brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
I’ve been around since launch and and I wouldn’t ever say the combat has ever been silky smooth. Second part of performance issues in game is players constantly asking for faster and faster combat basically 1-2 shot builds with the new combat changes slow down your play style and see what happens. Fight fast die fast.
"Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."
I hope ZOS realise you can't cast more than 1 ability (barring flying blade morph) in a GCD. And if they are talking about weaving light attacks, DoTs, delayed attacks such as shulks, enchants or bash; you can still do all of the above with a cast time. The cast time on ultimates literally makes zero sense and feels awful to play with. And it seems the vast majority of players agree that cast times suck too.
Going to side with what ever ZoS employee made that quote.
Cast times on ultimate abilities were necessary. It was extremely chessy and stupid to have people just dump all their ultimate abilities on you for instant death kills. So I disagree with the OP about this - as well as that poll.
PvP generally has improved quite a bit since the update. It's still deadly. But there is less instant death and counter play actually exists now - where as before it was just death with no way to avoid it.
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
I’ve been around since launch and and I wouldn’t ever say the combat has ever been silky smooth. Second part of performance issues in game is players constantly asking for faster and faster combat basically 1-2 shot builds with the new combat changes slow down your play style and see what happens. Fight fast die fast.
"Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."
I hope ZOS realise you can't cast more than 1 ability (barring flying blade morph) in a GCD. And if they are talking about weaving light attacks, DoTs, delayed attacks such as shulks, enchants or bash; you can still do all of the above with a cast time. The cast time on ultimates literally makes zero sense and feels awful to play with. And it seems the vast majority of players agree that cast times suck too.
Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
"Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."
I hope ZOS realise you can't cast more than 1 ability (barring flying blade morph) in a GCD. And if they are talking about weaving light attacks, DoTs, delayed attacks such as shulks, enchants or bash; you can still do all of the above with a cast time. The cast time on ultimates literally makes zero sense and feels awful to play with. And it seems the vast majority of players agree that cast times suck too.
Lmao 95, 156, and 310 pathetic votes. Is this what you want to base a developer decision on? Wow.
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
I’ve been around since launch and and I wouldn’t ever say the combat has ever been silky smooth. Second part of performance issues in game is players constantly asking for faster and faster combat basically 1-2 shot builds with the new combat changes slow down your play style and see what happens. Fight fast die fast.
Don’t use DBoS anymore. People bitched and ZOS listened and ruined it. Go Onslaught or go home. Still has a cast time but at least it’s not the conal AoE. Between that and the cast time Onslaught is far more reliable, does circular AoE damage and gives the pen vs all enemies. Besides in the QA ZOS says that the cast times are here to stay since getting hit with multiples ultimates at once was too much. Because you can’t still time them together according to ZOS, and also apparently heath desyncs are better.
"Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."
I hope ZOS realise you can't cast more than 1 ability (barring flying blade morph) in a GCD. And if they are talking about weaving light attacks, DoTs, delayed attacks such as shulks, enchants or bash; you can still do all of the above with a cast time. The cast time on ultimates literally makes zero sense and feels awful to play with. And it seems the vast majority of players agree that cast times suck too.
Lmao 95, 156, and 310 pathetic votes. Is this what you want to base a developer decision on? Wow.
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
I’ve been around since launch and and I wouldn’t ever say the combat has ever been silky smooth. Second part of performance issues in game is players constantly asking for faster and faster combat basically 1-2 shot builds with the new combat changes slow down your play style and see what happens. Fight fast die fast.
Somehow I don't believe you, mainly because you actually believe that animation canceling causes lag.
Trying to reason with ZOS is like talking to a brick wall. I bet we will still have cast time ULTs in the next update. One of the most unpopular decisions they’ve made so far which the majority of the community dislikes yet they don’t even comment on whether they plan to revert this dumb change.
"Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."
I hope ZOS realise you can't cast more than 1 ability (barring flying blade morph) in a GCD. And if they are talking about weaving light attacks, DoTs, delayed attacks such as shulks, enchants or bash; you can still do all of the above with a cast time. The cast time on ultimates literally makes zero sense and feels awful to play with. And it seems the vast majority of players agree that cast times suck too.
"Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."
I hope ZOS realise you can't cast more than 1 ability (barring flying blade morph) in a GCD. And if they are talking about weaving light attacks, DoTs, delayed attacks such as shulks, enchants or bash; you can still do all of the above with a cast time. The cast time on ultimates literally makes zero sense and feels awful to play with. And it seems the vast majority of players agree that cast times suck too.
What about this this doesn't make sense?
The logic behind cast time on ultimates is incredibly simple: ZOS feels these abilities are so strong that their damage and effects should not hit instantly. Even if you disagree, it makes complete sense. It's not possible to misunderstand.
A significant majority of people complaining are stambuilds upset that their instant damage AOE move that hit like a single target with an accompanying dot was functionally nerfed. If DB was left untouched, most of ya'll wouldn't even care. Which makes me think that ZOS thought DBoS was overperforming, and unfortunately other ults were casualties of ZOS attempting to nerf it without changing the numbers.
Personally, I agree that the cast times don't look or feel good. I also agree their reasoning about not wanting multiple skills to hit at the same time seems a little odd. But I don't disagree with the design philosophy. High damage aoe ultimates that also provide cc probably shouldn't be instant. And tbh, there's been a precedent for that design since the game launched (meteor). That's a completely reasonable viewpoint. I just wish they would have hit DBoS directly and left the other ultimates alone. Absolutely no one was complaining about the nightblade ults or the weapon skill line ults.
Royalthought wrote: »The update made it easier for zergs to stack DoTs and kill solo players.
The update made it more difficult for solo players to quickly kill individuals in a zerg.
Definitely one of the worst choices zos has ever made. You really should start thinking of the bigger picture with the changes you make. When scalebreaker hit console today I got on and was reminded of how disgusting these cast times feel. While playing around with dawnbreaker I started thinking, why would you do this when you literally cannot fix performance issues? This is going to be awful in the laggy mess that is pvp. Its already hard enough to get my dawnbreaker to work when the game is lagging, like it normally does..
I've played dswing builds for years now, as awful as it is in lag. I know how bad cast times are when the game is lagging. You have done nothing for ultimate's except give them the same effect that dswing has in pvp, a much longer cast time than intend. And whats the reason?Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
Hmmm.. So for the entire life of this game you've been wrong about ultimate's right? They've always been "too strong" but you've now just realized it.. Well its good to see you guys admitting that you're wrong about things but sadly you're apparently wrong twice because ultimate's were fine how they were.
I know tons of people posted about this but i dont care. Im not here to argue about it.. Just to add another negative reaction to the list. Its a bad change and there is no reason for it. You have yet again hurt small scale/solo pvpers more than anyone. And for what? The small amount of people who choose to not get better and get bursted sort of quickly by an ultimate? But everyone's a tank so does that even happen? I dont get it, I dont know who really benefits.. You've also hurt anyone who deals with the horrible performance of this game as well, so thanks for that too.
Good players will adapt to this change and still be fine, and bad players will still die quickly. The only thing you've accomplished is making combat more clunky. For no reason. And thats sad because the combat is the best thing this game has to offer. GG.
Definitely one of the worst choices zos has ever made. You really should start thinking of the bigger picture with the changes you make. When scalebreaker hit console today I got on and was reminded of how disgusting these cast times feel. While playing around with dawnbreaker I started thinking, why would you do this when you literally cannot fix performance issues? This is going to be awful in the laggy mess that is pvp. Its already hard enough to get my dawnbreaker to work when the game is lagging, like it normally does..
I've played dswing builds for years now, as awful as it is in lag. I know how bad cast times are when the game is lagging. You have done nothing for ultimate's except give them the same effect that dswing has in pvp, a much longer cast time than intend. And whats the reason?Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
Hmmm.. So for the entire life of this game you've been wrong about ultimate's right? They've always been "too strong" but you've now just realized it.. Well its good to see you guys admitting that you're wrong about things but sadly you're apparently wrong twice because ultimate's were fine how they were.
I know tons of people posted about this but i dont care. Im not here to argue about it.. Just to add another negative reaction to the list. Its a bad change and there is no reason for it. You have yet again hurt small scale/solo pvpers more than anyone. And for what? The small amount of people who choose to not get better and get bursted sort of quickly by an ultimate? But everyone's a tank so does that even happen? I dont get it, I dont know who really benefits.. You've also hurt anyone who deals with the horrible performance of this game as well, so thanks for that too.
Good players will adapt to this change and still be fine, and bad players will still die quickly. The only thing you've accomplished is making combat more clunky. For no reason. And thats sad because the combat is the best thing this game has to offer. GG.
when players discovered animation cancelling it was same. and it remained.
at least this is change i agree with. hard hitting ultimates should never be cancelled. it only creates toxic playstyle
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
If only you have known how online games work, you would believe it. But you judge it from the point of view of a regular player who only sees what's on the surface. Yet you're pretty sure somehow that you're right, huh?brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
I’ve been around since launch and and I wouldn’t ever say the combat has ever been silky smooth. Second part of performance issues in game is players constantly asking for faster and faster combat basically 1-2 shot builds with the new combat changes slow down your play style and see what happens. Fight fast die fast.
Somehow I don't believe you, mainly because you actually believe that animation canceling causes lag.
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Your opponent is right, man.If only you have known how online games work, you would believe it. But you judge it from the point of view of a regular player who only sees what's on the surface. Yet you're pretty sure somehow that you're right, huh?brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
I’ve been around since launch and and I wouldn’t ever say the combat has ever been silky smooth. Second part of performance issues in game is players constantly asking for faster and faster combat basically 1-2 shot builds with the new combat changes slow down your play style and see what happens. Fight fast die fast.
Somehow I don't believe you, mainly because you actually believe that animation canceling causes lag.
LA weaving affects the server performance, and out-of-GCD ultimates did the same. That's just true. That's how things work. Believe or not, it's your choice though.
brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Your opponent is right, man.If only you have known how online games work, you would believe it. But you judge it from the point of view of a regular player who only sees what's on the surface. Yet you're pretty sure somehow that you're right, huh?brandonv516 wrote: »Smooth combat I think people don’t quite comprehend what that means because animation canceling actually takes away from smooth combat sure it feels cool when 3-5 skills go off in 1 go. Has anyone actually realized animation canceling is the biggest cause for lag and performance issues in this game?
Well clearly removing it from a few ultimates hasn't improved performance one bit. Dare we try to add a cast time to every skill and see how "good" the game will play? I think you'll put your foot in your mouth.
Clearly you have never been involved in game programming
Clearly you haven't played this game. The combat was silky smooth back in 1.6, changes since then patch by patch have often introduced some new problem / bug with the combat system. It begun with gap closers, then movement (particularly jumping), then animations and how skills activated when ZOS last attempted to mess with animation cancelling, then it was how skills targeted players. And sure, server were a little laggy even back then but the combat itself was super smooth and functional. The game has only gotten laggier since (especially this year for PC-EU). Hell, you can see it for yourself from videos.
I’ve been around since launch and and I wouldn’t ever say the combat has ever been silky smooth. Second part of performance issues in game is players constantly asking for faster and faster combat basically 1-2 shot builds with the new combat changes slow down your play style and see what happens. Fight fast die fast.
Somehow I don't believe you, mainly because you actually believe that animation canceling causes lag.
LA weaving affects the server performance, and out-of-GCD ultimates did the same. That's just true. That's how things work. Believe or not, it's your choice though.
Ofc everything affects server performance. So the best way to fix lag is to just delete the game, right? 100% success.
But on its own, stuff like la weaving has a completely negligible impact. It is also pure guessing that skills with cast times have less impact than instant skills. Fact is that sever performance is getting worse and worse despite their attempts to dumb down combat, so that's obviously not a working solution.
And ultimates are not and never were "out-of-gcd". They work exactly like normal skills.
Cast times on ultimates are awful, garbage, annoying, buggy, and not fun to use. And non of the affected ultimates was op enough to warrant those harsh nerfs, in fact they even have been nerfed before already, after being deemed balanced for years (maybe with the exception of the new Onslaught).