Ectheliontnacil wrote: »Hey,
I noticed that ppl are apparently still against animation cancelling. This really surprises me, since the system has been in the game for years now. And it's really easy to learn (especially LA weaves and even bash cancelling isn't very hard).
So yeah just curious why people are still opposed to anim cancelling and how many there are who share that opinion.
Personally I support cancelling ofc and since the "macro" argument is hilarious and can easily be debunked, I'd really like to hear a valid reason against animation cancelling.
For the record this entire discussion is pointless because ZOS has already done a pass on cancelling and given the mechanic their blessing. Learn to either play the game properly, or refuse to do so and accept lower performance.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
For the record this entire discussion is pointless because ZOS has already done a pass on cancelling and given the mechanic their blessing. Learn to either play the game properly, or refuse to do so and accept lower performance.
Oh really.ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
For the record this entire discussion is pointless because ZOS has already done a pass on cancelling and given the mechanic their blessing. Learn to either play the game properly, or refuse to do so and accept lower performance.
Oh really.ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
2.3.4? what is that, early 2016?
I only picked no, not because I think it's cheating, but because it doesn't ever properly work for anyone who doesn't live close enough to the server to have a decent latency.
I travel the world frequently because of my job. I've been all over Europe, in US and Canada, Australia and Kiwiland, China, Thailand, Japan and Korea.
And I can tell you, IT DOES MATTER WHERE YOU PLAY FROM. Germany gives you the best smoothest reaction and performance on EU and I could do things I haven't thought possible before, than while playing from let's say Slovakia. That's ridiculous.
It shouldn't be in the game if it's not fair to people just cause of where they live.
Also, it's not fair to people with handicaps either. They already have to try harder irl, why limit them in a game where they can escape.
Soul19reaper wrote: »Tbh it was a bug which they failed to fix and this is the main reason of power creep.
Siohwenoeht wrote: »@Linaleah I think more people ani-cancel and just don't realize it. It's just an extension of weaving in a light attack while the gcd is running. I'd bet that in the middle of a battle folks are clicking and button-pressing fast enough that they cancel several of their light attack animations. Light attacks are built they way they are so you can still do damage while skills are on cool down.
On top of that, as I pointed out earlier, would you like to be stuck in an animation when you need to block or roll? I bet this is even more common than la cancelling and people don't know they're doing it.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Ectheliontnacil wrote: »Hey,
I noticed that ppl are apparently still against animation cancelling. This really surprises me, since the system has been in the game for years now. And it's really easy to learn (especially LA weaves and even bash cancelling isn't very hard).
So yeah just curious why people are still opposed to anim cancelling and how many there are who share that opinion.
Personally I support cancelling ofc and since the "macro" argument is hilarious and can easily be debunked, I'd really like to hear a valid reason against animation cancelling.
equating animation clipping to dodging/blocking etc is a false equivalency and I'm very VERY tired of it. not asking for inability to cancel abilities to do other actions as needed. asking that if you do chose to continue casting an ability - animation should match its cast time.
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>
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Ectheliontnacil wrote: »Hey,
I noticed that ppl are apparently still against animation cancelling. This really surprises me, since the system has been in the game for years now. And it's really easy to learn (especially LA weaves and even bash cancelling isn't very hard).
So yeah just curious why people are still opposed to anim cancelling and how many there are who share that opinion.
Personally I support cancelling ofc and since the "macro" argument is hilarious and can easily be debunked, I'd really like to hear a valid reason against animation cancelling.
equating animation clipping to dodging/blocking etc is a false equivalency and I'm very VERY tired of it. not asking for inability to cancel abilities to do other actions as needed. asking that if you do chose to continue casting an ability - animation should match its cast time.
Majority of abilities in the game have no cast time, they are instant. And if you take a look at the usage of abilites, the cast time ones (like Dizzying Swing, Snipe or hard casted Crystal Frags) are usually considered to be the worst kind. Putting a cast time equal to animation time on each ability is pretty much an equivalent of making an entirely different game.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
equating animation clipping to dodging/blocking etc is a false equivalency and I'm very VERY tired of it. not asking for inability to cancel abilities to do other actions as needed. asking that if you do chose to continue casting an ability - animation should match its cast time.
Majority of abilities in the game have no cast time, they are instant. And if you take a look at the usage of abilites, the cast time ones (like Dizzying Swing, Snipe or hard casted Crystal Frags) are usually considered to be the worst kind. Putting a cast time equal to animation time on each ability is pretty much an equivalent of making an entirely different game.
then adopt the gosh darn animations to the actual cast times so that THEY MATCH. a well as adjust cast time abilities so that they are STILL desirable to use. and that still doesn't address the fact that people actively clip light attacks to speed up and therefore increase their output, that you can break into a dodge/block and STILL get full ability off, even if its in theory comes with a cast time.
well some people can, and some people cannot and that's why you have ridiculous performance gaps between players
Oh really.
For damage skills it would not have an huge impact except making bar swap more expensive.equating animation clipping to dodging/blocking etc is a false equivalency and I'm very VERY tired of it. not asking for inability to cancel abilities to do other actions as needed. asking that if you do chose to continue casting an ability - animation should match its cast time.
Majority of abilities in the game have no cast time, they are instant. And if you take a look at the usage of abilites, the cast time ones (like Dizzying Swing, Snipe or hard casted Crystal Frags) are usually considered to be the worst kind. Putting a cast time equal to animation time on each ability is pretty much an equivalent of making an entirely different game.
then adopt the gosh darn animations to the actual cast times so that THEY MATCH. a well as adjust cast time abilities so that they are STILL desirable to use. and that still doesn't address the fact that people actively clip light attacks to speed up and therefore increase their output, that you can break into a dodge/block and STILL get full ability off, even if its in theory comes with a cast time.
well some people can, and some people cannot and that's why you have ridiculous performance gaps between players