On Animation Canceling, Yes, Again

  • VaranisArano
    VaranisArano
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    So, we've now got a second in-game tip about Light Attack Weaving from ZOS.

    From the Patch Notes:

    "Added a Loading Screen Tip: "Once you've begun a light attack, you can immediately activate an ability from your skill bar without interrupting that light attack."
  • LiquidPony
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    Tigerseye wrote: »
    Dubhliam wrote: »
    People that can't be bothered to put in the effort will always find something to blame for their lack of success.

    This time it's animation cancelling.

    Just proves the point of how little the said people actually know about ESO combat.

    No.

    I have always put in a lot of effort (normally, via trial and error) to become good at games, where I think they are even vaguely logical and well designed.

    Even in this game, I try to be at least vaguely competent and stay alive as I do my world boss dailies etc..

    But, I am not going to try to become "good" at playing a bodged up mistake of a game, on principle alone.

    I don't want to get into bad habits, for a start.

    I'm fairly certain this is the dumbest thing I'll read all day.
  • exeeter702
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    Sharee wrote: »
    Jhalin wrote: »
    Sharee wrote: »
    mairwen85 wrote: »
    I can't help but feel that if we couldn't ani cancel, the same people moaning its a thing would be moaning that it wasn't.

    Only if you removed it. If it wasnt there in the firstplace, people would think it is normal.

    Look at Dark Souls. No animation cancelling there, and no torch-and-pitchfork mob demanding there should be.

    I’d say being able to dodge without first returning to a resting position would qualify as “animation canceling”, and having played Bloodborne, those game definitely don’t require you wait through entire recovery animation sequences before they let you dodge.

    Now you are twisting the definition of "animation cancelling" to suit your argument.

    There is no such thing as landing a light attack, skill, and a bash all in a split second in dark souls, which is the essence of TESO animation cancelling.
    Sharee wrote: »
    commdt wrote: »
    Guys. Animation cancelling do absolutely zero, nill, nothing. My friend tested it on his stam NB a year ago and he did absolutely same 51k parses with and totally without it.

    Becauese yes, you can skip animation, but you cant skip global cooldown which is 1 second. Since all animations are below 1 second, you get nothing for skipping them. Just be done with this myth already

    Light attacks have their own cooldown. Abilities have their own cooldown. Bashing has its own cooldown.

    You can use all three at the same time, LA being cancelled by skill, and skill being cancelled by bash, and see a huge increase in your damage output compared to letting every animation finish.

    With all due respect, you do not know what you're talking about.
  • pelle412
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    There are so many of these threads popping up recently asking for the game to be changed so everyone can complete all content. ESO caters to all types of players. All content is not made for every player. This is reality and what makes ESO as diverse as it is. You don't have to animation cancel, or expect to complete vCR+3 by standing in one spot punching a key in order to enjoy this game. Removing skill and experience from the game would be a death sentence for its longevity.
  • exeeter702
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    SugaComa wrote: »
    I'm going g to put this very simply so forgive me but I think this explains the problem best


    Animation cancelling is bad for two reasons ... One it inflates DPS, Two it makes seeing damage skill in PvP much harder and trickier to counter

    The issue is is simple ... Damage "trigger" is calculated at the start of an animation, so canceling the animation allows the damage to still be done.

    Move the damage "trigger" to the end of the animation and you can still animation cancel to be able to block, roll dodge and everything else you may need to do in an emergency but it will not let the skill "trigger" the damage

    DPS will be reduced and the game becomes more skill orientated rather than speed burns

    PvP has real counters to everything as you can see the skills, now this has a potential to slow down the time to kill in PvP, but this can be adjusted by tweaking battle spirit

    Truth is to rewrite the code to move the trigger is simple too time consuming expensive and ultimately not worth investing in so we are stick with it

    1. Animation canceling does not inflate dps.

    2. There is nothing to react to with an instant cast skill. And anything with a cast time has a visual indicator and produces no (or reduced for chaneled) yield if canceled.

    3. suggesting moving the resove point where damage is calculated to the tail end of the recovery animation demonstrates a fundamental misunderstanding of the combat system at its core.
  • Danksta
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    I disagree " that developers spend time and effort creating those pretty animations". Not sure how many people could agree with all the recycled animations in the game, the base game animations specifically.
    BawKinTackWarDs PS4/NA

  • Sharee
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    exeeter702 wrote: »
    Sharee wrote: »
    Jhalin wrote: »
    Sharee wrote: »
    mairwen85 wrote: »
    I can't help but feel that if we couldn't ani cancel, the same people moaning its a thing would be moaning that it wasn't.

    Only if you removed it. If it wasnt there in the firstplace, people would think it is normal.

    Look at Dark Souls. No animation cancelling there, and no torch-and-pitchfork mob demanding there should be.

    I’d say being able to dodge without first returning to a resting position would qualify as “animation canceling”, and having played Bloodborne, those game definitely don’t require you wait through entire recovery animation sequences before they let you dodge.

    Now you are twisting the definition of "animation cancelling" to suit your argument.

    There is no such thing as landing a light attack, skill, and a bash all in a split second in dark souls, which is the essence of TESO animation cancelling.
    Sharee wrote: »
    commdt wrote: »
    Guys. Animation cancelling do absolutely zero, nill, nothing. My friend tested it on his stam NB a year ago and he did absolutely same 51k parses with and totally without it.

    Becauese yes, you can skip animation, but you cant skip global cooldown which is 1 second. Since all animations are below 1 second, you get nothing for skipping them. Just be done with this myth already

    Light attacks have their own cooldown. Abilities have their own cooldown. Bashing has its own cooldown.

    You can use all three at the same time, LA being cancelled by skill, and skill being cancelled by bash, and see a huge increase in your damage output compared to letting every animation finish.

    With all due respect, you do not know what you're talking about.

    With all due respect, what i said is exactly how it works. If you disagree, feel free to point out where you think i made a mistake, instead of making blanket statements like "ur wrong".
  • likecats
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    Sharee wrote: »
    exeeter702 wrote: »
    Sharee wrote: »
    Jhalin wrote: »
    Sharee wrote: »
    mairwen85 wrote: »
    I can't help but feel that if we couldn't ani cancel, the same people moaning its a thing would be moaning that it wasn't.

    Only if you removed it. If it wasnt there in the firstplace, people would think it is normal.

    Look at Dark Souls. No animation cancelling there, and no torch-and-pitchfork mob demanding there should be.

    I’d say being able to dodge without first returning to a resting position would qualify as “animation canceling”, and having played Bloodborne, those game definitely don’t require you wait through entire recovery animation sequences before they let you dodge.

    Now you are twisting the definition of "animation cancelling" to suit your argument.

    There is no such thing as landing a light attack, skill, and a bash all in a split second in dark souls, which is the essence of TESO animation cancelling.
    Sharee wrote: »
    commdt wrote: »
    Guys. Animation cancelling do absolutely zero, nill, nothing. My friend tested it on his stam NB a year ago and he did absolutely same 51k parses with and totally without it.

    Becauese yes, you can skip animation, but you cant skip global cooldown which is 1 second. Since all animations are below 1 second, you get nothing for skipping them. Just be done with this myth already

    Light attacks have their own cooldown. Abilities have their own cooldown. Bashing has its own cooldown.

    You can use all three at the same time, LA being cancelled by skill, and skill being cancelled by bash, and see a huge increase in your damage output compared to letting every animation finish.

    With all due respect, you do not know what you're talking about.

    With all due respect, what i said is exactly how it works. If you disagree, feel free to point out where you think i made a mistake, instead of making blanket statements like "ur wrong".

    Can you please respond to my comment quoting you on page 7.

    I'd like to hear more about how you want the ability to trigger at the end to function.
  • Wifeaggro13
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    Trancestor wrote: »
    Gilvoth wrote: »
    Why do you want to dumb the game down? Animation canceling adds another layer of skill, something most MMO’s are really missing. How about people get good and learn how to do it?

    Yes, that would require the big scary E word- Effort

    i can promise, and assure you that the amount of people who DO NOT know how to and cannot animation cancel is about 1% of ALL of eso community.
    everyone animation cancels
    we all do it.
    it is even taught in the game by the devs.

    what people are angry about is the over use of it when lagg and macros are involved that create and allow cheats to exist.
    i have a list of people who do it regularly, i report them when i see them.
    its allways the same thing, they hit people with 5 to 8 skills or light attacks in less then 1 second, its allways the same guys, i never see other people doing it.

    in addition to that, i see those same guys at resources take out those guards on the flags instantly.
    you see the guard fall and all you hear is one hit.
    it's not "skill"

    How have i never seen anything like that in the thousands of hours that i played? Bad players always accuse good players of macros when they get destroyed by them.

    Because its physically impossible to perform five actions in under a second . Macros exist its designed to support third party additions.i think everyone should use them in pvp.
  • Saturnana
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    Waiting for the effect to finish in order for the attack to hit is just adding another cast-time to every single skill, regardless of whether or not they already had one.
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  • Sharee
    Sharee
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    likecats wrote: »
    Sharee wrote: »
    exeeter702 wrote: »
    Sharee wrote: »
    Jhalin wrote: »
    Sharee wrote: »
    mairwen85 wrote: »
    I can't help but feel that if we couldn't ani cancel, the same people moaning its a thing would be moaning that it wasn't.

    Only if you removed it. If it wasnt there in the firstplace, people would think it is normal.

    Look at Dark Souls. No animation cancelling there, and no torch-and-pitchfork mob demanding there should be.

    I’d say being able to dodge without first returning to a resting position would qualify as “animation canceling”, and having played Bloodborne, those game definitely don’t require you wait through entire recovery animation sequences before they let you dodge.

    Now you are twisting the definition of "animation cancelling" to suit your argument.

    There is no such thing as landing a light attack, skill, and a bash all in a split second in dark souls, which is the essence of TESO animation cancelling.
    Sharee wrote: »
    commdt wrote: »
    Guys. Animation cancelling do absolutely zero, nill, nothing. My friend tested it on his stam NB a year ago and he did absolutely same 51k parses with and totally without it.

    Becauese yes, you can skip animation, but you cant skip global cooldown which is 1 second. Since all animations are below 1 second, you get nothing for skipping them. Just be done with this myth already

    Light attacks have their own cooldown. Abilities have their own cooldown. Bashing has its own cooldown.

    You can use all three at the same time, LA being cancelled by skill, and skill being cancelled by bash, and see a huge increase in your damage output compared to letting every animation finish.

    With all due respect, you do not know what you're talking about.

    With all due respect, what i said is exactly how it works. If you disagree, feel free to point out where you think i made a mistake, instead of making blanket statements like "ur wrong".

    Can you please respond to my comment quoting you on page 7.

    I'd like to hear more about how you want the ability to trigger at the end to function.

    You mentioned a projectile. You can make a projectile only appear once the animation of creating it has finished. Then, if you can see a projectile, you do not have to wonder whether it will do damage or not. If the animation of the cast creating the projectile would be interrupted, there would be no projectile. Any projectile you see is real.
  • Druid40
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    None of you know what the majority thinks. Stop saying "the majority".
  • CyrusArya
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    Sharee wrote: »

    Yea. Its not a priority for them, so it has been put on hold. Possibly because there has not been much discussion on the topic until recently.

    Still, the fact that they spent so much development time on it means they are not really happy with how animation cancelling works, even if the result did not make it into the live game yet.

    Wrong. The post you keep ignorantly citing was from the middle of the pts cycle when they ruined block casting and it killed the flow of combat, as any knowledgeable player knew it would. By the end of that pts cycle they hammered down and published their final version and take on cancelling and gave it their blessing. And it was modified from the state of things before that patch. You have no idea what you’re talking about.
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  • Dragneel1207
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    Sebar80 wrote: »
    Ani cancelling is an interesting post.
    I myself get 300+ ping and with occasional spikes to 999+ and in pvp and bg i die even before i press the button xD

    Yah the problem with ani cancelling is its dependance on ping and ppl on higher ping never know what hit them before they die.
    and this leads to frustration and doubting or accusing the other person for cheating.

    and the other problem with it is the constant mashing of the buttons and due to fast combat system of the eso the buttom mashes increases. As mentioned by the OP many ppl cant press the buttons.
    But only top guilds ask for ppl +50 dps and if u r a casual player u dont need that much to complete the content and enjoy the game.

    So I have a suggestion for ppl who cant mash buttons or cant do animation cancelling due to other matters and want to top the leaderboards. JUST PLAY AS A TANK as I do. As a tank u dont need ani cancelling and no need to abuse keyboard and even with higher ping u can play and enjoy and a good tank gets a lot of respect than a dps.

    In PVP u cant escape ani cancelling as u need to kill the guy fast and need to damage as much as possible in a short interval of contact with other player. For example consider a ranged and melee, here ranged gets the advantage and melee needs to cover the gap and attack and without ani cancelling u cant kill the ranged (built tanky and heals) and that makes the game broken.

    Yah ani cancelling is a good concept until it becomes broken i.e.depends heavily on ping. If u want to have animation cancelling in eso just make it independent of ping and give all the ppl same freedom to use it. If it is not possible then just remove ani cancelling

    It should depend on skill and not on ppl with good ping (like fps games)

    Play as tank to avoid light attack weaving? Wrong!
    I light attack or heavy attack before skills on my tank every time I am not blocking, which is probably 90% of time and I am in range. It helps a lot with debuf uptimes. You don't have to proc your enchants from skills as often and this way you end up with better sustain.
    Also it does not cost any resources to do so and it is just more fun.

    its better than weaving dps class
  • Sharee
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    [nevermind]
    Edited by Sharee on February 26, 2019 4:08PM
  • preevious
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    Ah, yes ..
    No animation cancelling, no light attack weaving .. AKA "the perfect world", were nuking is less an option, where vet dungeon cannot be made by 4 DPS, where healers and tank get to be relevant in any content ...

    I'd be all for that, I don't like those 2 mechanics ... it's like cheating made mandatory ..
    Edited by preevious on February 25, 2019 6:28PM
  • EmEm_Oh
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    I'm not really sure how ZOS would eliminate Animation Canceling in PvP. After skimming through 8 pages here, it doesn't appear as if the players do, either. My observation, since AC is readily predictable for those who are complaining about it (I would imagine you have to know what it is when you see it) and those who want it (you definitely know what it is), it shouldn't be much of a problem overall. In PvP, I expect certain players to AC, I adjust my playing style accordingly. It's not overwhelming my PvP play style or ambiance of the overall game experience...it's adapting.

    Edited by EmEm_Oh on February 25, 2019 6:25PM
  • Starlock
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    pelle412 wrote: »
    There are so many of these threads popping up recently asking for the game to be changed so everyone can complete all content.

    Having a problem with animation cancelling implementation is not necessarily grounded in this creedo. Personally, I want to see changes made to it for the sake of common sense and realism.

    When I first started playing this game - and probably for around the first year of playing - I assumed that if I'm swinging a sword at someone and then move my blade to block, my blade does not hit the enemy and does not deal damage. That's just common sense, right? When I learned that ESO didn't work this way, I did a double take and had some serious WTF moments. It just makes no sense on a fundamental level, and that's why I want to see it gone. I couldn't care less about narratives regarding "skill" or "content completion" on the issue of animation cancelling. For me, it is purely about what makes sense, and animation cancelling in its current implementation does not make any sense. Choosing to block an attack or bar swap should have consequences - those consequences being that sword swing doesn't connect and that spell doesn't finish casting. IMO, that would make combat more dynamic in this game, not this janky "I block with my shield and somehow hit you anyway" nonsense.
  • Wifeaggro13
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    preevious wrote: »
    Ah, yes ..
    No animation cancelling, no light attack weaving .. AKA "the perfect world", were nuking is less an option, where vet dungeon cannot be made by 4 DPS, where healers and tank get to be relevant in any content ...

    I'd be all for that, I don't like those 2 mechanics ... it's like cheating made mandatory ..

    I dont think removing animation canceling would make tanks and healers more viable. ZOS ruined that with making all the content dps centric . They would have to create mechanics that forced you too have more then 1 role.other previous gen games would have slow burns if you did to much dps bosses would enrage and such. Healing required mechanics so on. They dont exist in this game for the most part it's how much damage you can do while avoiding death puddles
  • LeagueTroll
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    Gilvoth wrote: »
    Why do you want to dumb the game down? Animation canceling adds another layer of skill, something most MMO’s are really missing. How about people get good and learn how to do it?

    Yes, that would require the big scary E word- Effort

    i can promise, and assure you that the amount of people who DO NOT know how to and cannot animation cancel is about 1% of ALL of eso community.
    everyone animation cancels
    we all do it.
    it is even taught in the game by the devs.

    what people are angry about is the over use of it when lagg and macros are involved that create and allow cheats to exist.
    i have a list of people who do it regularly, i report them when i see them.
    its allways the same thing, they hit people with 5 to 8 skills or light attacks in less then 1 second, its allways the same guys, i never see other people doing it.

    in addition to that, i see those same guys at resources take out those guards on the flags instantly.
    you see the guard fall and all you hear is one hit.
    it's not "skill"

    This is statitical % can't even be close to true. For DPS PvE animation canceling is required to achieve community based DPS requirements for end game raids. I am a part who can't animation cancel due to a metal issue which makes it nearly impossible for me to do fast pase repeating patters due to a lack of motor control. No amount of practice will fix this for me and people like me and my issue is very common. Now their are different degrees to which people are effected. At the end of the day this actually locks people out of content they pay for. There is a better way to do it that allows for skill and Ease of access for everyone.

    I can’t do it properly. I play a tank and animation cancel is completely not required for a tank. Tanks should heavy attack whenever possible and never even light attack. I don’t feel limited at all.
  • itscompton
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    Drako_Ei wrote: »
    Why are people against animation cancel? is the only mechanic that requires skill, and the only balanced one (every class can do it, every race can do it, every level can do it).
    No Templar's can't do it with most of their primary damage skills.
  • Jhalin
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    itscompton wrote: »
    Drako_Ei wrote: »
    Why are people against animation cancel? is the only mechanic that requires skill, and the only balanced one (every class can do it, every race can do it, every level can do it).
    No Templar's can't do it with most of their primary damage skills.

    Any class can LA -> ability. I’ll concede that due to channel times, a Templar has less empty time than animation canceling can negate in other classes that use purely instant abilities in their rotations, but they can still LA weave.
  • LiquidPony
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    Gilvoth wrote: »
    Why do you want to dumb the game down? Animation canceling adds another layer of skill, something most MMO’s are really missing. How about people get good and learn how to do it?

    Yes, that would require the big scary E word- Effort

    i can promise, and assure you that the amount of people who DO NOT know how to and cannot animation cancel is about 1% of ALL of eso community.
    everyone animation cancels
    we all do it.
    it is even taught in the game by the devs.

    what people are angry about is the over use of it when lagg and macros are involved that create and allow cheats to exist.
    i have a list of people who do it regularly, i report them when i see them.
    its allways the same thing, they hit people with 5 to 8 skills or light attacks in less then 1 second, its allways the same guys, i never see other people doing it.

    in addition to that, i see those same guys at resources take out those guards on the flags instantly.
    you see the guard fall and all you hear is one hit.
    it's not "skill"

    This is statitical % can't even be close to true. For DPS PvE animation canceling is required to achieve community based DPS requirements for end game raids. I am a part who can't animation cancel due to a metal issue which makes it nearly impossible for me to do fast pase repeating patters due to a lack of motor control. No amount of practice will fix this for me and people like me and my issue is very common. Now their are different degrees to which people are effected. At the end of the day this actually locks people out of content they pay for. There is a better way to do it that allows for skill and Ease of access for everyone.

    I can’t do it properly. I play a tank and animation cancel is completely not required for a tank. Tanks should heavy attack whenever possible and never even light attack. I don’t feel limited at all.

    I retract my prior comment.
  • Jhalin
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    Starlock wrote: »
    pelle412 wrote: »
    There are so many of these threads popping up recently asking for the game to be changed so everyone can complete all content.

    Having a problem with animation cancelling implementation is not necessarily grounded in this creedo. Personally, I want to see changes made to it for the sake of common sense and realism.

    When I first started playing this game - and probably for around the first year of playing - I assumed that if I'm swinging a sword at someone and then move my blade to block, my blade does not hit the enemy and does not deal damage. That's just common sense, right? When I learned that ESO didn't work this way, I did a double take and had some serious WTF moments. It just makes no sense on a fundamental level, and that's why I want to see it gone. I couldn't care less about narratives regarding "skill" or "content completion" on the issue of animation cancelling. For me, it is purely about what makes sense, and animation cancelling in its current implementation does not make any sense. Choosing to block an attack or bar swap should have consequences - those consequences being that sword swing doesn't connect and that spell doesn't finish casting. IMO, that would make combat more dynamic in this game, not this janky "I block with my shield and somehow hit you anyway" nonsense.

    The instant you let go of the button to attack, the damage was already done, before the animation even played. The animation is superfluous and actually has no effect on if the ability hit or missed. This was an intentional design choice.
  • mairwen85
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    Jhalin wrote: »
    Starlock wrote: »
    pelle412 wrote: »
    There are so many of these threads popping up recently asking for the game to be changed so everyone can complete all content.

    Having a problem with animation cancelling implementation is not necessarily grounded in this creedo. Personally, I want to see changes made to it for the sake of common sense and realism.

    When I first started playing this game - and probably for around the first year of playing - I assumed that if I'm swinging a sword at someone and then move my blade to block, my blade does not hit the enemy and does not deal damage. That's just common sense, right? When I learned that ESO didn't work this way, I did a double take and had some serious WTF moments. It just makes no sense on a fundamental level, and that's why I want to see it gone. I couldn't care less about narratives regarding "skill" or "content completion" on the issue of animation cancelling. For me, it is purely about what makes sense, and animation cancelling in its current implementation does not make any sense. Choosing to block an attack or bar swap should have consequences - those consequences being that sword swing doesn't connect and that spell doesn't finish casting. IMO, that would make combat more dynamic in this game, not this janky "I block with my shield and somehow hit you anyway" nonsense.

    The instant you let go of the button to attack, the damage was already done, before the animation even played. The animation is superfluous and actually has no effect on if the ability hit or missed. This was an intentional design choice.

    I guess that's what 'instant' means in relation to instant cast :smiley:
    Edited by mairwen85 on February 25, 2019 9:18PM
  • Katahdin
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    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    So should a completely blind person be allowed to drive?
    Beta tester November 2013
  • pelle412
    pelle412
    ✭✭✭✭✭
    Katahdin wrote: »
    So should a completely blind person be allowed to drive?

    Yes absolutely. Push the start button and the car drives itself. :)
  • D0PAMINE
    D0PAMINE
    ✭✭✭✭✭
    ✭✭
    pelle412 wrote: »
    Katahdin wrote: »
    So should a completely blind person be allowed to drive?

    Yes absolutely. Push the start button and the car drives itself. :)

    Then you're just a passenger.
  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    How can one not animation cancel. Like take out those with a disability sure. What's so hard about left click and then skill. It's like the simplest thing. My buddy who just got the game I told em you wanna light attack before every skill.

    Further those that absolutely cannot light weave just play a heavy attack build or just spam one ability. With Max CP and decent gear a templar can get about 15k DPS just jabbing. Just fo that lol.

    Seriously though weaving is the easiest thing to do. My Aussie friends can do it. The only time latency becomes a real issue is when it's so bad it breaks the game so that even just trying to press a skill isn't quite firing. I mean I've parsed with 400+ ping and still did fine lol. And if that's what you normally play with, look for a solution or quit the game cause that's unplayable Ani cancelling or not.
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    Katahdin wrote: »
    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    So should a completely blind person be allowed to drive?

    Nope, but that doesn't mean you don't develop systems that don't allow them to get around. I.E self Driving Cars, Bus Systems ect. All most of us ask for is an alternative OPTION that only effects our side of combat. Such as LA launch at the time of skill use. This would reduce the number of imputs required, and the number of buttons required to press in a sequence. This would not hurt anyone in game but would give people who can't the ability to do.
    Edited by alexj4596b14_ESO on February 25, 2019 11:05PM
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