OK, so we have another wave of posts and polls about animation canceling, as we have had, for pretty much the past 5 years. A goodly portion of players (41% on the poll currently on front page) believe it's bad for the game, for one reason or another. But I see people are still butting heads over nomenclature and misunderstanding. So let's try to define what people actually object to, and try to logically explain what is needed, and what, logically, makes no sense. This is going to be a long one, so buckle up.
First, when people say they want animation canceling gone, first counterargument is that this will make the game unplayable. If you start Endless Hail animation, with no way to interrupt it, and boss initiates a 1-shot mechanic you must block or die, without animation canceling you die. That's the argument. But that is not what people who are asking for animation canceling to go away are asking for. A distinction has to be made between *EMERGENCY* animation canceling, and *ROUTINE* animation canceling that is part of the rotation.
Currently, routine animation canceling is what we have. We cancel animations for the sake of canceling animations, and squeezing out more performance. We do not cancel only in emergencies. By comparison, most other MMOs have animation canceling for emergencies only, and this is reinforced by cast-and-effect. That is, the effect of the spell only occurs if the animation is allowed to play in full, or for the cast to complete. ESO already has some of this, if you animation cancel anything with a cast time, you won't get an effect. Trouble is, vast majority of ESO's abilities are instant, thus you cancel the animation, but still get the effect. Think of it this way - I am pouring a glass of water, and someone interrupts me. Do I magically end up holding a glass full of water? No. I was interrupted. I didn't finish pouring. My glass isn't full. In ESO, currently, you can interrupt, and still end up with a full glass.
In short, when people say "remove animation canceling", they are referring to *ROUTINE* animation canceling as part of the rotation, NOT animation canceling entirely. So can we please stop freaking out and yelling "OMG, what if I have to block!?" Moving on...
So, what's a better way? Allow animation canceling, like today. But the trigger is tied to the animation finish. You press a button, resource cost (magicka, stamina, etc) is subtracted from your resource pool, and animation begins to play. No effect has occurred yet. Animation finishes playing. Effect occurs. At any point throughout this, you can cancel via block, dodge, bar swap, bash, etc. But if you do, no effect will occur, because animation never finishes, and no resources are refunded. Meaning, if you have to move, if you have to block, etc., you CAN, that aspect of the game doesn't change. But now you can't just spam stuff at the target willy-nilly, you have to be selective about what you cast and when, as opposed to hammering out a rotation blindly regardless of context.
Now, this usually spawns two other arguments. First being "this will make the game too slow". Yes, for some, and also not necessarily. You have to remember, some people like lightning-fast gameplay, others like slow and tactical gameplay (which is also why turn-based games are still a thing), and there's people in the middle. So, if the game got a little slower and that was bad for you, there's be other players for whom this would be good. So the change wouldn't be a net negative. And when I said "not necessarily", it means some of the longer animations can be sped up, or buffed in damage so that the result is commensurate with the animation duration. Longer animation -> bigger bang. Another alternative would be longer animation -> less cost, you'd be trading animation time for lower resource consumption, but risk forced interrupt via mechanics.
Now, let me delve into the logical objection to animation canceling. Can we all agree that developers spend time and effort creating those pretty animations? Yes, yes? Anybody disagree? Remember the Warden reveal, where they spent half an hour just showing off those pretty animations, and how much love and care went into those? If you don't, just wait another month, they will do the same with Necromancer. BUT, why are they doing this, if we're all supposed to L2P and git gud and cancel animations? I have yet to have anyone make a cogent, logical argument why developers would waste precious time and money on creating animations we're never meant to see in full. Anyone care to try and explain? So, right there, is a logical contradiction.
Second logical objection is, animations in this game are meant to convey what is being cast. Enemy starts casting, you see what is being cast, you react accordingly. That's how it works with NPCs, including bosses. You see the animation, you know what's coming, you take steps. That is not the case for players. You often get hit by things the animation of which you never saw, because they were block-canceled 0.2 seconds after they began. Imagine PvE in this game, like a vet boss fight or raid, if bosses suddenly started animation canceling. Would that be fun? And would that look good? Doubt it, right? If you disagree, fire up a poll, and ask "Should bosses be animation canceling? Yea/Nay" and see the results. But I think we both know what the results will be, yes? Moving on.
Third, what about discrimination against partially disabled players. OK, the easiest response would be "screw them!" or "who cares?" Not something most people here would say to someone's face in person, of course, but this is internet and /r/iamverybasass is a thing. However, let me point out that a lot of ESO's player base aren't kids. They're middle aged people *with* kids. Some of these people work with their hands, and the last thing they need after a 12 hr shift is to have to physically abuse their keyboard and mouse, trying to squeeze out Starcraft-like 400 APM. Again, I am not dismissing people who enjoy this, just pointing out that vast, vast majority of us cannot, physically, pull this off any longer. And when it comes to partial disabilities, this game ALREADY took steps towards helping these players. We can now set the telegraph color and opacity for better visibility, for example. There's still no colorblind mode, as far as I know, but most modern games that care about their user base have them by default. Last game I played would be recently-released Anthem, for example, which has multiple colorblind options built in since beta, to make sure players can see what is happening. And while these people are a minority, current estimate is approximately 8% for males. That's not insignificant. Well, in that vein, what about people who can't, due to age, arthritis, injury, etc., hammer out the perfect LA->Ability->Block cancel all the time, every time? Do we leave them overboard?
Then, there's also the question of animation canceling on a purely technical level not being attainable by some players, due to distance from server. Yes, people with 30-50ms latency can get these nice, crisp rotations. It's lovely. What about those of us with consistently triple digit latency, which spikes? Especially in places like Cyrodiil, where even bar-swapping sometimes doesn't register? I am asking this in the interests of fairness. We all know how in P2P games the host has the advantage, right? Well, can we then admit that someone at 30ms has a significant advantage, even just in PvE performance, to someone sitting at 300ms? Especially if that latency isn't uniform, but fluctuates between 200 and 400ms for the average of 300ms? Ever tried to animation cancel under these conditions? It's unreliable. So what is your response? Move closer to the server, you scrub? Not a very good response, now is it? But without animation canceling, suddenly it's not much of an issue. With ability queuing buffer (sometimes even under player's control to tweak to their liking), most other MMOs play just fine at those latencies. So that's another reason to ditch animation canceling.
Another argument to do away with animation canceling is balancing. Again, we've all seen the threads, haven't we? Please make X dungeon easier. No, make X dungeon harder. If ZOS balances the game for animation cancelers in mind, the dungeon will be so hard for Nana, Nono and Lil' Fabrizio. Who cannot, for love or money, animation cancel as well as you. Filthy casuals... Ehem, anyway. On the flipside, if ZOS balances the game for non-cancelers, the animation cancelers will go through that content, to quote General Patton, "like crap through a goose". And nobody is happy! Well, with animation canceling removed, this is no longer a consideration. And now the mechanics can be centered around making people *think* as opposed to hammering on keys like a spastic monkey. Choose what abilities to use, and when, based on animation length and context, as opposed to locking down the muscle memory and just hammering it out. Which brings us to macros.
Ah, yes. Zee macros, the horrible M-word. OK, first off, macros exist. Most of us use them. YES, probably even you! It just depends on how rigidly or loosely you define the word "macro". If your mouse or keyboard is programmable, you already use a macro, it's just the macro is simple. Press 4 with your thumb on the mouse, mouse executes 4. That's a simple macro - press 4, get 4. More complicated macro would be press 4, get left mouse button->short wait->4->short wait->right mouse button. This performs a light weave, an ability bound to 4, and block-cancels the animation. Now, these are against TOS, but people still use them. Especially people with disabilities or injuries, like a guildmate of mine last summer after a car crash. It was that, or walk away from ESO, and considering the guy was bedridden, that's just cruel and unusual punishment. OK, so against TOS, and it's bad, so don't do it, m'kay? But how far are we willing to take this mentality?
What I mean is, abilities in ESO are on-release. They fire not when you depress the key, but when you release the key. So would a macro that does "depress and release key" be cheating, and against TOS? It's still 1-to-1 input, you press 4, you get 4. But with this macro, the game doesn't wait for you to release the key, keypress and release are simultaneous. Is this cheating? Prooooobably, right? Though maybe not quite? Starting to get a little grey? OK, so let's take it a little farther towards absurdity. Would using a short travel time keyboard be cheating then? Especially if the keyboard doesn't allow hold-key, meaning every keypress the keyboard considers an automatic key release. Think about it. Where with a normal average keyboard you start depressing the key, it moves a while, then registers the keypress, but keeps moving down a bit until it bottoms out, and then you release the key, it starts moving back, and spring strength (or rubber or what have you) determines the acceleration of that snapback, and registers a release, and only THEN does your ability begin to fire? As opposed to someone using a short travel time keyboard, and with a slightest movement it registers a keypress, and immediately generates a release as well. That's mechanical cheating! They are shaving off microseconds with every single keypress, accruing entire seconds over the course of a play session! Monsters! Sooo, do we persecute and punish that as well? Do we track down people using red switches, and force them to use black switches instead? No, we don't.
What I'm getting at is that macro isn't a script. It's not automation. You're still at the keyboard, pressing all the same buttons. And global cooldown still prevents you from activating more abilities in a second than anybody else. But you have pressing *fewer* buttons. Which brinngs me to manual light attacking. I wasn't going to touch it, so it wouldn't muddy the waters, but I'll mention it quick. There's a very good reason vast majority of MMOS either don't have these, or have these on autocast (also known as autoattack). Picture EVE Online ('03) or WoW ('04) or WAR ('08), etc., where autoattacks in those games had to be done manually with a left mouse click. Did the game just get better, or worse? I bet most would say it got significantly worse. It's just busy work. It distracts, puts unnecessary wear on the user's fingers and needlessly reduces the lifespan of our peripherals. It is, for lack of a better word, medieval.
OK, so I'll wrap this up on that. If you are going to respond, please start with attempting to answer some of the questions I posed. Like, how do you reconcile developers spending a lot of time creating animations, with apparent intent for those animations to not be seen via animation canceling. Or how would WoW or EVE's gameplay improve by making all autoattacks manual cast.
If you got this far, kudos to you, good sir or madam. Thanks for reading.
ZOS, on the odd chance you see this, please consider doing something about this. It is time. It's been 5 years, it's 2019. The mechanics of combat in this game are, frankly, embarrassing. It looks like you tried to fix it, failed, and instead enshrined it as a feature.