On Animation Canceling, Yes, Again

  • Commancho
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    mairwen85 wrote: »
    Commancho wrote: »
    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? ;-)
  • mairwen85
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    Commancho wrote: »
    mairwen85 wrote: »
    Commancho wrote: »
    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? ;-)

    I play mostly PvE, but I also do BGs -- created several characters especially. I don't spam then either -- I'm on Xbox, so maybe the controller means I don't have to, I dunno -- but the point remains -- attacking is only two buttons, occasionally a 3rd. The rest of my effort is put to positioning, mitigation, and assisting.

    When I was in comprehensive school, SF2 and MK were the big arcade hits -- we'd stop down the arcade on our lunch period and stack our coins on the machine to play next up / winner stays on. There would always be that one annoying kid who would mash all the buttons like a possessed chimpanzee, and he'd have a good run of it, but ultimately the kid who knew the combos, took his time and played effortlessly would win out against everyone. That's precision button pressing... ESO combat is far simpler, and requires even less effort, but requires the same level head and awareness of the playing field -- button mashing is not that.


    Edited by mairwen85 on February 26, 2019 11:17AM
  • Dubhliam
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    Sharee wrote: »
    barney2525 wrote: »
    And since it Has been evaluated in the past, I would not hold my breath waiting for change.
    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.
    iJy2v9G.jpg

    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:
    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.

    >>>Detailed Justice System Concept thread<<<
  • VaranisArano
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    Dubhliam wrote: »
    Sharee wrote: »
    barney2525 wrote: »
    And since it Has been evaluated in the past, I would not hold my breath waiting for change.
    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.
    iJy2v9G.jpg

    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:
    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.

    Thanks for pulling that out, Dubhliam, since it rather proves my point that the particular quote Sharee used isn't actually applicable to the current conversation, just with the follow-up quote rather than it being 3 years old. If I understand it correctly, the Iterations and changes the Feb 2016 quote mentioned were in implemented in May.

    In far more recent Dev actions, we have:
    1. A Level Up Advisor tip explaining how to do Light Attack Weaving,
    2. This latest patch, a loading screen tip explaining how to do light Attack weaving,

    So I'd hazard a guess that Light Attack Weaving is here to stay for the foreseeable future.
  • Rikumaru
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    Sharee wrote: »
    exeeter702 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".

    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.

    macro.jpg

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Also the whole increasing your damage output by 20% is definitely worth it thing? Yeah, just incase you didn't know bash has a stamina cost and unless you are using 1h 1s, it's a pretty hefty one. And even with 1h 1s, it costs quite a bit of stamina still. The la-skill-bash combo is used for BURST when using those extra resources can make the difference between a kill or not. You don't just do this combo 24/7 unless you want to run dry of resources. Whats up with some of you players that just wanna kill more of the skilled and mindful play in the game? Will you not be satisfied until unskilled players are equal in power to skilled players?
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • DjMuscleboy02
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    unknown.png

    pls nerf animation cancelling its too strong
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • mairwen85
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    unknown.png

    pls nerf animation cancelling its too strong

    :naughty:

    Please nerf forum complaints and nerf threads.

    Seriously though, with skills being added to the game that embrace Light attack weaving, and tool tip and level up adviser messages all promoting it -- it's not too strong, but rather just as strong as players make it.
    Edited by mairwen85 on February 26, 2019 1:59PM
  • JaJaLuka
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    You've hit some points that are true, but they've been argued many times before. On much of this I agree with you but they needed to be addressed by Zenimax years ago; unfortunately when they found out about this mechanic they decided to adopt it as part of their game instead of addressing it as they should have. To do it now would require a re-balance of the entire game. While I'm all for it, I remember the re-balancing for both the removal of soft-caps and the introduction of champion points as being an absolute disaster.
    On a slightly different note, I like the idea that taking away animation cancelling would introduce an entirely new skill requirement to the game and open that up to more players who play a wider range of mechanics to win instead of just spamming as much damage as possible. There are arguments on both sides however taking away skill cancelling would certainly help with the amount of signals trying to be sent to the servers over a short time as well as moving against (some) cheaters in the game.

    tl;dr: I like the idea of skill cancelling getting removed, but it won't happen.
    Krojick, DC Sorc PC NA
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  • Jabbs_Giggity
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    SOLUTION: Options > Gameplay > Skill Animations > ON/OFF

    Obviously this would break the game for those (In PVP) who like to Animation cancel Ult/S2W/LA/S2W, etc. and demoralize those who are forced to endure the long animations of things called channels...Ehm Ehm Templars...

    But hey, ZOS likes a broken game so why not!
  • Inarre
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    Zos have said it's not going anywhere..... Sometimes you just have to learn to accept the things you cannot change.
  • Katahdin
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    Demra wrote: »
    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...

    BS I am 49 and I spend a lot if time on computers and working with my hands.
    I can weave light attacks and have been practicing and improving my dps.

    I know lots of people over 40 that can light attack weave.

    I find most people against it don't want to put the work in to learn and practice it.
    They dont want to sit at a dummy for hours practicing. It's too much like work after a day of work.

    I totally get it, I was there.

    I fought it for a long time but the bottom line is if I want to do certain content, I have to learn it, period.

    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.

    Also, I don't know anyone that block cancels any more. It's all about light attack weaving now.
    Edited by Katahdin on February 26, 2019 3:16PM
    Beta tester November 2013
  • Sharee
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    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.
  • Sharee
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    Dubhliam wrote: »

    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:
    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.

    Fair enough, i missed that one. Tho it has to be noted what i quoted was from thief guild PTS cycle, while yours is from dark brotherhood cycle, so it wasn't implemented in the same PTS cycle as some here have claimed.
  • SidraWillowsky
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    Katahdin 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.
  • mairwen85
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    Katahdin 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.

    If my son's anything to go by, 16-year-olds do have lightning fast reflexes, but its not to put effort into anything much, and those reflexes are rarely put to use unless shirking any form of effort (like cleaning bedroom) -- oh, they disappear like stealthy Kajiit then.
  • Katahdin
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    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    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.
    Beta tester November 2013
  • Sharee
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    Katahdin wrote: »
    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    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.
  • Katahdin
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    Sharee wrote: »
    Katahdin wrote: »
    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    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. Could make a macro for that too.

    The day I let a macro play the game for me is the day I uninstall
    Edited by Katahdin on February 26, 2019 3:49PM
    Beta tester November 2013
  • Sharee
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    Katahdin wrote: »
    Sharee wrote: »
    Katahdin wrote: »
    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    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.
  • Katahdin
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    Sharee wrote: »
    Katahdin wrote: »
    Sharee wrote: »
    Katahdin wrote: »
    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    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.

    The 5 other buttons and the bar swap I use along with it makes it more involved than one or two buttons only with no bar swap.

    Hitting those 11 skills in a certain sequence to maintain dots, inserting the relentless when it's ready, in between other skills, not in a static rotation.

    Edited by Katahdin on February 26, 2019 3:56PM
    Beta tester November 2013
  • Sharee
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    Katahdin wrote: »
    Hitting those 11 skills in a certain sequence to maintain dots, inserting the relentless when it's ready, in between other skills, not in a static rotation.

    Rotation is not static. Inserting a LA before every skill is.
  • Katahdin
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    Sharee wrote: »
    Katahdin wrote: »
    Hitting those 11 skills in a certain sequence to maintain dots, inserting the relentless when it's ready, in between other skills, not in a static rotation.

    Rotation is not static. Inserting a LA before every skill is.

    Well maybe it's mindless for you, but timing it correctly and always getting it to go off correctly has not been so simple for me. Wish it was cause I would be doing 45K dps if it was
    Beta tester November 2013
  • VaranisArano
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    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    @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:
    iJy2v9G.jpg
  • Wolfpaw
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    The name in-itself implies a broken combat system "Animation Canceling", skipping over a skill's animation.

    A slower paced non animation canceling combat would create a more thought-out counter/reactive game play.
  • Sharee
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    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    @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:
    iJy2v9G.jpg

    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.
    Edited by Sharee on February 26, 2019 5:23PM
  • exeeter702
    exeeter702
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    Sharee wrote: »
    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    @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:
    iJy2v9G.jpg

    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. They did this specifically to address how to incorporate a very important auto attack / white damage but have it be active rather than automated as is the case in countless other mmos that adhere to a GCD to govern combat balance.

    There is not bug here that cant be fixed, they are not painting over any issue. And animation canceling most definitely does not inflate or produce any unintended additional damage without a designed price. That is why bashing has a price and deals low damage. Its a defensive action thst players need to have access to in order to react to things without being arbitrarily handicapped.
  • Sharee
    Sharee
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    exeeter702 wrote: »
    Sharee wrote: »
    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    @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:
    iJy2v9G.jpg

    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.

    And they waited five years before mentioning this to their players.
    If that isn't a case of "this is a thing whether we like it or not, so let's at least not keep them in the dark anymore" then i dont know what is.
  • VaranisArano
    VaranisArano
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    Sharee wrote: »
    Sharee wrote: »
    Rikumaru wrote: »

    So you want to get rid of interesting and mindful mechanics in the game? Gotcha.

    Inserting a light attack into every gdc regardless of circumstances (because why not, its free damage and takes no time since the animation is cancelled) is the very definition of mindless.

    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:
    iJy2v9G.jpg

    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.

    I totally agree that they waited way too long.

    But I don't see where ZOS isn't also encouraging this to become a core part of gameplay both by their development and in teaching players to use it better.

    1. Level Up Advisor tip about Light Attack Weaving with Dragonbones DLC.
    2. Light attacks buffed with Summerset.
    3. Adding sets like Spell Strategist for Murkmire and Relequen for Summerset that proc from light attacks (and heavy, for Relequen, that become the meta for some aspects of damage dealing.
    4. New loading screen tip about Light attack Weaving with Wrathstone.

    Certainly, I do not see where ZOS has not embraced this mechanic or is encouraging players not to use it. Quite the opposite - or they wouldn't have buffed LA damage with Summerset and added those tips. When I look at the way ZOS is developing light attacks, they and the sets that use them are becoming more powerful while at the same time, ZOS is making an effort to make sure players know how to do light attack weaving.

    You can disagree, but if you are going to shrug off ZOS actually attempting to teach players how to play the game as "damage control", I can tell you we're going to have to agree to disagree.

    Because where I stand, ESO still doesn't actually explain lots of its core gameplay, from DPS rotations to how to be successful in PVP. Its made strides in the right direction, as with the Skills Advisor which was the first time ZOS bothered to actually point players towards going stamina or magicka depending on their role - years after that became the meta. Holding Light Attack Weaving to a higher standard seems silly to me, since actually ZOS is quite bad about explaining lots of other core aspects of gameplay within the game itself, which hasn't stopped them from developing the game around those core aspects anyways.

    This is, I would argue, just one more step in the right direction. ZOS has been making light attack weaving a core part of its gameplay for some time now and is now making sure that players have more hints about how to do it. That's needed. In fact, I'd argue that ZOS needs to go farther with teaching it. Certainly, I see the trend of ZOS moving towards making Light Attack Weaving a fully realized part of the gameplay, even more than it was before, and actually teaching players to use it.
  • Raudgrani
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    Tigerseye wrote: »
    Raudgrani wrote: »
    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.

    Point is, everyone CAN do it. If they are determined to learn how to do it. Sure, it's harder to pull off in Cyrodiil with all the lag, but you can usually solve your lag issues to get to the same level of lag as everyone else. Perhaps not if you live in Uzbekistan or Vanuatu with some low grade third world internet options; but then you should perhaps try to spend your time doing something else but playing ESO. I dunno.

    If you can't animation cancel, too bad. Either learn how to do it, or live with being at disadvantage compared to others who do. I can't imagine how clunky and bothersome combat would be without absolutely no animation canceling at all.

    Currently in PVP, I have an ideal rotation going something like:

    Bow la -> Poison Injection -> la -> Draining Shot -> Dodgeroll *swap*
    S&B la -> Venomous Claw -> la -> Reveberating Bash -> la -> Heroic Slash -> bash

    The bow bar is maybe not fully animation canceling, even though it's quick, but good luck trying to use S&B for PVP, if there's no such thing as animation canceling. We would be left with using other options, and thus even more forced meta - as a whole weapon skill line would be useless for other than tanking...

    This modern trend of requiring what you can't do to be banned just sucks. It's horrible to be honest. Bring the whole world down to your miserable level just so you can feel good about yourself. It's nauseating.
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