Meh massive l2p issue OP, sounds like you have rubbish gear/rubbish rotation, rubbish everything, and you want ani cancelling gone, how about you get gone, or git gud.
dude, you don't even try it, right?
press skill, then press a light attack, then press another skill, then light attack. It's ridiculously simple.
I'll say the same thing I said in any thread about it... Put LA on the same GCD as skills, the way Overload works right now (at least until Murkmire) and Mend Wounds. Adjust the gear and skills that assume you'll be weaving to assume you'll use them as a spammable. And shorten all long animations to match the GCD to make block cancelling unnecessary in a DPS rotation when you don't actually have to block (Endless Hail would be the biggest offender here). Make bar swap have no cooldown and make it a client side action, since skills are on the GCD anyways and having bar swap client side would make the game more responsive too, make it feel more "fast paced" which is what the pro-animation cancelling people argue for. Keep the rest as is (block cancelling to block, roll cancelling to get out of red etc) since it won't affect actual DPS output, but is necessary to keep the game responsive.
This would really make the game feel less broken, while still keeping it as quick and responsive as it is now. This really is the best solution to the problem.
TL;DR:
1. Put light attacks on the same GCD as skills and treat them as spammables when designing around them.
2. Shorten long animations to make animation cancelling not affect DPS output.
3. Make bar swap a client side action to preserve (and enhance) the fast pace feeling.
XiDiabolismiX wrote: »The most frustrating thing to me is the fact that almost every persons argument on “animation cancelling” is that it’s an “exploit”...
Do you guys understand that with global cooldowns, animation cancelling has faded out almost completely. It use to be a way for skilled players to maximize their dps output, but that has changed and it will not increase your dps as much as you are arguing it does in today’s gameplay.
There are however techniques to maximize your dps that are quite simple:
1.) bar swapping. Literally just press the bar swap button after you cast the last skill on your current bar.. this is extremely easy to do and if you are unable to do this then you need to practice more instead of complaining.
2.) light attacking between every skill, otherwise known as weaving. This is an intended feature since the inception of the game (light, medium, heavy attacks). You just press the light attack button and a skill of your preference directly after.
I promise you that those two very simple and easily achievable techniques will net you more dps than performing a bunch of old, outdated “animation cancelling” techniques such as block cancelling, etc..
I also notice that some of you are using the handicap argument, and I’m sorry, but that is just not enough of a reason to change an entire games core mechanics to cater to your needs. It sounds harsh but it is what it is. Find a different game that you can play to the best of your ability due to your situation.
SmellyUnlimited wrote: »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.
Well, you’ve stated it’s not true, so thus I guess I have no argument. Never mind the fact that I stated those bullet points were from my own observations; I’ll try and remember to run my impressions by you before I start to think of them.
Also, your post is the best support for mine. You even said that the “additional” portion of the attack was what was being canceled; ergo, if there was NOT an additional portion, and instead the attack exactly as the motion should prescribe, there would be no ‘fluff.’ Which, if you’re following along, would mean there is nothing to cancel.
But by all means, make your cogent argument of “no!”
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.
Left click, keyboard 1, Left click, keyboard 2, Left click, keyboard 3, Left click, keyboard 4, Left click, Keyboard R
Bar swap
Left click, keyboard 1, ...
It is THAT simple.
I mean, you could put a ten years old on you computer chair and coach him to achieve a basic rotation within 30 minutes.
Now of course the quality and speed of execution is going to differ with experience and training, but is there any interesting game where this isn't true ?
Marshall1289 wrote: »It's an extra button, your already pressing buttons, press more buttons if you want the extra damage. This is such a minimal issue. ZOS put it in their game, you can play without the mechanic, but it's designed in nature to increase the amount of dmg potential 1 has. If you choose to not use it, find other ways to play instead of claiming its an exploit or that it should be removed.
It has nothing to do with elitism. This is a video game. Step back a moment and ask yourself what you are arguing about. The people who don't want to light attack weave don't need to do it, but how is it fair to ask for the removal of a core mechanic of the game. If you don't find it fun or entertaining, make a build that doesn't need it. I find it fun. I find it entertaining so I take advantage of that mechanic. This isn't street fighter, it isn't as difficult as it seems. I use a controller and can self-buff parse above 40k on a stam sorc which has almost 0 debuffs/buffs.
For example:
If I look at my parse on PTS that I got 46k with using relequen/selene/ravager/vma bow and removing light attacks (5kdps) and relequen (6.2k dps). You're left with 34k dps, give or take as well the fact that you lose uptime on some enchants (weapon skills proc enchants so not too much) maybe I'd have 28-32k dps and this is cutting out relequen. You could simply use sets that benefit less from using light attacks and buff all your skills as a whole instead.
At the end of the day, you don't need a set amount of dps for content, but you have to understand that you become weaker as a dd and even tank/healer by choosing to opt out of using light attacks. In a game where you are working with other players you are hurting other peoples experience and expecting them to carry you. Most Vet pug group tank/healers will be happy if their dps both break 20k and with my example above, you can do that. If you complete a solid rotation without light attacks and have the proper gear. You can achieve that easily.
Vet HM trials require higher dps for a reason, they are the hardest content in the game. They are built as the most challenging content requiring 12 players to coordinate together. It is even more upsetting to think someone who doesn't want to light attack would want to hinder the experience of 11 other players. So many sets in the game can be obtained from normal mode, you don't even need to set foot in a vet hm trial which is where the dps restrictions are required.
Its a contradiction to want to complete the hardest content in the game without investing your time in to making yourself strong enough to complete the hardest content in the game by avoiding a core mechanic. Pressing "light attack -> skill -> pause" is easy enough for most people. If you prefer to avoid it and pressing "skill -> pause -> skill -> pause" is somehow more interesting to you. Play that way but I don't find that more interesting.
I don't like fishing, but guess what, I want the artaeum takeaway broth recipe. Looks like I can either fish and try to get it or I go on the forums and complain for fishing to be removed. Artaeum takeaway broth is the best stam food in the game, but I'm required to do something I don't like to get it. Sound familiar? There are other options though, a similar drink - dubious cameron throne is available simply from guild shops. If I really don't feel like fishing to get what I want, I can still use the alternative.
This is a small comparison and I'm sure it can be nitpicked apart, obviously vet trials and dps requirements are different, but there is tons of options in the game for people who don't enjoy 1 aspect. Also kinda silly that food is only available through fishing, but meh, I'm fine with it. There are tons of examples like this like pvp skills required in pve or vise versa. It's game design choice to spread the player base out to try different aspects of their game they wouldn't normally try and when you think of it in that way, I respect and support the decision. In the early years of the game I avoided pvp until I realized how awesome caltrops was, tried pvp out to get the skill and soon fell in love with pvp.
Some people like fishing, some people like light attack weaving. Light attack weaving is not an exploit. PERIOD. It is in the game design and it is tied to a CD the same way skills are so you can't use a macro to avoid that CD anyway. The macro would just help you hit the CD precisely on time which is seriously not necessary. In this game you can press a skill when it's on CD and it will cast it once the CD is over. There is a very forgiving system in place.
I find quests boring so I avoid the optional ones. I find fishing boring, so I don't do it. Don't play something that doesn't make you happy. If light attacks are a core component of the game but it hinders your experience to weave them, find another ways to enjoy the game. Taking something away from other players is never the answer.
TLDR: Play your way and the way that makes you happy. There are plenty of options available. Weaving is one for increasing your dps potential and it's not as large as people lead you to believe, choose sets that compliment your playstyle. It's less of a requirement for tanks/healers. This is a community based game. Asking for a core mechanic to be removed is simply unrealistic and many like myself enjoy it. Understand ZOS's design decision.
Left click, keyboard 1, Left click, keyboard 2, Left click, keyboard 3, Left click, keyboard 4, Left click, Keyboard R
Bar swap
Left click, keyboard 1, ...
It is THAT simple.
I mean, you could put a ten years old on you computer chair and coach him to achieve a basic rotation within 30 minutes.
Now of course the quality and speed of execution is going to differ with experience and training, but is there any interesting game where this isn't true ?
Try that on a controller with arthrtic hands
Left click, keyboard 1, Left click, keyboard 2, Left click, keyboard 3, Left click, keyboard 4, Left click, Keyboard R
Bar swap
Left click, keyboard 1, ...
It is THAT simple.
I mean, you could put a ten years old on you computer chair and coach him to achieve a basic rotation within 30 minutes.
Now of course the quality and speed of execution is going to differ with experience and training, but is there any interesting game where this isn't true ?
Try that on a controller with arthrtic hands
I agree with about 90% of what your saying ... But truth is animation cancelling and light attack weave are two different things ...
Doing one well leads to the other with greater DPS...the problem lies in that raid groups are asking for him vet trial level DPS just to do normal trials and it's not right having these behind artificial stall walls
By that it's not lack of DPS preventing completion of trials ... It's elitism of groups asking for impossible DPS for some of us that's not actually required for content, cos most raid teams are relient on high DPS to subvert actual mechanics
Sounds dumb but there are two vet dungeons I've not done as every group I have tried with are just DPS racing ... I've had freinds try to "carry" me through it but given up with the DPS isn't high enough
Yet equally I've done some vet dungeons they haven't done ... Cos the game punishes them for to much DPS and forces them to play the mechanics ... But they can't master the mechanics
This in its self is wrong ...
The game shoukd allow both ways to complete it ... And not reward one over the other ... But I do like punishing high DPS to force some kind of mechanic usage but not to the point they can't complete ... Unless they're way dumber than I give them credit for
shiningforce wrote: »Meh massive l2p issue OP, sounds like you have rubbish gear/rubbish rotation, rubbish everything, and you want ani cancelling gone, how about you get gone, or git gud.
This is your answer for pretty much any topic, I have read you type this so many times in so many posts, yet it holds very little merit. It also doesnt look well on you mate.
I'll say the same thing I said in any thread about it... Put LA on the same GCD as skills, the way Overload works right now (at least until Murkmire) and Mend Wounds. Adjust the gear and skills that assume you'll be weaving to assume you'll use them as a spammable. And shorten all long animations to match the GCD to make block cancelling unnecessary in a DPS rotation when you don't actually have to block (Endless Hail would be the biggest offender here). Make bar swap have no cooldown and make it a client side action, since skills are on the GCD anyways and having bar swap client side would make the game more responsive too, make it feel more "fast paced" which is what the pro-animation cancelling people argue for. Keep the rest as is (block cancelling to block, roll cancelling to get out of red etc) since it won't affect actual DPS output, but is necessary to keep the game responsive.
This would really make the game feel less broken, while still keeping it as quick and responsive as it is now. This really is the best solution to the problem.
TL;DR:
1. Put light attacks on the same GCD as skills and treat them as spammables when designing around them.
2. Shorten long animations to make animation cancelling not affect DPS output.
3. Make bar swap a client side action to preserve (and enhance) the fast pace feeling.
Left click, keyboard 1, Left click, keyboard 2, Left click, keyboard 3, Left click, keyboard 4, Left click, Keyboard R
Bar swap
Left click, keyboard 1, ...
It is THAT simple.
I mean, you could put a ten years old on you computer chair and coach him to achieve a basic rotation within 30 minutes.
Now of course the quality and speed of execution is going to differ with experience and training, but is there any interesting game where this isn't true ?
Try that on a controller with arthrtic hands
And why should the END-game be balanced around your handicap?
Dude I shouldn't have to exploit the way the combat system is set up to do good dps. And that's exactly what animation cancelling is. I won't do it and until ZOS fixes this exploit ESO is broken.
Weaving is entirely another thing.
Left click, keyboard 1, Left click, keyboard 2, Left click, keyboard 3, Left click, keyboard 4, Left click, Keyboard R
Bar swap
Left click, keyboard 1, ...
It is THAT simple.
I mean, you could put a ten years old on you computer chair and coach him to achieve a basic rotation within 30 minutes.
Now of course the quality and speed of execution is going to differ with experience and training, but is there any interesting game where this isn't true ?
Try that on a controller with arthrtic hands
And why should the END-game be balanced around your handicap?
I'm not saying it should be ...
I'm saying it shouldn't prevent me from doing vet content but should prevent me from hitting leader boards with speed runs
Left click, keyboard 1, Left click, keyboard 2, Left click, keyboard 3, Left click, keyboard 4, Left click, Keyboard R
Bar swap
Left click, keyboard 1, ...
It is THAT simple.
I mean, you could put a ten years old on you computer chair and coach him to achieve a basic rotation within 30 minutes.
Now of course the quality and speed of execution is going to differ with experience and training, but is there any interesting game where this isn't true ?
Try that on a controller with arthrtic hands
I'll say the same thing I said in any thread about it... Put LA on the same GCD as skills, the way Overload works right now (at least until Murkmire) and Mend Wounds. Adjust the gear and skills that assume you'll be weaving to assume you'll use them as a spammable. And shorten all long animations to match the GCD to make block cancelling unnecessary in a DPS rotation when you don't actually have to block (Endless Hail would be the biggest offender here). Make bar swap have no cooldown and make it a client side action, since skills are on the GCD anyways and having bar swap client side would make the game more responsive too, make it feel more "fast paced" which is what the pro-animation cancelling people argue for. Keep the rest as is (block cancelling to block, roll cancelling to get out of red etc) since it won't affect actual DPS output, but is necessary to keep the game responsive.
This would really make the game feel less broken, while still keeping it as quick and responsive as it is now. This really is the best solution to the problem.
TL;DR:
1. Put light attacks on the same GCD as skills and treat them as spammables when designing around them.
2. Shorten long animations to make animation cancelling not affect DPS output.
3. Make bar swap a client side action to preserve (and enhance) the fast pace feeling.
This is by far the best proposal I have seen. I totally agree.
There is no reason whatsoever why damaging abilities should be on a different cooldown.
If it does damage, you need to spend a GCD for it.
Light and heavy attacks are free, can even return resources, can proc a multitude of abilities or sets, it's enough reason to use them.
Block, Roll Dodge and Bash (remove the damage but keep the off balance effect) and Bar Swap should be kept off the GCD for a fast, responsive, reactive combat and should be able to cancel any skill, at the expense of damage if necessary (trade off damage/defense)
As for animations, there is no logical reason whatsoever why those should last longer than the skill taking effect.