It makes the combat ugly.
Zos should include the light attack damage as a default when you use a skill which is not block casted and you are in the range for your weapon.
That's a terrible idea.
Good luck trying to beat VMA, HM trials and dungeons without animation cancelling. Good luck passing any of the dps checks in the game.
ZOS balances content with the assumption we're animation cancelling. They've done that for years. They'll never remove it (they can't) and everything has been scaled to assume it's being used.
TL:DR
L2P.
Just how much difference does ping makefor this? Does it really become impossible at higher latency?
Knootewoot wrote: »I don't like animation cancelling being part of the game myself.
I don't know if the game will get clunky if it was removed, because you cannot test it.
Thevampirenight wrote: »Well I read on other threads that this is something they might not be able to fix easily. Given how they have done the combat system. I think they would have to do a total rework to prevent the use of light attack weave or animation canceling. Had it been something they could have fixed they would have already done so. There are some things that they can fix easily, and some things they cannot. This might be the main reason why they went ahead and made this a feature instead of something they fix and remove. Given they balance around this and make skills built around it don't count on them removing it any time soon. If they ever will, at this point they most likely won't because of limitations.. Like I said on this post a few comments back. They are adding in a tip for the load screen. One does not have to like it, just got to live with it. I don't think they will ever remove it. I would be prepared to see a lot more of it.
actually its quite simple to fix since only offensive animation cancelling ( light weave and bash) cause all the issues and both of these could be easily added to the global timer.
defensive animation cancelling is of no issue in this game and is not impossibly attached to offensive cancelling as some suggest.
eso without light weaving still plays lightyears faster than say final fantasy and they have like 5mil subscribers.
Eso is a vastly superior game in my expeience but cheezy stuff like light weaving turn people away from it.
it helps to be truthful as well.
there is absolutely nothing stopping them from putting light weaving and bash on the global timer without affecting dodge or block or ultimate
It makes the combat ugly.
Zos should include the light attack damage as a default when you use a skill which is not block casted and you are in the range for your weapon.
Learn to do it and it pays off with higher dps and rewarding competition. Or refuse to learn and complain about your low dps and being killed in pvp on the forums.
ZOS balances content with the assumption we're animation cancelling. They've done that for years. They'll never remove it (they can't) and everything has been scaled to assume it's being used.
TL:DR
L2P.
there is no one against defensive animation cancelling which consists of block and dodge roll. Its an integral part of the game and is what makes the game feel fast and responsive. No ones against ultimate because it cant be used every 0.5 seconds.
light attack spam which is offensive clockwork animation cancelling, which has the capacity and more importantly perception for macroing, comes across as buttonmashing , is what most dont like.
it is important not to confuse these as they are completely separate.
This, AC handles defensive mechanisms, it also let you abort an spell with casting time to cast another.Knootewoot wrote: »I don't like animation cancelling being part of the game myself.
I don't know if the game will get clunky if it was removed, because you cannot test it.
We do know the issues that would occur.
ESO requires active defense by everyone from tanks to dps to healers. Unlike games such as WoW, FF and SWTOR that have passives defenses and shielding we must be able to block and dodge any moment and not have a skill in the middle of firing get in the way.
For every skill there is a GCD that is required for the skill to be fired. For skills with a cast time this goes a little further and using fragments as an example it makes the issue very clear.
When casting frags if someone blocks before the required time the skill will not fire. If AC was not possible it would mean that anyone casting frags would locked out reacting to an immediate thread that required them to block or dodge if they wanted to survive. This would include many skills like 2H uppercut and more would put the player at risk if they used it.
The only real with AC is that some do not understand that the animation has nothing to do with the time required for a skill to fire and that every skill has a required time that must pass for it to fire. For most it is the GCD>