So you got 2 options:
1) make Dodge, Block, Sprint, Bash as unreliable as Heals, Shields, Cloak, Streak/Shade which I am sure everybody will be really happy about OR:
2) treat Heals, Shields, Cloak, Streak/Shade the same way Dodge, Block, Sprint, Bash are treated right now. This should be the preferred options as quite frankly nobody enjoys dying to lag / weird delays. It's fare less frustrating to not score a kill b/c of lag than dying despiting hammering that key for the defensive tool for several seconds without anything happening. And that fact that the stamina tools work fine in laggy environments demonstrate that it is possible for you to treat abilities in such a way.
@Checkmath of course this change would have to include stamina heals as well. I just did not want to make the post longer, especially since these heals are not as crucial to stamina builds as their equivalents are to magicka builds - i.e. they are neither the primary defense nor an "oh sh*t" button.
That being said, there is more to it than just the GCDs. Otherwise activating your shield/heal/etc while you are off GCD should be as effective as using dodge roll, but it is not. They are treated differently in the caluclation of damage taken / dealt. I don't recall the exact difference but somebody made a nice post about it on the forums not too long ago. And there was no reason why defensive skills as opposed to inherent defensive tools could not be treated the same.
Secondly, Dodge roll & Co. are essentially skills that you just don't have to skill into and that don't require a bar slot and are not affected by GCD. But at the fundamental level they are essentially the same. You could change the code and replace for example Breath of Life with Dodge roll in the system so that when you double tap (default settings) you heal yourself for X amount and it does not trigger a GCD.
Thirdly, having those stamina defnesive tools off-GCD is imbalanced in and of itself since it allows stamina builds to use 1 offensive ability and 1 defensive ability in 1 GCD while magicka builds can essentially only use either 1 offensive or 1 defensive ability in 1 GCD. The stamina favoritism in this game is so blatant that not even the most skill con-artist could sell it as being balanced!
Finally, don't kid yourself, the lag will never be fixed. If they were able to or wanted to fix it they would have done it by now. By now only those of the PvP population capable of suffering remain, and they will keep the lag just low enough so that they won't lose the suffering majority of this remainder as it still generates revenue. Or in other words, there is no reason to not continue to milk Cyrodii - there is very little cost associated with it. The original development cost have already been incurred years ago and there are literally no changes being made to Cyrodiil. Sure they added 3 villages and after 4 years added 3 additional outposts (all clones of already existing textures/models) and made the bridges and milegates destructible. But the cost associated with that next is to nothing compared to what it costs having to create new dungeons and zones for PvE. But that's a different subject.
Bottom line is:
There is no reason for this preferential treatment of stamina tools / abilities as it is inherently imbalanced.
They can treat magicka and stamina tools equally and f****** should. This is getting so old ...
russelmmendoza wrote: »I dont get it.
Those using magicka cant block or dodge roll?
russelmmendoza wrote: »I dont get it.
Those using magicka cant block or dodge roll?
dwemer_paleologist wrote: »when animation canceling was discovered and complained about here on the forums (quite a few years ago), it took a while but eventually the subject came up in an open discussion on the "eso LIVE" program with the devs and Eric Wrobel, and they decided to allow this type of playstyle, but it was never intended.
you are asking for a fix on something that is technically an exploit.
dwemer_paleologist wrote: »when animation canceling was discovered and complained about here on the forums (quite a few years ago), it took a while but eventually the subject came up in an open discussion on the "eso LIVE" program with the devs and Eric Wrobel, and they decided to allow this type of playstyle, but it was never intended.
you are asking for a fix on something that is technically an exploit.
lol -_-
You can get stuck in the casttime animation - the bug has been sent to zos with video evidence by atleast 2 people i think?
The worst problem is that the ability won´t even fire after canceling the animation - you have to recast it.
dwemer_paleologist wrote: »you are asking for a fix on something that is technically an exploit.
dwemer_paleologist wrote: »when animation canceling was discovered and complained about here on the forums (quite a few years ago), it took a while but eventually the subject came up in an open discussion on the "eso LIVE" program with the devs and Eric Wrobel, and they decided to allow this type of playstyle, but it was never intended.
you are asking for a fix on something that is technically an exploit.
PhoenixGrey wrote: »I often animation cancel one shield on both bars and I can confirm it does not work majority of the time this patch due to lag or whatever other reason.
Animation cancelling in general is weird this patch. The skills just don't come off. Happens a lot with boundless trash as well. The skill is not applied even though there is a sound cue.
russelmmendoza wrote: »I dont get it.
Those using magicka cant block or dodge roll?
PhoenixGrey wrote: »I often animation cancel one shield on both bars and I can confirm it does not work majority of the time this patch due to lag or whatever other reason.
Animation cancelling in general is weird this patch. The skills just don't come off. Happens a lot with boundless trash as well. The skill is not applied even though there is a sound cue.
Have you verified that Boundless' effects aren't actually applied? I've had this happen to me several times in Cyrodiil, and just assumed the game was just not displaying the visual component to having the ability applied. 100% of the time that this happens to me, I'm in combat (actually fighting), so don't really have the opportunity to open up my menu to see if my resists have gone up.
https://youtu.be/OqFkuOHPBesI have video evidence. No lag, no network issues. Just a fun duel between me and a friend (who gets a little overzealous in the video when we're interrupted)This is how shields work:https://youtu.be/OqFkuOHPBes
Notice how the animation is finished and the shield is activated but damage is still applied directly to my health. Why? Because shields have ALWAYS had a 1 second cast time.
Ask any experienced player and they'll confirm this happens all the time and has a high tendency to cause a case of the deadsie wedsies.
Something really broken with their activation.
Yeah, I know when it gets laggy stuff doesn't fire - but shields seem so much worse for some reason.. Its as if their activation point is later in the animation cycle than other 'instant' abilities..
Just now I was surprised in combat - so hit shield with dodge-cancel... dodged, but no shield. Tried shield again.. no cast.. tried another - with dodge-cancel.. no shield - but dodged. Tried mashing shield for the next 2 seconds.. no shield, dead.
Why the hell does stam defence work, but mag defence not? Is the answer to give up on shields, stack stam recov and go a-dodging instead? It's another one of those less-tangible stam-benefits...
Zos, please fix this stuff..