ZarkingFrued wrote: »Just stop. This horse has been beaten to death for years. Give it a rest. It's a core game mechanic.
No, it was a mistake they chose to "embrace".
So ? You do realise that is no argument at all ? Or do You want also combos to be removed from all currently existing fighting games because combos were initially also a mistake devs choose to "embrace" ? Come on pick up any fighting game forums go there and say that devs should remove combos from their title because they're "embracing a mistake".
It wasn't an argument, it was a correction.
I can't be bothered to argue, except to agree with the poster above, who said that more people leave this game, out of disappointment over stuff like this, than otherwise would do.
Therefore, asking the relatively few people who remain - especially on forums, which are notorious for not being representative of the true playerbase/prospective playerbase - will always tend to reflect a minority view.
ZarkingFrued wrote: »Just stop. This horse has been beaten to death for years. Give it a rest. It's a core game mechanic.
No, it was a mistake they chose to "embrace".
So ? You do realise that is no argument at all ? Or do You want also combos to be removed from all currently existing fighting games because combos were initially also a mistake devs choose to "embrace" ? Come on pick up any fighting game forums go there and say that devs should remove combos from their title because they're "embracing a mistake".
It wasn't an argument, it was a correction.
I can't be bothered to argue, except to agree with the poster above, who said that more people leave this game, out of disappointment over stuff like this, than otherwise would do.
Therefore, asking the relatively few people who remain - especially on forums, which are notorious for not being representative of the true playerbase/prospective playerbase - will always tend to reflect a minority view.
and that there NEED to be cast times/GCD (genuine immutable GCD, that exists no matter what). yes, its possible to have action priority where you either finish a cast or you block and the cast is canceled. it literally works that way in numerous other MMO's.Contaminate wrote: »Contaminate wrote: »1) No
2) No one would enjoy it if it was removed no matter how much they say they would
I would LOVE it if WEAVING as it is right now was removed. not being able to cancel animations (as in skills) in order to dodge/block/etc? not so much. but basically if you cancel animations? IMO - it should cancel damage of that attack as incomplete.
Except that’s not possible to do. You either have action priority or you don’t. Either you’re allowed to cast your heal then block or you’re not. Either you’re allowed to cast a buff while blocking or you’re not.
The real solution to the “problem” of animation canceling, is trimming animations so they always fit within the GCD.
Light weaving shouldn’t deal nearly 20% of someone’s total dps, but it shouldn’t be removed, just revert the Summerset LA buffs that took the damage out of control and buff ability base damages.
ESO works on an instant cast system, meaning ALL animations except those attached to cast times are completely superfluous. They always have been, and no one wants more cast times in this game to slow down combat, which they would. The ones haphazardly placed on ults were a poor enough decision, nothing else needs a similar treatment.
We have action priority and immutable GCDs for all skills.
There is ~1 second GCD tied to each skill that is required to pass for the skill to fire. This is a known fact. Basic attacks are not skills and are not tied to a GCD but then again their damage is tied to how long they are charged so a GCD is not needed.
Glad I could clear that up.
ZarkingFrued wrote: »Just stop. This horse has been beaten to death for years. Give it a rest. It's a core game mechanic.
No, it was a mistake they chose to "embrace".
Servers of ESO can't handle animation cancel and it's cheating. ESO is lag so hard even in PvE.
If ZOS doesn't remove it, ESO is doomed. Because we don't use macro, we can't play this game.
I never realized this was a topic people have fought over before over the years. Nonetheless my opinion remains, I think having a large portion of your dps come from a finicky mechanic a lot of people have trouble doing causes toxicity among DPS
**"well I have trouble consistently weaving because of my ping and I get kicked out of vet dungeons and trials due to my inability to weave, I guess I'll be something brainless like a stamplar"**
Also a lot of magicka classes HEAVILY depend on weaving for a decent dps. While stamplars are out spamming one skill and more times than not doing double the dps the magicka class does who weaves through six different buff skills just to achieve a sub par dps range
relentless_turnip wrote: »I never realized this was a topic people have fought over before over the years. Nonetheless my opinion remains, I think having a large portion of your dps come from a finicky mechanic a lot of people have trouble doing causes toxicity among DPS
**"well I have trouble consistently weaving because of my ping and I get kicked out of vet dungeons and trials due to my inability to weave, I guess I'll be something brainless like a stamplar"**
Also a lot of magicka classes HEAVILY depend on weaving for a decent dps. While stamplars are out spamming one skill and more times than not doing double the dps the magicka class does who weaves through six different buff skills just to achieve a sub par dps range
Do you use glyphs/poisons? how are you activating them? Stam classes weave tooeveryone that plays this game even remotely competitively light attacks before a skill... Honestly learn it, there are lots of videos teaching it and when you do you'll wonder what everyone fusses about.
No. It lags server many years not just last year. It's so unfair that people can do more than 20 skills in 1 seconds. It happens too quick even they can't be recorded in log.
There are too many examples.
I think there are many people use macro in PvE too. That's why ESO lags in PvE just like in Cyrodiil. This is a big problem that ZOS should deal with.
relentless_turnip wrote: »I never realized this was a topic people have fought over before over the years. Nonetheless my opinion remains, I think having a large portion of your dps come from a finicky mechanic a lot of people have trouble doing causes toxicity among DPS
**"well I have trouble consistently weaving because of my ping and I get kicked out of vet dungeons and trials due to my inability to weave, I guess I'll be something brainless like a stamplar"**
Also a lot of magicka classes HEAVILY depend on weaving for a decent dps. While stamplars are out spamming one skill and more times than not doing double the dps the magicka class does who weaves through six different buff skills just to achieve a sub par dps range
Do you use glyphs/poisons? how are you activating them? Stam classes weave tooeveryone that plays this game even remotely competitively light attacks before a skill... Honestly learn it, there are lots of videos teaching it and when you do you'll wonder what everyone fusses about.
weaving with one skill over and over is significantly easier in my experience at least.
Also, I know how to do it, I just can't due to troubles I have with RA in my hands.
Remove animation cancelling, and I can guarantee that you'll immediately want it back again.
Combat relies on animation cancelling to allow you to react to incoming attacks in a timely and reliable manner, remove animation cancelling, and I can guarantee you'll immediately start dying to *** you never struggled against, because you can't block, dodge or interrupt attacks you used to be able to.
That's the entire reason it's a thing in the first place. It didn't just magically appear, Zenimax intentionally implemented it to allow players to do the above, to allow players to not die to *** they can't react to in a timely and reliable manner. It was absolutely intended, was was unintended/unanticipated was players learning how the priority system works and exploiting it to maximise damage. But they can't fix that without trashing everything else, so they just said *** it and embraced it.
If you want proof of this, look at Path of Exile. It features a similar action-styled combat system where you react to incoming attacks by actively moving out of the way or bracing for impact, but it didn't have a priority system, which meant that if you were in the middle of an animation, you're locked in that animation until it ends.
The result? Melee playstyles were unplayable unless you built almost completely into attack speed to get through the animation as fast as possible, and even then you had to be on top of things due to the meta causing your skill casts to be super janky. This effectively killed gear diversity, and provided a solid barrier to entry in terms of how expensive it was to gear up a melee character.
In response to that, GGG retroactively implemented animation cancelling into PoE's existing combat system, allowing movement skills (and the new dodge skills) to cancel other skills. Obviously it had its initial issues, but once they were ironed out, melee playstyles were hugely upgraded in terms of not only how playable they were, but also in terms of gear diversity and cost of gearing up your character. Almost overnight, something that was unplayable without playing meta builds, became playable, and slower builds started becoming viable.
Take animation cancelling out of ESO, and it would be in the same spot Path of Exile was prior to its introduction of animation cancelling. Except, since we don't have an attack speed stat to build into, we're going to have to slow way down to make 100% sure that it's safe to cast a skill with a janky animation (a lot of skills), which will kill the game for so many players.
Contaminate wrote: »1) No
2) No one would enjoy it if it was removed no matter how much they say they would
gatekeeper13 wrote: »Yes. In my opinion, cancelling the animation of an ability is a flaw in the combat design and should be fixed. In return, they should buff the abilities.
relentless_turnip wrote: »gatekeeper13 wrote: »Yes. In my opinion, cancelling the animation of an ability is a flaw in the combat design and should be fixed. In return, they should buff the abilities.
So if someone activates let's say meteor just as you cast a skill. You see it and you want to react, but you are locked into an animation. Would you prefer not to be able to block? all animation cancelling allows is buttons to react the moment you press them. You still can't do more skills because you have cancelled the animation...
I'm not trying to argue I just don't understand why you think this would be better? A lot of animations last the duration of a GCD and will barely be affected by the cancel. What people are asking for when they say they don't like animation cancelling is less responsive combat...