There is nothing difficult in animation cancel, neither there is no big skill behind this. It's just so confusing for new players and it annoys me that I need to spam mouse/keyboard like I would be playing latest Mortal Combat in order to get good DPS.
Spam? sequentially pressing 3 buttons is far from spamming -- most times you'll only be sequentially pressing 2 buttons. If you spam/button mash, your dps will suffer. Decent dps in ESO is achieved via well-timed, precision button pressing and considered targeting.
There is nothing difficult in animation cancel, neither there is no big skill behind this. It's just so confusing for new players and it annoys me that I need to spam mouse/keyboard like I would be playing latest Mortal Combat in order to get good DPS.
Spam? sequentially pressing 3 buttons is far from spamming -- most times you'll only be sequentially pressing 2 buttons. If you spam/button mash, your dps will suffer. Decent dps in ESO is achieved via well-timed, precision button pressing and considered targeting.
You are not a big fan of battlegrounds, are you? ;-)
VaranisArano wrote: »barney2525 wrote: »And since it Has been evaluated in the past, I would not hold my breath waiting for change.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.
That Dev quote?
"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."
Just want to note that was in February 2016.
So if they are working on something to change the animation prioritization that's going to remove animation canceling, we're still waiting, 3 years later.
And in the meantime, they added this. I'd say Light Attack Weaving, at least, is here to stay.
ZOS_JessicaFolsom wrote: »Combat Animation Prioritization
We adjusted the combat animation priority so that you will see impacts and effects for each ability and attack fired when played in rapid succession, without it affecting DPS. Blocking mechanics have been excluded from this change based on feedback from the last PTS testing cycle.
VaranisArano wrote: »barney2525 wrote: »And since it Has been evaluated in the past, I would not hold my breath waiting for change.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.
That Dev quote?
"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."
Just want to note that was in February 2016.
So if they are working on something to change the animation prioritization that's going to remove animation canceling, we're still waiting, 3 years later.
And in the meantime, they added this. I'd say Light Attack Weaving, at least, is here to stay.
Yeah... you pull out one quote from Feb 2016, but you fail to do your research.
This is from the very next patch in May 2016:ZOS_JessicaFolsom wrote: »Combat Animation Prioritization
We adjusted the combat animation priority so that you will see impacts and effects for each ability and attack fired when played in rapid succession, without it affecting DPS. Blocking mechanics have been excluded from this change based on feedback from the last PTS testing cycle.
exeeter702 wrote: »exeeter702 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.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".
Aside from the fact that explanations with much detail have already been expressed, i find it exhausting having to constantly repeat myslef. But to be concise.
No one twisted the arguement to suit their needs. Animation canceling is simply about cutting off the recovery animation with an action that is permitted off the GCD, to which the dark souls example was absolutely apt. This discussion can only go somewhere if those involved accept the simple truth that weaving light attacks into each GCD ability use is not animation canceling even though it literally cuts off inconsequential animations.
Bash and light attacks do not in any way shape or form have their own cool downs. You are conflating particular systems and how they effect priorities from a gameplay perspective. .
Light atracks obey the GCD in that they are unusable during the GCD refresh. They simply do not initiate the GCD on use. Its exactly why the devs allow an ability to cut off the animation of a light attack so you can get both actions in per every GCD.
Actions such as bash, block, roll dodge and bar swap, are off the GCD to maintain reactionary freedom and player agency. Bash in particular has a small damage component that allows an additional tick of damage, but is rarely worth a potential stamina (or magicka with frost staff) regen tick loss. And it most definitely does not lead to obscene burst combos that the anti "animation cancel" crowd would try to (and depressingly succeed in) have many believe.
There is no huge damage output, that is hyperbolic nonsense exacerbated by poorly educated individuals who believe they know how the combat system works under the hood. Its these same individuals who think tying damage calculations and ability resolve points to the end of a recovery animation is a conceivable solution, which it is absolutely not for numerous reasons, but at this point im repeating myself for a third time on this thread alone and wont elaborate any further.
"And it most definitely does not lead to obscene burst combos that the anti "animation cancel" crowd would try to (and depressingly succeed in) have many believe. " - The damage of light attack+skill+bash(with all three hitting virtually at the same time thanks to animation cancelling) can be up to 100% higher than the damage of simply using a skill. Surprise attack: 3254 dmg. SA+LA+bash: 6175 dmg. Bash alone increased the damage during this GCD by 20%
"Bash in particular has a small damage component that allows an additional tick of damage, but is rarely worth a potential stamina (or magicka with frost staff) regen tick loss." - increasing your damage output by 20% is definitely worth it. And there is no regen loss, unless you play on console (but thats a console thing, not a bash thing).
"There is no huge damage output, that is hyperbolic nonsense" - right. That's why noone does it.

DjMuscleboy02 wrote: »
pls nerf animation cancelling its too strong
Wow its like people cannot read in here..
if you can't improve because you are not in your early twenties any more than no amount of practice is going to help. If you work all day with your hands and they shake a tiny bit at the end of the day than no practice will help. If you have a bit latency than no amount of practice will help...
Yeah... you pull out one quote from Feb 2016, but you fail to do your research.
This is from the very next patch in May 2016:ZOS_JessicaFolsom wrote: »Combat Animation Prioritization
We adjusted the combat animation priority so that you will see impacts and effects for each ability and attack fired when played in rapid succession, without it affecting DPS. Blocking mechanics have been excluded from this change based on feedback from the last PTS testing cycle.
So I sat down on a weekend and spent 2 hours practicing and I learned what I was doing wrong, corrected it and started to improve.
SidraWillowsky wrote: »
So I sat down on a weekend and spent 2 hours practicing and I learned what I was doing wrong, corrected it and started to improve.
^^^^
One doesn't have to have the lightning-fast reflexes of a 16-year-old to be decent at this. It gets easier as you go, but you HAVE to put in the work. It's not so much about speed and dexterity as it is getting a feel for the patterns and then getting them into muscle memory. It takes time but it will become second nature after a while.
I'm going to assume that the majority of people complaining about animation canceling are not looking to pull 50k DPS... if that's the case then you don't need to be as fast as Alcast et al. in terms of the weaving; just having a consistent pattern should be sufficient.
I am not sure about other classes but I'm on a stamblade. Yes, you fire off a light atrack between skills but it's not as mindless as you put it. I have to watch the rotation and certain skills get hit when they are ready (ie relentless proc) and the timing of the ulitmate is important. So you have to think about what you're doing and react accordingly.
I am not sure about other classes but I'm on a stamblade. Yes, you fire off a light atrack between skills but it's not as mindless as you put it. I have to watch the rotation and certain skills get hit when they are ready (ie relentless proc) and the timing of the ulitmate is important. So you have to think about what you're doing and react accordingly.
You have to watch relentless proc, that is mindful. You have to time ultimate, that is mindful. But inserting a light attack into every GCD? Heck, you could make a macro to do it for you, that's how mindless it is.
I am not sure about other classes but I'm on a stamblade. Yes, you fire off a light atrack between skills but it's not as mindless as you put it. I have to watch the rotation and certain skills get hit when they are ready (ie relentless proc) and the timing of the ulitmate is important. So you have to think about what you're doing and react accordingly.
You have to watch relentless proc, that is mindful. You have to time ultimate, that is mindful. But inserting a light attack into every GCD? Heck, you could make a macro to do it for you, that's how mindless it is.
Its more involved than light attack spamming or spamming one skill constantly
I am not sure about other classes but I'm on a stamblade. Yes, you fire off a light atrack between skills but it's not as mindless as you put it. I have to watch the rotation and certain skills get hit when they are ready (ie relentless proc) and the timing of the ulitmate is important. So you have to think about what you're doing and react accordingly.
You have to watch relentless proc, that is mindful. You have to time ultimate, that is mindful. But inserting a light attack into every GCD? Heck, you could make a macro to do it for you, that's how mindless it is.
Its more involved than light attack spamming or spamming one skill constantly
You press the light attack button everytime before pressing the skill button. That's it. I don't know how less involved this could possibly be.
VaranisArano wrote: »
@Sharee you are free to have the opinion that light attack weaving is the very definition of mindless, but you've yet to address the ways that ZOS is actually encouraging players to make it a core part of their gameplay. Whether you like it or not, ZOS certainly seems to be making better efforts to include Light Attack Weaving in the game and make sure that players know how to do it.
From the most recent 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.""
And from the Level Up Advisor:
VaranisArano wrote: »
@Sharee you are free to have the opinion that light attack weaving is the very definition of mindless, but you've yet to address the ways that ZOS is actually encouraging players to make it a core part of their gameplay. Whether you like it or not, ZOS certainly seems to be making better efforts to include Light Attack Weaving in the game and make sure that players know how to do it.
From the most recent 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.""
And from the Level Up Advisor:
For what it's worth, thats more damage control than anything. They are not as much encouraging them as reacting to the very valid complaint that a mechanic with such a great impact on one's performance has been for so long kept completely hidden from new players in any official channels.
If they really embraced the mechanic and wanted to encourage players to use it they would not have waited with the above hints until five years into the game's lifecycle.
exeeter702 wrote: »VaranisArano wrote: »
@Sharee you are free to have the opinion that light attack weaving is the very definition of mindless, but you've yet to address the ways that ZOS is actually encouraging players to make it a core part of their gameplay. Whether you like it or not, ZOS certainly seems to be making better efforts to include Light Attack Weaving in the game and make sure that players know how to do it.
From the most recent 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.""
And from the Level Up Advisor:
For what it's worth, thats more damage control than anything. They are not as much encouraging them as reacting to the very valid complaint that a mechanic with such a great impact on one's performance has been for so long kept completely hidden from new players in any official channels.
If they really embraced the mechanic and wanted to encourage players to use it they would not have waited with the above hints until five years into the game's lifecycle.
It is absolutely not damage control what are you talking about?
The very fabric of this games combat system revolves around the notion of light atracks being weaved into ability use. It has been this way since beta.
VaranisArano wrote: »
Sharee you are free to have the opinion that light attack weaving is the very definition of mindless, but you've yet to address the ways that ZOS is actually encouraging players to make it a core part of their gameplay. Whether you like it or not, ZOS certainly seems to be making better efforts to include Light Attack Weaving in the game and make sure that players know how to do it.
From the most recent 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.""
And from the Level Up Advisor:
For what it's worth, thats more damage control than anything. They are not as much encouraging them as reacting to the very valid complaint that a mechanic with such a great impact on one's performance has been for so long kept completely hidden from new players in any official channels.
If they really embraced the mechanic and wanted to encourage players to use it they would not have waited with the above hints until five years into the game's lifecycle.
Leave animation canceling be. It raises the skill ceiling, and makes it more interesting trying to improve rotations etc.
People need to stop to call for "nerfs" of everything making others better than them. What kind of life are you used to?
"Ban healthy food, it makes people able to look more fit than me. Ban martial arts, people who know it can beat me! Ban cosmetics, it can make prettier girls than me even prettier! Ban gyms, it can make people stronger than me! Ban education, it can make people more successful than me! Ban gambling, it can make people wealthier than me!"
As for PVP, covering their moves by animation canceling - yes, that's the whole reason. Not a reason to remove it, but to keep it. That's part of the reason Samurai wore Hakama ("samurai pants"), to conceal their feet/leg, as to make it more difficult to expect their next move. it takes experience to predict what's coming next.
No one is saying ban healthy food, martial arts, make-up, gymns, or education...
Gambling is a completely separate issue, because (unlike your other examples) it is not thought of as a positive, or neutral, thing for most people and by the way, statistically, it makes most people a lot poorer; not richer.
Unlike the issue at hand, none of those things happened by accident.
None were a result of incompetent design.
So, none of them are remotely relevant, here.