Flips table
For the umpteenth million time. You cannot bypass the GCD with animation canceling.
Soul_Demon wrote: »
You didn't flip the table, you merely didn't answer the question and added in GCD. It still remains "two skills going off in less time than the original game developers intended- wonder what a group of say 30 or so doing this would contribute to"
usmcjdking wrote: »
2 skills cannot go off in less period of time than intended. In some instances, with channeled abilities, the GCD can actually end before the skill resolves.
Fur_like_snow wrote: »Soul_Demon stop trying to derail this thread and take your ill informed opinion to one of the thousand threads about animation canceling.
Soul_Demon wrote: »
You can keep going to the GCD if you wish, but it changes nothing about the question and not only that, you are dead wrong. Heavy attacks were supposed to take longer and you can animation cancel into a skill. That means you have all the calculations for not one, but two attacks in the same timeframe the original developers intended to have only one attack take. They designed it and NEVER intended there to be a way to force those calculations (double in same amount of time it takes for one). The server still process' those two- what do you suppose 30 people doing that would contribute to?
That's because it'sa bug that actually solved something we care about; lag impacting performance. Here's why:
- people actually spread out. Not just Zerg to bruma or a resource, they actually spread out acrossthe entire keep area. Wheeler tried for 5 years to get players to move apart with towns, AP gains, etc. What solved it? OP seige accidentally added lol.
- some people were on seige instead of in tight balls spamming light attacks/cc or other AOE.
- zergs stopped taking front doors. Keep fights lasted longer but required thought to attack. Even some group leads said it was more dynamic than in murkmire.
- players died quickly, at least at keep fights.
- lag reduced because of above points
Now I get it's a bug and will be changed, but it's like reverting animation cancelling after theyfound it unintentionally added lol.
That's because it'sa bug that actually solved something we care about; lag impacting performance. Here's why:
- people actually spread out. Not just Zerg to bruma or a resource, they actually spread out acrossthe entire keep area. Wheeler tried for 5 years to get players to move apart with towns, AP gains, etc. What solved it? OP seige accidentally added lol.
- some people were on seige instead of in tight balls spamming light attacks/cc or other AOE.
- zergs stopped taking front doors. Keep fights lasted longer but required thought to attack. Even some group leads said it was more dynamic than in murkmire.
- players died quickly, at least at keep fights.
- lag reduced because of above points
Now I get it's a bug and will be changed, but it's like reverting animation cancelling after theyfound it unintentionally added lol.
It has been better when I have been on but I gave up when I got bar locked coming off siege at a keep wall with nothing to CC me near by. Had changed my build and was trying to not use my bar hotkeys and just use the toggle but was annoyed and it didn't even save me from the bug.
How has it been over the weekend at prime time?
usmcjdking wrote: »
Light and heavy attacks are not skills, and are not beholden to the GCD or the same ruleset skills are.
What you are referring specifically too is known as the animation backswing. Animation backswings serve no purpose other than to create a smooth transition from skill resolution position to neutral position. They were not made with balance or combat mechanics in mind, much less performance.
Joy_Division wrote: »
It is. As much as you or I or other people prefer that the game mechanics punish players who aren;t very skilled or aren;t very experienced, the PvP population can't take the hit if they stop logging in because they keep getting crushed.
Flips table
For the umpteenth million time. You cannot bypass the GCD with animation canceling.
Soul_Demon wrote: »
No, its not. And if you don't want to consider the way the game process all the buffs/damage reductions/racial passive/resists/crit not crit/aoe/number of players at twice the intended rate because it somehow bothers you that animation canceling might be part of the lag problem then just say so.....avoiding the question or maybe you just don't understand the point is growing tiresome. Twice the number of calculations pushed through at a rate not intended....the calculations for BOTH must be processed by the game and all the other outliers and then damage taken applied....for not one but TWO different attacks. All attacks have multitude of process' that have to be ran...all of them.
As far as what you are suggesting, at what points did you gain access to the devs and code to ascertain what you are saying? Do you work for the game and view this on a daily basis or were you part of the development team? I ask as you speak as though you know some driving factor that wasn't released by the dev's themselves....and I see you only came to the game in july of 2015- so you likely were not reading the posts that people made back after release regarding this issue OR you are part of the dev team now and are reading the code and somehow in contact with original devs too. Give some background on how you know what the attacks and animations were 'created' to do if you would.