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So with change in Combat Lead Designer...

  • Stebarnz
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    Commancho wrote: »
    Stebarnz wrote: »
    Animation cancelling makes the combat feel fast paced and allows good players to make the most out of the skills allowed. To remove this would make combat sluggish and boring, I have no idea why anyone in their right mind would want to slow the combat of this game down to 1 second skill casts.
    The only people who want animation cancelling gone are the ones who lack the skill to put it into practice.

    You may like it or not like it for being fast paced, but implying that it's more skillfull... I doubt it, most difficult games I have played in my life are turn based tactical shooters/rpgs. Now, claiming that removing canceling animation would turn eso into turn based game is simply exaggarating. There is really nothing difficult in canceling animation. I have learnt it ages ago in like half an hour of practicing on the target dummie. Sure, it would change the pace of combat from spaming 10 buttons per second to more tactical approach, picking targets more carefully and observing their actions, but I really don't see any benefits from having this archaic feature, except that it allows to push more dps in PVE <and ruin my mouse>.

    So you want, skill... wait for animation to perform...skill...wait for animation to perform...light attack instead of skill...wait for animation to perform...etc. = game dead.
    No bursting down opponents or setting targets up tactically by luring them and turning with a prepared counter. (pvp)
    Where is the tactical approach to pve in this game and picking the targets you are talking about? aoe groups of adds and single target the boss is all this game offers, all you are proposing is to slow it down to mind numbingly slow.
    Even in pvp tactically picking your targets is what you do know you are proposing the removal of all burst set ups and giving an opponent an easy reaction to whatever you plan on doing. Fights would last forever man!
    I don't want to watch my character perform a painfully slow animation every time I perform a certain skill all the while my enemy in pve simply stands there or in pvp simply moves.
  • Commancho
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    Im talking about PVP, because it would barely have any impact on PVE <beyond dps drop and less forgetfull boss mechanics>. Anyway I doubt it they will ever change it so discussion is pointless. It would require too many serious changes while ZoS has serious problems with balancing stupid racial passives. Even if they would decide to remove canceling animation "feature", I'm sure it would cause only more mess than we already have so lets just forget about this xD
    Edited by Commancho on January 22, 2019 12:15AM
  • exeeter702
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    Ogou wrote: »
    therift wrote: »
    Uviryth wrote: »
    pleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcancelingpleaseremoveanimationcanceling

    .....one can dream, can he?

    So... you want every battle to resemble NPCs fighting each other, where they essentially take turns hitting?

    No thanks. If I wanted turn-based combat, I'd play a game designed around it.

    I personally don't mind animation cancelling and I don't see ZOS getting rid of it any time soon. But removing it would not turn the combat into a turn based thing. Biggest change would be not having those light attacks in between skills anymore.

    Animation canceling was a bug. It was a bug so long that they started designing content with the dps numbers obtained by using said bug. So they just started calling it a feature of combat.it had nothing to do with the style of combat design .

    This is a fundamentally false statement.
  • Illuvatarr
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    Illuvatarr wrote: »
    Illuvatarr wrote: »
    What do folks think is going to happen? Please do not make this about the former combat lead designer; he is gone. Focus on what you believe is going to happen.

    So in other words, spread gossip and baseless, and factless assumptions.

    No one knows or can even speculate what is going to happen. We don't even really know if it is even going to change directions at all.

    Well there is a reason he is no longer with ZOS. Barring something silly that is non performance related, it may have to do with the direction ESO is going.

    Or maybe he just got made a better offer?

    Maybe. I would definitely hire him as a lead combat designer. I think he had to have learned from the mistakes made in ESO and the guy is clearly capable.

  • Arunei
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    I'd like to see a split in skills between PvP and PvE so they can be balanced independently of one another. No more hecking up a skill for PvE b/c it got nerfed for PvP or people freaking out over a skill getting buffed in PvP b/c it was altered for PvE.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

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    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Tetrafy
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    frostz417 wrote: »
    Tetrafy wrote: »
    Monster proc sets definitely have to be addressed in pvp.

    How so? You have the ability tonget them and most don't make a difference in fights and I play on a tank and glass cannons.

    Takes no skill to have free damage or healing.. . this shouldn’t have ever been a thing, these proc sets ruin PvP as it’s filled with a bunch of scrubs who run nothing but proc sets and think they’re good for doing nothing.

    And you run around with what set to make you better troll king? Like come on, having sets that make the game interesting are great. I think your making a mountain out of an ant hill.
  • Tetrafy
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    Tetrafy wrote: »
    Monster proc sets definitely have to be addressed in pvp.

    How so? You have the ability tonget them and most don't make a difference in fights and I play on a tank and glass cannons.

    Proc sets are about luck, not skill. I don't like them.

    Ok but if you want to play eso mlg 4v4 go play ffxiv pvp its boring. Not fun they did what you wanted and ruined the game. And now nobody plays pvp because of it. Sometimes taking a game like Destiny and making it mlgihasa50halo3 actually is worse.
  • Tetrafy
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    Stebarnz wrote: »
    Animation cancelling makes the combat feel fast paced and allows good players to make the most out of the skills allowed. To remove this would make combat sluggish and boring, I have no idea why anyone in their right mind would want to slow the combat of this game down to 1 second skill casts.
    The only people who want animation cancelling gone are the ones who lack the skill to put it into practice.

    Disagree increase spell speed but disallow animation cancelling. Fix it so you can still weave light attacks but disallow the animation cancel its simple really.
  • ToRelax
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    Commancho wrote: »
    Stebarnz wrote: »
    Animation cancelling makes the combat feel fast paced and allows good players to make the most out of the skills allowed. To remove this would make combat sluggish and boring, I have no idea why anyone in their right mind would want to slow the combat of this game down to 1 second skill casts.
    The only people who want animation cancelling gone are the ones who lack the skill to put it into practice.

    You may like it or not like it for being fast paced, but implying that it's more skillfull... I doubt it, most difficult games I have played in my life are turn based tactical shooters/rpgs. Now, claiming that removing canceling animation would turn eso into turn based game is simply exaggarating. There is really nothing difficult in canceling animation. I have learnt it ages ago in like half an hour of practicing on the target dummie. Sure, it would change the pace of combat from spaming 10 buttons per second to more tactical approach, picking targets more carefully and observing their actions, but I really don't see any benefits from having this archaic feature, except that it allows to push more dps in PVE <and ruin my mouse>.

    Weaving light attacks is about the least important part of animation cancelling. Block, dodge and bash cancelling are far more crucial for fluid, fast paced combat.
    Tetrafy wrote: »
    Stebarnz wrote: »
    Animation cancelling makes the combat feel fast paced and allows good players to make the most out of the skills allowed. To remove this would make combat sluggish and boring, I have no idea why anyone in their right mind would want to slow the combat of this game down to 1 second skill casts.
    The only people who want animation cancelling gone are the ones who lack the skill to put it into practice.

    Disagree increase spell speed but disallow animation cancelling. Fix it so you can still weave light attacks but disallow the animation cancel its simple really.

    What do you even mean by that? What do you think animation cancelling is?
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Kadoin
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    Commancho wrote: »
    Stebarnz wrote: »
    Animation cancelling makes the combat feel fast paced and allows good players to make the most out of the skills allowed. To remove this would make combat sluggish and boring, I have no idea why anyone in their right mind would want to slow the combat of this game down to 1 second skill casts.
    The only people who want animation cancelling gone are the ones who lack the skill to put it into practice.

    You may like it or not like it for being fast paced, but implying that it's more skillfull... I doubt it, most difficult games I have played in my life are turn based tactical shooters/rpgs. Now, claiming that removing canceling animation would turn eso into turn based game is simply exaggarating. There is really nothing difficult in canceling animation. I have learnt it ages ago in like half an hour of practicing on the target dummie. Sure, it would change the pace of combat from spaming 10 buttons per second to more tactical approach, picking targets more carefully and observing their actions, but I really don't see any benefits from having this archaic feature, except that it allows to push more dps in PVE <and ruin my mouse>.

    That's how you use it, but considering I play a tank and the game is ultra-laggy all the time one way or another and/or visual bugs happen often, there is no way in hell I would play the game without "cancelling". I play another game that lets you cancel skills whenever you want, except it doesn't have an animation bug and look dumb. That's what ESO's player base should aim for if they want a "fix," not a slowdown because you abuse your mouse. I know I don't.
  • Red_Feather
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    I hope the combat gets revamped. It is the number one detractor when other forums/reddits discuss ESO as a game. People specifically cite the stiff animations and sloppy animation canceling as the reasons for not giving ESO a chance.

    Edited by Red_Feather on January 22, 2019 5:44AM
  • Vapirko
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    I am excited. Does this mean we get no more broken proc sets as "balance solutions" , no more class bias? No more "nerf X cause forums don't like it"?

    If so , it might be a good year for PvP.
    But the upcoming fortnite weapons to cyrodiil makes me thing it might be even worse.

    Then again, everything in this thread is pure speculation. We'll have to wait and see.

    Did you see the PTS notes? Some pretty broke ass looking proc sets in there.
  • Ackwalan
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    Vapirko wrote: »
    I am excited. Does this mean we get no more broken proc sets as "balance solutions" , no more class bias? No more "nerf X cause forums don't like it"?

    If so , it might be a good year for PvP.
    But the upcoming fortnite weapons to cyrodiil makes me thing it might be even worse.

    Then again, everything in this thread is pure speculation. We'll have to wait and see.

    Did you see the PTS notes? Some pretty broke ass looking proc sets in there.

    This proc set seems to high.

    Icy Conjuror (Light)
    2 – Adds 1096 Maximum Magicka
    3 – Adds 129 Spell Damage
    4 – Adds 1487 Spell Penetration
    5 – Applying a minor debuff to your enemy summons a non-reflectable Ice Wraith that will charge into your enemy, dealing 18920 Frost Damage over 4 seconds. This effect can occur every 12 seconds.
  • Mayrael
    Mayrael
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    Proc sets are problem only in noCP... Animation canceling, why the hell anyone would like to remove it? Because what? It's to difficult to press key and button every second? It's not tactical? Maybe we should limit distance traveled per second to? This would also make game more tactical! Since we are at having tactical fights, I think that cooldowns on skills would force even more tactical approach...

    About Brian. I don't except drastic changes, but this is we all wanted. No more complete mess every major update, no more overnerfing/overbuffing, this is what I hope for, and when looking at PTS notes, it's quite good, especially when it goes to class balance.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • Uviryth
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    therift wrote: »
    No thanks. If I wanted turn-based combat, I'd play a game designed around it.

    You came from "please remove a bug where your character spazzes out uncontrollably, essentially turning the whole combatsystem in a big messy pile of goo, while simultaneously creating a rift between bad and good players of a good 200% resulting in very weird endounterdesign" to "turn-based combat"? Is this your first and only mmorpg?

  • exeeter702
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    Uviryth wrote: »
    therift wrote: »
    No thanks. If I wanted turn-based combat, I'd play a game designed around it.

    You came from "please remove a bug where your character spazzes out uncontrollably, essentially turning the whole combatsystem in a big messy pile of goo, while simultaneously creating a rift between bad and good players of a good 200% resulting in very weird endounterdesign" to "turn-based combat"? Is this your first and only mmorpg?

    Nice strawman.
  • TheBonesXXX
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    I'd like to see them balance character to character then the AI around that.

    Cyrodiil is becoming more interactable. But having a more involved and in-depth Cyrodiil would be better.

    Ex. Make the waypoint require maintenance and upkeep rather than the same old keep to keep marathon.

    Building siege instead of buying a complete siege weapon, give it more economy.

    Make the map meaningful instead of dead space.

    ---

    Otherwise hopefully condense the coding. Flat stats instead of multipliers (it's for crits anyway, only place where it's appropriate.)

    Improved paperdoll/stat sheet.

    And past but not least.

    A spider mount.
  • zaria
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    Arunei wrote: »
    I'd like to see a split in skills between PvP and PvE so they can be balanced independently of one another. No more hecking up a skill for PvE b/c it got nerfed for PvP or people freaking out over a skill getting buffed in PvP b/c it was altered for PvE.
    Or use battle spirit more.

    Or add conditions like Knight slayer who only work on players. https://elderscrollsonline.wiki.fextralife.com/Knight+Slayer+Set
    That set had been so much more useful in trials :)

    Effect can also be does not work on player or have another effect.
    Or act difrerntly in Cyrodil, battegrounds or arenas
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Mintaka5
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    I, for one, would love to see the removal of one-shot, or minimal use of skills to get maximum damage or kills. A damage throttle so to speak. This is not because I hate dying in PvP, but honestly I'd like more than one fight a campaign to last over 30 seconds. Stop providing bad players over-powered build outs. I mean, honestly, how many of you actually enjoy riding to a keep for minutes, just to get gank-slammed in 0.2 seconds. Like maybe take the minimum of time in between execution of skills, and use that as a deduction to damage done. You'd still have animation cancelling, but there's a damage penalty if you animation cancel too rapidly. Skill has nothing to do with speed. I would rather see fights carried out with more thought and less brute force speed. And if your argument is that this would kill faster players it wouldn't really, because if they are skillfully faster, they can pack more skills in over time, to make up for the speed penalty. True skillful DPS.
    Edited by Mintaka5 on January 22, 2019 7:02PM
  • StarOfElyon
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    Mintaka5 wrote: »
    I, for one, would love to see the removal of one-shot, or minimal use of skills to get maximum damage or kills. A damage throttle so to speak. This is not because I hate dying in PvP, but honestly I'd like more than one fight a campaign to last over 30 seconds. Stop providing bad players over-powered build outs. I mean, honestly, how many of you actually enjoy riding to a keep for minutes, just to get gank-slammed in 0.2 seconds. Like maybe take the minimum of time in between execution of skills, and use that as a deduction to damage done. You'd still have animation cancelling, but there's a damage penalty if you animation cancel too rapidly. Skill has nothing to do with speed. I would rather see fights carried out with more thought and less brute force speed. And if your argument is that this would kill faster players it wouldn't really, because if they are skillfully faster, they can pack more skills in over time, to make up for the speed penalty. True skillful DPS.

    I agree. It feels like skill can be overcome by powerful sets and weapons too easily.
  • xaraan
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    Illuvatarr wrote: »
    What do folks think is going to happen? Please do not make this about the former combat lead designer; he is gone. Focus on what you believe is going to happen.

    I think we may see some things change like where they are pushing toward flat value for racials instead of % increases. So overall design elements or the way things work. And that can be good, especially if it makes things easier for people to understand.

    But it doesn't seem like, judging from the changes in PTS patch notes, that they are still going to be able to achieve balance with this method. Having major changes to the racials and having them be a bit closer, but still missing the mark on balance is what is frustrating for so many people. So it shows they still don't quite understand how to mix the scope of end game raiding, large scale pvp and small scale pvp and know how to apply the various feedback they get from various skill levels and types of players.

    I had hopes, but seeing the racials be close enough to where with some minor tweeks they might actually be balanced but still creating the same amount of go-to and not-to-to choices showed me not much will change if they don't work on that problem.

    Maybe they will.
    -- @xaraan --
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  • Thealteregoroman
    Thealteregoroman
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    spellcrafting.

    giphy.gif?cid=3640f6095c477d244579713749d9df9d
    ****Master Healer...****
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