game ani cancelling means you reduce the overall length of the animation by being able to cancel it at some point towards the end thereby allowing you to go into your next skill earlier giving you an advantage.

    But of course in that situation your opponent still sees most of the animation, problem in ESO is you can often cancel ridiculously early to the point there is often no meaningful animation, that is terrible design, but then I hear it wasn't designed in this game and was basically something unintended they had overlooked, but couldn't fix without I assume too much work, so it got called a "feature".

    (also OP seems slightly confused you can't use normal skills earlier with ani cancelling in ESO because they are still subject to GCD, only things like light attacks, bash, ultimate, etc)
    Edited by Sylosi on August 11, 2018 12:10PM
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  • Rungar
    Rungar
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    not everything is on the 1 second cool-down.

    Light/heavy attack isn't and ultimate isn't.

    so any programmable device that lets you add a light attack and ultimate (when up, some classes have very cheap ultimates)to the firing sequence gives you a technological advantage. Aka "Burst"

    the only real weakness of this game as all you need is a little lag and your hit 5+ times in a second and whether you agree or not the players "perception" is that there is something unfair going on.

    so if your getting the wall of abilities its fair to believe the other guy has something you don't have. Not that you cant do the same thing, its just less efficient manually.

    not so much cheating as a bad , poisonous design consider the overwhelming complaint about this game is bad dps.

    they should just level the playing field and add basic macros to the base game to at least allow a light attack to be bound to ability buttons.
    It's 0.0666 of a second to midnight.

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  • MaleAmazon
    MaleAmazon
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    Part of this is just... the rules of the game. When your goal is to kill another player, it is innate that you must do damage over a short period of time to prevent them escaping, healing, other people joining in, etc. It is as natural as rushing strategies and economic boom strategies in RTS games; which also get nerf/change threads. Yes the game is too laggy/fast paced sometimes... but TBH if you are faced with a player who has designed his entire gear and playstyle around a burst combo... you learn to improve in order to be able to respond to that, even if it´s just an escape plan. Not write a "ZOS please redesign the entire game because I have 0 coordination and patience" thread... <3
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  • BigBadVolk
    BigBadVolk
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    Omg this again. :unamused: Instead of beating a dead horse

    There isnt any horse left by now :(
    "The ass is similar to the opinion: Everyone has it, but no one cares about the others!"
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  • evoniee
    evoniee
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    OP not pretending bois .......
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  • Troneon
    Troneon
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    ZO$ lack the skilled devs to fix 90% of the issues in the game, animation cancelling was one of these issues that was never intended to be part of the game but due to ZO$ never addressing it, everyone was abusing it, they lacked the skills to fix it, lacked the will to spend money on fixing it, the white washing excuses ZO$ were giving were not working anymore so what did ZO$ do?

    Pretend it was all part of the plan and intended saying they actually want players to "embrace" it....

    Freeing them of any and all responsibility for this BS....and they do not have to fix it anymore...a large chunk of the people abusing it accepted this BS reasoning because if they did fix it, they would lose a crap ton of DPS and also those abusing it would not be able to anymore....

    This is like 99% of the issues in this game that never get addressed....if it's not worth spending money on to fix it (pvp) and does not give a profit, if the lack the skills necessary to fix it....

    "It's intended".... move along nothing to see here...

    Ignore all the ZO$ defenders....it is exploitable and has always been exploitable...





    Edited by Troneon on August 11, 2018 11:24AM
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  • Katahdin
    Katahdin
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    BigBadVolk wrote: »
    Omg this again. :unamused: Instead of beating a dead horse

    There isnt any horse left by now :(

    Its a pile of horse hamburg now
    Beta tester November 2013
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  • SilverWF
    SilverWF
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    I wouldn't say where is it from and what soft can do this. And this is not a full script, just a part of it (but main part).

    1
    ...
    Send 1 down
    Sleep randlow
    Send 1 up
    Sleep randbig
    Send RButton down
    Sleep randlow
    Send RButton up
    ...
    Translation: when you pressing button "1" on your keyboard, then the game would receive this signals: button 1 pressed, short delay, button 1 released, longer delay, Rmouse pressed, short delay, Rmouse released.
    And you can do that with any button and add even more commands, like LA or bash.

    Sooooo skilled, yeah :D

    The main problem, that ZOS are PROVOKING to do that, with their long, boring, dumb and clunky animations, that can be completely(!) skipped - I never seen that crap in the any MMO and I've played a lot of them.
    Edited by SilverWF on August 11, 2018 11:30AM
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  • jcm2606
    jcm2606
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    Please just let this horse die already. Stop resurrecting it a million times over, only to be proven time and time and time again that you are wrong.

    No. Animation cancelling does not allow multiple skills to be used within 1 second. The most you can do within a single second is use multiple distinct actions, ie a skill, a light/heavy attack, block, bash, etc. LA -> Skill -> Bash within a single GCD is valid, LA -> Skill -> Skill -> Bash is not.

    No amount of animation cancelling can bypass the GCD. If you're dying to a player within less than 5 or 6 seconds, you are either dying to a lot of upfront burst damage, or you are being shredded by multiple dot's over that 5 or 6 seconds. You can see this any time you look at a combat log from an addon like Combat Metrics. Each actual skill is only being cast about every second or so, but between each skill cast dot's and delayed components are ticking away automatically.

    I even pointed this out in another thread, where the OP tried posting their combat log to prove that animation cancelling was killing him, when in fact what was killing him was 5+ dot's, 1 of which was oblivion damage that cannot be mitigated (you can guess as to which set this came from). What killed him ultimately was him not countering those dot's, as he was actually on a Nightblade, and so could have used Cloak to defend himself, as any damage is hardcoded to miss when you are cloaked. All he had to do was hit Cloak a few times to ease some of the pressure off, and either get some healing going or purge the dot's, and he would have been good.

    If you are dying to upfront burst damage, really the only way to counter that is to see it coming and get ready for it. Most builds that rely on burst, namely Nightblade's, actually cannot survive if that burst fails. A lot of top tier Magicka Nightblade's in fact have a rule, where if they don't think they can burst you down within 4 or 5 seconds, they won't even try taking you, because they know you'll likely win.

    And finally, as I explained in another thread related to animation cancelling, if it was removed I can guarantee you would want it added back immediately. Any sort of defensive action, namely block and dodge roll, outright rely on animation cancelling to be done effectively.

    Because Zenimax elected to have combat be active in ESO, you must actively block and dodge incoming attacks, rather than the game having it do it automatically based on a number. In order to do so, you actually have to be able to block or dodge when necessary. You cannot be stuck in some long animation, else you will die. That is why they implemented the priority system, where certain actions follow a hierarchy (dodge > block > bar swap > skill > light/heavy attack), and when you use a higher priority action, it will take precedence over any lower priority actions you are currently performing.

    This is why animation cancelling is a thing in the first place, because blocking is a higher priority action, and so cancels your skill (and by extension your skill's animation). Even though it is called animation cancelling, you aren't actually cancelling the animation, but the whole action in itself. You can see this if you cancel a channeled skill or a skill with a cast time too quickly, the skill will be cancelled outright.
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  • SilverWF
    SilverWF
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    jcm2606 wrote: »
    Please just let this horse die already. Stop resurrecting it a million times over, only to be proven time and time and time again that you are wrong.

    No. Animation cancelling does not allow multiple skills to be used within 1 second. The most you can do within a single second is use multiple distinct actions, ie a skill, a light/heavy attack, block, bash, etc. LA -> Skill -> Bash within a single GCD is valid, LA -> Skill -> Skill -> Bash is not.

    No amount of animation cancelling can bypass the GCD. If you're dying to a player within less than 5 or 6 seconds, you are either dying to a lot of upfront burst damage, or you are being shredded by multiple dot's over that 5 or 6 seconds. You can see this any time you look at a combat log from an addon like Combat Metrics. Each actual skill is only being cast about every second or so, but between each skill cast dot's and delayed components are ticking away automatically.

    I even pointed this out in another thread, where the OP tried posting their combat log to prove that animation cancelling was killing him, when in fact what was killing him was 5+ dot's, 1 of which was oblivion damage that cannot be mitigated (you can guess as to which set this came from). What killed him ultimately was him not countering those dot's, as he was actually on a Nightblade, and so could have used Cloak to defend himself, as any damage is hardcoded to miss when you are cloaked. All he had to do was hit Cloak a few times to ease some of the pressure off, and either get some healing going or purge the dot's, and he would have been good.

    If you are dying to upfront burst damage, really the only way to counter that is to see it coming and get ready for it. Most builds that rely on burst, namely Nightblade's, actually cannot survive if that burst fails. A lot of top tier Magicka Nightblade's in fact have a rule, where if they don't think they can burst you down within 4 or 5 seconds, they won't even try taking you, because they know you'll likely win.

    And finally, as I explained in another thread related to animation cancelling, if it was removed I can guarantee you would want it added back immediately. Any sort of defensive action, namely block and dodge roll, outright rely on animation cancelling to be done effectively.

    Because Zenimax elected to have combat be active in ESO, you must actively block and dodge incoming attacks, rather than the game having it do it automatically based on a number. In order to do so, you actually have to be able to block or dodge when necessary. You cannot be stuck in some long animation, else you will die. That is why they implemented the priority system, where certain actions follow a hierarchy (dodge > block > bar swap > skill > light/heavy attack), and when you use a higher priority action, it will take precedence over any lower priority actions you are currently performing.

    This is why animation cancelling is a thing in the first place, because blocking is a higher priority action, and so cancels your skill (and by extension your skill's animation). Even though it is called animation cancelling, you aren't actually cancelling the animation, but the whole action in itself. You can see this if you cancel a channeled skill or a skill with a cast time too quickly, the skill will be cancelled outright.

    You didn't understand the whole point of this threads and I pointed to you about this a million times.
    And you continue talking with your imagined opponent about his demand to remove AC completely and left everything else as is.
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    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
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  • jcm2606
    jcm2606
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    SilverWF wrote: »
    jcm2606 wrote: »
    Please just let this horse die already. Stop resurrecting it a million times over, only to be proven time and time and time again that you are wrong.

    No. Animation cancelling does not allow multiple skills to be used within 1 second. The most you can do within a single second is use multiple distinct actions, ie a skill, a light/heavy attack, block, bash, etc. LA -> Skill -> Bash within a single GCD is valid, LA -> Skill -> Skill -> Bash is not.

    No amount of animation cancelling can bypass the GCD. If you're dying to a player within less than 5 or 6 seconds, you are either dying to a lot of upfront burst damage, or you are being shredded by multiple dot's over that 5 or 6 seconds. You can see this any time you look at a combat log from an addon like Combat Metrics. Each actual skill is only being cast about every second or so, but between each skill cast dot's and delayed components are ticking away automatically.

    I even pointed this out in another thread, where the OP tried posting their combat log to prove that animation cancelling was killing him, when in fact what was killing him was 5+ dot's, 1 of which was oblivion damage that cannot be mitigated (you can guess as to which set this came from). What killed him ultimately was him not countering those dot's, as he was actually on a Nightblade, and so could have used Cloak to defend himself, as any damage is hardcoded to miss when you are cloaked. All he had to do was hit Cloak a few times to ease some of the pressure off, and either get some healing going or purge the dot's, and he would have been good.

    If you are dying to upfront burst damage, really the only way to counter that is to see it coming and get ready for it. Most builds that rely on burst, namely Nightblade's, actually cannot survive if that burst fails. A lot of top tier Magicka Nightblade's in fact have a rule, where if they don't think they can burst you down within 4 or 5 seconds, they won't even try taking you, because they know you'll likely win.

    And finally, as I explained in another thread related to animation cancelling, if it was removed I can guarantee you would want it added back immediately. Any sort of defensive action, namely block and dodge roll, outright rely on animation cancelling to be done effectively.

    Because Zenimax elected to have combat be active in ESO, you must actively block and dodge incoming attacks, rather than the game having it do it automatically based on a number. In order to do so, you actually have to be able to block or dodge when necessary. You cannot be stuck in some long animation, else you will die. That is why they implemented the priority system, where certain actions follow a hierarchy (dodge > block > bar swap > skill > light/heavy attack), and when you use a higher priority action, it will take precedence over any lower priority actions you are currently performing.

    This is why animation cancelling is a thing in the first place, because blocking is a higher priority action, and so cancels your skill (and by extension your skill's animation). Even though it is called animation cancelling, you aren't actually cancelling the animation, but the whole action in itself. You can see this if you cancel a channeled skill or a skill with a cast time too quickly, the skill will be cancelled outright.

    You didn't understand the whole point of this threads and I pointed to you about this a million times.
    And you continue talking with your imagined opponent about his demand to remove AC completely and left everything else as is.

    This is why I stopped replying in your other thread.

    I will say this one last time. You were wanting bash/block cancelling removed. To begin with, I proved that animation cancelling isn't even what killed you, so you really have no point to argue at all. But to humour you, again, run through a decently hard veteran dungeon and wait for the full animation of everything you do to finish before blocking. Not even DLC level, which I can guarantee you will die in if you do this, just one of the more challenging base game veteran dungeons.

    Again, every aspect of the priority system is there for a reason. Take even a single action out, and you'll ruin the fluid combat system for everybody. This isn't a stat-based MMO where you have a dodge chance you increase with gear. This is an MMO where you actually have to react to what the enemy is doing. Good luck doing so if you're stuck in the tail end of your skill's animation when a one shot mechanic is literally just about to happen.
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  • Derra
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    @DanielWinterborn animationcanceling does not allow you to bypass the global cooldown of 1 second.
    <Noricum>
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  • notyuu
    notyuu
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    proposed idea: match the animation speed on all attacks where AC can be applied, to the actual damage itself.. yes, i'll make them faster to play, but it'll also in essence, make it so that AC goes from a thing, to fundamentally pointless
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  • The_Brosteen
    The_Brosteen
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    People have told me I use macros several times before. I use a controller.
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  • Lysette
    Lysette
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    When you get hit 5 times within a second - that just seems to be that way due to lag - when you see it, it has all already happened and you get therefore the summary of 5 hits, which seem to you as if they came all at once - but they didn't.
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  • Lysette
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    I see that often in normal pve as well - instead of 3 numbers hitting the target I see sometimes 5 and sometimes just 1 or 2. This is a matter of lag - in average I hit 3 times on a pretty regular basis.
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  • jcm2606
    jcm2606
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    SilverWF wrote: »
    jcm2606 wrote: »
    Please just let this horse die already. Stop resurrecting it a million times over, only to be proven time and time and time again that you are wrong.

    No. Animation cancelling does not allow multiple skills to be used within 1 second. The most you can do within a single second is use multiple distinct actions, ie a skill, a light/heavy attack, block, bash, etc. LA -> Skill -> Bash within a single GCD is valid, LA -> Skill -> Skill -> Bash is not.

    No amount of animation cancelling can bypass the GCD. If you're dying to a player within less than 5 or 6 seconds, you are either dying to a lot of upfront burst damage, or you are being shredded by multiple dot's over that 5 or 6 seconds. You can see this any time you look at a combat log from an addon like Combat Metrics. Each actual skill is only being cast about every second or so, but between each skill cast dot's and delayed components are ticking away automatically.

    I even pointed this out in another thread, where the OP tried posting their combat log to prove that animation cancelling was killing him, when in fact what was killing him was 5+ dot's, 1 of which was oblivion damage that cannot be mitigated (you can guess as to which set this came from). What killed him ultimately was him not countering those dot's, as he was actually on a Nightblade, and so could have used Cloak to defend himself, as any damage is hardcoded to miss when you are cloaked. All he had to do was hit Cloak a few times to ease some of the pressure off, and either get some healing going or purge the dot's, and he would have been good.

    If you are dying to upfront burst damage, really the only way to counter that is to see it coming and get ready for it. Most builds that rely on burst, namely Nightblade's, actually cannot survive if that burst fails. A lot of top tier Magicka Nightblade's in fact have a rule, where if they don't think they can burst you down within 4 or 5 seconds, they won't even try taking you, because they know you'll likely win.

    And finally, as I explained in another thread related to animation cancelling, if it was removed I can guarantee you would want it added back immediately. Any sort of defensive action, namely block and dodge roll, outright rely on animation cancelling to be done effectively.

    Because Zenimax elected to have combat be active in ESO, you must actively block and dodge incoming attacks, rather than the game having it do it automatically based on a number. In order to do so, you actually have to be able to block or dodge when necessary. You cannot be stuck in some long animation, else you will die. That is why they implemented the priority system, where certain actions follow a hierarchy (dodge > block > bar swap > skill > light/heavy attack), and when you use a higher priority action, it will take precedence over any lower priority actions you are currently performing.

    This is why animation cancelling is a thing in the first place, because blocking is a higher priority action, and so cancels your skill (and by extension your skill's animation). Even though it is called animation cancelling, you aren't actually cancelling the animation, but the whole action in itself. You can see this if you cancel a channeled skill or a skill with a cast time too quickly, the skill will be cancelled outright.

    You didn't understand the whole point of this threads and I pointed to you about this a million times.
    And you continue talking with your imagined opponent about his demand to remove AC completely and left everything else as is.

    To give you the benefit of the doubt, which I really shouldn't be doing since you don't even understand why AC is so important to begin with, what would you propose to "fix" it? You can't just remove the priority system, for the reasons I just explained. You can't speed animations up because that'll look super awkward, even more awkward than what we have now -- and people already complain about how bad ESO's combat animations are, it'll be far worse if you speed the animations up. Removing the animations is a nonsensical suggestion, I know that you know that you're just exaggerating to prove your own flawed point. You can't have the damage magically disappear, because the damage doesn't happen at the end of the animation -- what if I killed the enemy before the animation completed, should they just pop back to life?

    Short of moving away from the active combat system the game currently has, which I and many other players love about the game, there is no alternative solution. And there shouldn't even be one. Contrary to what you guys believe, animation cancelling is not a broken feature (which it is a feature, as I've explained numerous times now).

    Intentional animation cancelling is not necessary to pull good DPS in PVE. Block/bash cancelling is a relic of the past, bar swap cancelling is more out of convenience, and weaving, while it does help, isn't necessary since there are builds that can perform well without any weaving. Pet sorcs have been using heavy attack builds for a long time now, and stamDK's have also ran heavy attack builds since Morrowind nerfed sustain. So you don't need to animation cancel to pull good DPS.

    And, as I've pointed out, twice now, animation cancelling is not what killed you. What killed you was the 5+ dot's ticking against you, one of which was Sloads. You could have mitigated all of that with Cloak. Outside of what killed you, though, I tested myself, and you can absolutely see key parts of skill animations, even when they're bash cancelled. The slash effect of DK's Venomous Claw is still visible, and the spark effect of that one snb ability is still visible, too. And, as I said, what likely killed the OP was several dot's ticking against him, or a lot of upfront burst damage. Which, as I explained, it's actually common for burst damage to kill you in under 5 seconds. Magicka Nightblade's live by the 4-5 second rule, as I explained.

    Stop ragging on a feature that makes the game easier to play for everybody, while also increasing the skill ceiling, making the game more interesting for us veteran players. If you had guys had your way, you would absolutely ruin the game for everybody.
    notyuu wrote: »
    proposed idea: match the animation speed on all attacks where AC can be applied, to the actual damage itself.. yes, i'll make them faster to play, but it'll also in essence, make it so that AC goes from a thing, to fundamentally pointless

    The damage is applied basically immediately after the attack connects. Cutting the animation off there will make combat look and feel much clunkier than it supposedly is currently.
    Edited by jcm2606 on August 11, 2018 12:15PM
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  • Lysette
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    jcm2606 wrote: »
    SilverWF wrote: »
    jcm2606 wrote: »
    Please just let this horse die already. Stop resurrecting it a million times over, only to be proven time and time and time again that you are wrong.

    No. Animation cancelling does not allow multiple skills to be used within 1 second. The most you can do within a single second is use multiple distinct actions, ie a skill, a light/heavy attack, block, bash, etc. LA -> Skill -> Bash within a single GCD is valid, LA -> Skill -> Skill -> Bash is not.

    No amount of animation cancelling can bypass the GCD. If you're dying to a player within less than 5 or 6 seconds, you are either dying to a lot of upfront burst damage, or you are being shredded by multiple dot's over that 5 or 6 seconds. You can see this any time you look at a combat log from an addon like Combat Metrics. Each actual skill is only being cast about every second or so, but between each skill cast dot's and delayed components are ticking away automatically.

    I even pointed this out in another thread, where the OP tried posting their combat log to prove that animation cancelling was killing him, when in fact what was killing him was 5+ dot's, 1 of which was oblivion damage that cannot be mitigated (you can guess as to which set this came from). What killed him ultimately was him not countering those dot's, as he was actually on a Nightblade, and so could have used Cloak to defend himself, as any damage is hardcoded to miss when you are cloaked. All he had to do was hit Cloak a few times to ease some of the pressure off, and either get some healing going or purge the dot's, and he would have been good.

    If you are dying to upfront burst damage, really the only way to counter that is to see it coming and get ready for it. Most builds that rely on burst, namely Nightblade's, actually cannot survive if that burst fails. A lot of top tier Magicka Nightblade's in fact have a rule, where if they don't think they can burst you down within 4 or 5 seconds, they won't even try taking you, because they know you'll likely win.

    And finally, as I explained in another thread related to animation cancelling, if it was removed I can guarantee you would want it added back immediately. Any sort of defensive action, namely block and dodge roll, outright rely on animation cancelling to be done effectively.

    Because Zenimax elected to have combat be active in ESO, you must actively block and dodge incoming attacks, rather than the game having it do it automatically based on a number. In order to do so, you actually have to be able to block or dodge when necessary. You cannot be stuck in some long animation, else you will die. That is why they implemented the priority system, where certain actions follow a hierarchy (dodge > block > bar swap > skill > light/heavy attack), and when you use a higher priority action, it will take precedence over any lower priority actions you are currently performing.

    This is why animation cancelling is a thing in the first place, because blocking is a higher priority action, and so cancels your skill (and by extension your skill's animation). Even though it is called animation cancelling, you aren't actually cancelling the animation, but the whole action in itself. You can see this if you cancel a channeled skill or a skill with a cast time too quickly, the skill will be cancelled outright.

    You didn't understand the whole point of this threads and I pointed to you about this a million times.
    And you continue talking with your imagined opponent about his demand to remove AC completely and left everything else as is.

    To give you the benefit of the doubt, which I really shouldn't be doing since you don't even understand why AC is so important to begin with, what would you propose to "fix" it? You can't just remove the priority system, for the reasons I just explained. You can't speed animations up because that'll look super awkward, even more awkward than what we have now -- and people already complain about how bad ESO's combat animations are, it'll be far worse if you speed the animations up. Removing the animations is a nonsensical suggestion, I know that you know that you're just exaggerating to prove your own flawed point. You can't have the damage magically disappear, because the damage doesn't happen at the end of the animation -- what if I killed the enemy before the animation completed, should they just pop back to life?

    Short of moving away from the active combat system the game currently has, which I and many other players love about the game, there is no alternative solution. And there shouldn't even be one. Contrary to what you guys believe, animation cancelling is not a broken feature (which it is a feature, as I've explained numerous times now).

    Intentional animation cancelling is not necessary to pull good DPS in PVE. Block/bash cancelling is a relic of the past, bar swap cancelling is more out of convenience, and weaving, while it does help, isn't necessary since there are builds that can perform well without any weaving. Pet sorcs have been using heavy attack builds for a long time now, and stamDK's have also ran heavy attack builds since Morrowind nerfed sustain. So you don't need to animation cancel to pull good DPS.

    And, as I've pointed out, twice now, animation cancelling is not what killed you. What killed you was the 5+ dot's ticking against you, one of which was Sloads. You could have mitigated all of that with Cloak. Outside of what killed you, though, I tested myself, and you can absolutely see key parts of skill animations, even when they're bash cancelled. The slash effect of DK's Venomous Claw is still visible, and the spark effect of that one snb ability is still visible, too. And, as I said, what likely killed the OP was several dot's ticking against him, or a lot of upfront burst damage. Which, as I explained, it's actually common for burst damage to kill you in under 5 seconds. Magicka Nightblade's live by the 4-5 second rule, as I explained.

    Stop ragging on a feature that makes the game easier to play for everybody, while also increasing the skill ceiling, making the game more interesting for us veteran players. If you had guys had your way, you would absolutely ruin the game for everybody.
    notyuu wrote: »
    proposed idea: match the animation speed on all attacks where AC can be applied, to the actual damage itself.. yes, i'll make them faster to play, but it'll also in essence, make it so that AC goes from a thing, to fundamentally pointless

    The damage is applied basically immediately after the attack connects. Cutting the animation off there will make combat look and feel much clunkier than it supposedly is currently.

    Yeah, it is definitely immediate - I get a level up before I even see the effect of the last attack - this can just happen this way, if the damage is immediately applied and independent from the animation.
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  • Strider__Roshin
    Strider__Roshin
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    If it weren't for animation cancelling the game would be incredibly boring to play
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