Animation cancelling is literally an unintended glitch/exploit/whatever.
Using light or heavy attacks should be a choice, not a necessity to weave in. You should use light attacks when you need quick damage that costs no resources, and heavy attacks when you need to regenerate resources or hit hard without using resources. The way it currently is, there is no choice or strategy, just a rotation.
I doubt it will ever change though, zos has latched onto this bug over the years and even catered to it.
The least they could do is fix the animations, I hate the way my character looks while animation cancelling.
I don't get this thread. Are you advocating for the removal of weaving, or are you advocating for a rework of the animation system? Your thread suggests the latter, but your poll suggests the former.
I like weaving as it is, but I do think the animation system needs an upgrade. Moving over to an IK system would be beneficial as not only would it result in smoother animations and blending between animations, but it would open the doors to more environmentally aware animations with minimal performance cost, and it makes the animation team's job much easier.
Since I don't see an option for that, for leaving weaving as a mechanic in place but reworking the animation system, I can't vote.
I think this is a rather moot point.
1. Zos seems to have decided several years ago to not change animations when they blessed animation canceling as part of the game.
2. Zos blessed animation canceling as part of the game so it is officially part of combat.
3. I think there are much more significant aspects of the game that Zos should focus on.
deLioncourt wrote: »weaving in this game was not intended. it was a side effect of a garbage game engine and poor coding by Zenimax.
They attempted to fix it, realized they couldn't, and now it's a "feature"
Neither of these options seem right.
Yes, animation cancelling and weaving is an important part of this game. Taking this away would be game breaking imo.
No, it's not good in its current state - it was better before ZOS messed with it a few years ago. Now it is just choppy, rather than smoothly transitioning from skill to skill, your character starts doing the skill and then abruptly jerks and stops. Looks ugly, but I guess is better than the alternative.
deLioncourt wrote: »weaving in this game was not intended. it was a side effect of a garbage game engine and poor coding by Zenimax.
They attempted to fix it, realized they couldn't, and now it's a "feature"
"Weaving", per se, is not the issue. There's nothing wrong with weaving light attacks between skills. It's the canceling of animations that causes issues. Animation canceling shortens the time between the firing of successive skills and, therefore, allows you to maximize DPS. It also allows the exploit of fine tuning macros to optimize the effect consistently.
Animation canceling is here to stay. There is simply no way to get very high DPS values without it. After countless hours of practicing rotations, I use it myself now without thinking. Whether you choose to use it or not is up to you. But regardless, it's not going away.
Neither of these options seem right.
Yes, animation cancelling and weaving is an important part of this game. Taking this away would be game breaking imo.
No, it's not good in its current state - it was better before ZOS messed with it a few years ago. Now it is just choppy, rather than smoothly transitioning from skill to skill, your character starts doing the skill and then abruptly jerks and stops. Looks ugly, but I guess is better than the alternative.
Better than the alternative? What alternative?