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Rich Lambert announced a new combat system

  • Dusk_Coven
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    jcm2606 wrote: »
    People know they’ve been animation cancelling in the game. To do any combat reliably in this game you have to animation cancel. Which is the oppositions main point: animation cancelling is annoying.

    And yet essential to having combat be reliable and responsive.

    Before using "reliable" and "responsive" start by defining what they mean in the context of animation cancelling.
    Lots of new players probably don't even do cancelling. They just fire off one skill after another without light attacks or blocking in between. And they get by somehow and are happy enough with the game.

    Throwing out a couple of buzzwords that have no necessary connection to animation cancellation doesn't make an argument. It's like throwing in "triggered" or "entitled" into a post randomly and claiming you actually had a point.
    Edited by Dusk_Coven on January 25, 2020 3:11AM
  • jcm2606
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    Dusk_Coven wrote: »
    jcm2606 wrote: »
    People know they’ve been animation cancelling in the game. To do any combat reliably in this game you have to animation cancel. Which is the oppositions main point: animation cancelling is annoying.

    And yet essential to having combat be reliable and responsive.

    Before using "reliable" and "responsive" start by defining what they mean in the context of animation cancelling.
    Lots of new players probably don't even do cancelling. They just fire off one skill after another without light attacks or blocking in between. And they get by somehow and are happy enough with the game.

    Throwing out a couple of buzzwords that have no necessary connection to animation cancellation doesn't make an argument. It's like throwing in "triggered" or "entitled" into a post randomly and claiming you actually had a point.

    Anyone who blocks, dodges, bashes or bar swaps is likely animation cancelling without even knowing it. Doing so automatically cancels any previous actions, to allow you to do so.
  • Faulgor
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    Hi everyone, just wanted to let you know that although this was a legitimate interview with Rich, some of the initial answers did not represent what was actually said. We reached out to the site to provide clarification, and they have since updated their article with responses that more accurately reflect what Rich had initially conveyed. To be clear, we are not currently planning to create a new combat system for ESO, and Spellcrafting isn’t currently on our future roadmap. As the most recent reply from the article states, our current priority is on game performance. Apologies for the confusion this caused.

    F

    Well, then what is? People have been waiting for something tangible that expands their characters' abilities for years now, and this just leaves us with an overhaul of the Champion System somewhere beyond the horizon to look forward to. I don't know if this is enough to keep engaged players around, especially with the nebulous and non-combat Antiquities system hailed as the major selling point of this year's content. Quo vadis?

    And while performance improvements might be really helpful for many players, I suspect they will never be satisfied no matter how many gains are made in this area. They haven't been so far.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Dusk_Coven
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    jcm2606 wrote: »
    Dusk_Coven wrote: »
    jcm2606 wrote: »
    People know they’ve been animation cancelling in the game. To do any combat reliably in this game you have to animation cancel. Which is the oppositions main point: animation cancelling is annoying.

    And yet essential to having combat be reliable and responsive.

    Before using "reliable" and "responsive" start by defining what they mean in the context of animation cancelling.
    Lots of new players probably don't even do cancelling. They just fire off one skill after another without light attacks or blocking in between. And they get by somehow and are happy enough with the game.

    Throwing out a couple of buzzwords that have no necessary connection to animation cancellation doesn't make an argument. It's like throwing in "triggered" or "entitled" into a post randomly and claiming you actually had a point.

    Anyone who blocks, dodges, bashes or bar swaps is likely animation cancelling without even knowing it. Doing so automatically cancels any previous actions, to allow you to do so.

    But they aren't necessarily deliberately animation cancelling. They are aborting to a defensive move for legitimate defense, which is a common allowance in games -- and the sudden need to abort actually makes it feel clunky at that moment. Some games don't even have that -- you get an interrupt ability (which doesn't even work on bosses) that has a cooldown and you have to use it before they finish their cast or during their channel to stop it.

    Still not seeing how deliberately animation cancelling to mash multiple moves together so they fire off near-simultaneously is "reliable and responsive". If anything, people starting out trying animation cancelling DON'T find animation cancelling reliable to execute or the button mashing responsive at all.

    If you can't define your use of "reliable" and "responsive" in the context of animation cancelling, then it looks like smoke and mirrors buzzwords trying to support your argument with actually nothing.
    Edited by Dusk_Coven on January 25, 2020 4:32AM
  • Siohwenoeht
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    Dusk_Coven wrote: »
    jcm2606 wrote: »
    Dusk_Coven wrote: »
    jcm2606 wrote: »
    People know they’ve been animation cancelling in the game. To do any combat reliably in this game you have to animation cancel. Which is the oppositions main point: animation cancelling is annoying.

    And yet essential to having combat be reliable and responsive.

    Before using "reliable" and "responsive" start by defining what they mean in the context of animation cancelling.
    Lots of new players probably don't even do cancelling. They just fire off one skill after another without light attacks or blocking in between. And they get by somehow and are happy enough with the game.

    Throwing out a couple of buzzwords that have no necessary connection to animation cancellation doesn't make an argument. It's like throwing in "triggered" or "entitled" into a post randomly and claiming you actually had a point.

    Anyone who blocks, dodges, bashes or bar swaps is likely animation cancelling without even knowing it. Doing so automatically cancels any previous actions, to allow you to do so.

    But they aren't necessarily deliberately animation cancelling. They are aborting to a defensive move for legitimate defense, which is a common allowance in games -- and the sudden need to abort actually makes it feel clunky at that moment. Some games don't even have that -- you get an interrupt move (which doesn't even work on bosses) that has a cooldown.

    Still not seeing how deliberately animation cancelling to mash multiple moves together so they fire off near-simultaneously is "reliable and responsive". If anything, people starting out trying animation cancelling DON'T find animation cancelling reliable to execute or the button mashing responsive at all.

    If you're mashing buttons you're doing it wrong. There is rhthym and timing involved. If you frantically try to press skill/la/skill/la/skill/la you likely won't get anything to fire right.
    Edited by Siohwenoeht on January 25, 2020 4:31AM
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • jcm2606
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    Dusk_Coven wrote: »
    jcm2606 wrote: »
    Dusk_Coven wrote: »
    jcm2606 wrote: »
    People know they’ve been animation cancelling in the game. To do any combat reliably in this game you have to animation cancel. Which is the oppositions main point: animation cancelling is annoying.

    And yet essential to having combat be reliable and responsive.

    Before using "reliable" and "responsive" start by defining what they mean in the context of animation cancelling.
    Lots of new players probably don't even do cancelling. They just fire off one skill after another without light attacks or blocking in between. And they get by somehow and are happy enough with the game.

    Throwing out a couple of buzzwords that have no necessary connection to animation cancellation doesn't make an argument. It's like throwing in "triggered" or "entitled" into a post randomly and claiming you actually had a point.

    Anyone who blocks, dodges, bashes or bar swaps is likely animation cancelling without even knowing it. Doing so automatically cancels any previous actions, to allow you to do so.

    But they aren't necessarily deliberately animation cancelling. They are aborting to a defensive move for legitimate defense, which is a common allowance in games -- and the sudden need to abort actually makes it feel clunky at that moment. Some games don't even have that -- you get an interrupt move (which doesn't even work on bosses) that has a cooldown.

    Still not seeing how deliberately animation cancelling to mash multiple moves together so they fire off near-simultaneously is "reliable and responsive". If anything, people starting out trying animation cancelling DON'T find animation cancelling reliable to execute or the button mashing responsive at all.

    You're still failing to see the big picture.

    ESO is a game without cooldowns, without cast times, with fast telegraphs. You can't afford to sit in an animation and wait it out, because you'll die. Go do any vet content that has telegraphed one-shot attacks or mechanics, wait until your character returns to the idle pose before using any action, and you'll see why you can't afford to wait.

    This is what animation cancelling is in the game for. Not to maximise damage, not to intentionally make combat more fluid, but to make combat more responsive in these times where you need to block/dodge/bash an attack now. Deliberately animation cancelling to mash multiple moves together have nothing to do with it.

    My point, the same point I've been repeating for a while now, is that you can't fix deliberate animation cancelling, without removing accidental animation cancelling, which would require a complete rebalance to accommodate. People keep forgetting this fact, or simply don't know this fact, but all you have to do is do what I said above, and you'll very quickly see what'll happen if Zenimax were to just pull animation cancelling from the game.

    It's in the game for a reason. Stop overlooking that fact, when arguing that it should be removed.
  • Dusk_Coven
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    jcm2606 wrote: »
    This is what animation cancelling is in the game for. Not to maximise damage, not to intentionally make combat more fluid, but to make combat more responsive in these times where you need to block/dodge/bash an attack now. Deliberately animation cancelling to mash multiple moves together have nothing to do with it.

    But that's not the issue at all with animation cancelling. The issue is animation cancelling abuse in order to maximize damage.
    I don't think anyone is arguing that aborting to a defense legitimately should be removed.

    Making legitimate abort to defense the reason animation cancelling shouldn't be looked at doesn't fly and you wonder why people keep opposing it -- Because you're using it to change the subject.
    And on top of that you obscure things further with buzzwords like "responsive" and "reliable". People read that into animation cancelling abuse rather than a reference to a legitimate abort to defense.

    You tie the two things together but I don't believe they need to be. Light attack cancellation / weaving for example.
    Block cancel abuse is more complicated obviously but one thing at a time.
    Edited by Dusk_Coven on January 25, 2020 5:08AM
  • jcm2606
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    It's like talking to a brick wall...
  • jcm2606
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    Again, they can't fix using animation cancelling to maximise DPS, without *** up using animation cancelling to reliably and responsively perform defensive actions. They are one in the same, the only difference is when and how they're used. Removing one, removes the other. Really don't understand what's so hard to understand about that.
  • Dusk_Coven
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    jcm2606 wrote: »
    Again, they can't fix using animation cancelling to maximise DPS, without *** up using animation cancelling to reliably and responsively perform defensive actions. They are one in the same, the only difference is when and how they're used. Removing one, removes the other. Really don't understand what's so hard to understand about that.

    skill/la/skill/la/skill/la …

    Do you see block or dodge in there?

    Maybe make light attack a skill instead of a separate mechanic? In Secret World Legends, your basic attack is a skill like all your other resource-using skills. You are just forced to put a 0-resource basic attack skill in your loadout so you aren't suddenly without any attack option at all.

    Block abuse can be dealt with later. I'm sure it's not as impossible as you assume it to be.
    Edited by Dusk_Coven on January 25, 2020 6:02AM
  • Olauron
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    If you're mashing buttons you're doing it wrong. There is rhthym and timing involved. If you frantically try to press skill/la/skill/la/skill/la you likely won't get anything to fire right.
    That timing is different for different ping. One timing for 250, another for 350... at 450 it is mostly not working so no timing there :# I can only guess that for 50 and 150 it there will be another timing but I never had such good ping. Since ping is changing even across the playing session, the result may indeed feel clunky.
    jcm2606 wrote: »
    Again, they can't fix using animation cancelling to maximise DPS, without *** up using animation cancelling to reliably and responsively perform defensive actions. They are one in the same, the only difference is when and how they're used. Removing one, removes the other. Really don't understand what's so hard to understand about that.
    I am not sure of it from technical point of view. It is possible to move damage done from the start of the animation to the end. For example (it is not about animation cancelling but it is very clear example) there is Caluurion's Legacy set. It damages the target the very moment it procs. Then for several seconds the projectile travels from you to the target (usually a corpse if simple mob). That is very strange and user unfriendly. I think I played a month with this set till I got that it damages instantly. I am not proposing nerfing Caluurion set :D
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • jcm2606
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    Dusk_Coven wrote: »
    jcm2606 wrote: »
    Again, they can't fix using animation cancelling to maximise DPS, without *** up using animation cancelling to reliably and responsively perform defensive actions. They are one in the same, the only difference is when and how they're used. Removing one, removes the other. Really don't understand what's so hard to understand about that.

    skill/la/skill/la/skill/la …

    Do you see block or dodge in there? Maybe make light attack a skill instead of a separate mechanic?

    Weaving is not the only form of animation cancelling. There's also block cancelling, bash cancelling, dodge cancelling, swap cancelling, etc. Any time you follow a skill with any of these actions, you're cancelling the skill with the action. Even if you didn't intend to do so.

    This is what's important. Any time you block or dodge an incoming attack, you are potentially animation cancelling. By removing animation cancelling, you're forced to wait until the entire animation of the previous action has finished, before being able to perform any other action.

    Need to block an attack? Wait for the current action's animation to end.

    Need to dodge an attack? Wait for the current action's animation to end.

    Need to swap and quickly pop Vigor? Wait for the current action's animation to end before swapping, then wait for swap's animation to end before activating Vigor.

    Any time you want to perform an action, you must wait until the previous action has fully finished. This is what it'd be like without animation cancelling, and this is why animation cancelling is a thing in the first place.

    Want a real-world example? Path of Exile literally had to retroactively implement animation cancelling into its existing combat system, because it was facing these problems. Melee playstyles were literally unplayable unless you built for high attack speed, because you didn't have the ability to react to incoming attacks, as you were often stuck in a lengthy animation.

    Since implementing animation cancelling, melee playstyles have become infinitely more playable, even with slow attack speeds. Build diversity has vastly improved, as well as the cost of gearing up melee characters, because you no longer have to build for attack speed, just to survive.

    This is about as plain as I can make it. If you still don't get it, if you still think that animation cancelling is just for maximising DPS, if you still think that removing intentional animation cancelling won't affect unintentional animation cancelling, you're a lost cause. You won't ever get it, and I might as well just stop trying to explain it to you.
  • jcm2606
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    Olauron wrote: »
    I am not sure of it from technical point of view. It is possible to move damage done from the start of the animation to the end. For example (it is not about animation cancelling but it is very clear example) there is Caluurion's Legacy set. It damages the target the very moment it procs. Then for several seconds the projectile travels from you to the target (usually a corpse if simple mob). That is very strange and user unfriendly. I think I played a month with this set till I got that it damages instantly. I am not proposing nerfing Caluurion set :D

    That is an option, that goes in a different direction to what Zenimax originally intended for ESO. Doing that is essentially adding cast times to skills, since you must wait until the wind-up period ends before the skill's effect actually applies. You just need to look at the reception of cast times on ults, and, more importantly, the new cast time on Stonefist, to see how well that'd go down. That'd become a new example of How To Kill Your MMO 101.
  • jcm2606
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    Even if you don't enjoy how the game plays right now, Zenimax has set a precedent in how the game should play, a precedent of which has been applicable for 5-6 years now. People have learned combat with animation cancelling, people have built characters with animation cancelling, people have built habits with animation cancelling.

    Removing it now would cause infinitely more damage than keeping it in, because you'd be asking every player to relearn the game from the ground up. Every. Player. Even casuals, who do animation cancelling when they block or dodge an attack, would have to relearn the game.
  • Dusk_Coven
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    jcm2606 wrote: »
    Dusk_Coven wrote: »
    jcm2606 wrote: »
    Again, they can't fix using animation cancelling to maximise DPS, without *** up using animation cancelling to reliably and responsively perform defensive actions. They are one in the same, the only difference is when and how they're used. Removing one, removes the other. Really don't understand what's so hard to understand about that.

    skill/la/skill/la/skill/la …

    Do you see block or dodge in there? Maybe make light attack a skill instead of a separate mechanic?

    Weaving is not the only form of animation cancelling. There's also block cancelling, bash cancelling, dodge cancelling, swap cancelling, etc.

    Yes but you can't even focus on just one type of cancellation. You insist on changing the question by adding things to it. Linking its solution to things that are not even involved. That's suspicious and evasive.
    I asked if you see block or dodge. Obviously you don't.

    I said that other types of cancellation can be separately solved. And ultimately they can because not every game is having this issue. They are doing it differently obviously, and they still have a functional and fun game.
    Edited by Dusk_Coven on January 25, 2020 6:22AM
  • Siohwenoeht
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    Dusk_Coven wrote: »
    jcm2606 wrote: »
    Dusk_Coven wrote: »
    jcm2606 wrote: »
    Again, they can't fix using animation cancelling to maximise DPS, without *** up using animation cancelling to reliably and responsively perform defensive actions. They are one in the same, the only difference is when and how they're used. Removing one, removes the other. Really don't understand what's so hard to understand about that.

    skill/la/skill/la/skill/la …

    Do you see block or dodge in there? Maybe make light attack a skill instead of a separate mechanic?

    Weaving is not the only form of animation cancelling. There's also block cancelling, bash cancelling, dodge cancelling, swap cancelling, etc.

    Yes but you can't even focus on just one type of cancellation. You insist on changing the question by adding things to it. Linking its solution to things that are not even involved. That's suspicious and evasive.
    I asked if you see block or dodge. Obviously you don't.

    I said that other types of cancellation can be separately solved. And ultimately they can because not every game is having this issue. They are doing it differently obviously, and they still have a functional and fun game.

    That's the point you're failing to see. They aren't separate things. It's all from the same mechanic. To remove one is to remove them all. They are not separate, they come from the same basic function priority.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • jcm2606
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    tenor.gif

    Nothing makes me lose hope in humanity more than reading the ESO forums...
  • Dusk_Coven
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    That's the point you're failing to see. They aren't separate things. It's all from the same mechanic. To remove one is to remove them all. They are not separate, they come from the same basic function priority.

    Then change the light attack mechanic?
    For example if you can't animation cancel a skill with another skill... then make light attack a skill too?
    Think outside the box.
    Edited by Dusk_Coven on January 25, 2020 6:39AM
  • jcm2606
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    Okay, last attempt, because I'm actually losing my will to live over here, watching you try and fail, try and fail, try and fail, again and again...

    Everything in ESO is hooked up to a priority queue, that allows some actions to take priority over other actions, hence cancelling them.

    The rough order, to my knowledge, is:

    Dodge -> Swap -> Bash -> Block -> Skill -> Light/Heavy Attack.

    Actions that are higher in the queue take priority over actions that are lower in the queue, cancelling them so you can perform them immediately, without having to wait for lower priority actions to finish. This is the backbone of animation cancelling, this is what allows animation cancelling to exist, and this is 100% intentional on Zenimax's part.

    Light attack weaving, bar swap cancelling, block cancelling, bash cancelling, are all a part of this single, core aspect of the combat system, everything to do with animation cancelling can be traced back to this.

    You literally cannot pull one thing, without affecting everything else, because everything is connected. Trying to pull intentional weaving or block cancelling, will affect players who do this unintentionally, which is how this system is meant to be used -- unintentionally.

    As I've been saying this entire time, this is not accidental. This is not just some bug that just accidentally itself into the game. This was an intentional, calculated addition to the game, because Zenimax realised that players need to be able to stop what they're doing, and block now. Not a quarter of a second later, not half of a second later, not a full second later, now.

    Removing animation cancelling is going to cause infinitely more damage than keeping it in, because literally every player who participates in combat and uses any defensive action, unintentionally uses animation cancelling, as it was intended. The very fact that you don't even grasp this, is proof that it's done its job, because it's not meant to be understood.

    That is the unintentional part, Zenimax never intended for players to learn and exploit this for damage, but they can't fix it without breaking the entire combat system, without redesigning combat as a whole.

    For your sake, if you still don't get it, please just drop it.
    Edited by jcm2606 on January 25, 2020 6:41AM
  • Iccotak
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    Animation Cancelling is not just for Damage Dealers.
    I mainly play tanks for group content and animation cancelling is actually a big part of my rotations.

    it has proven to be vital when it came to blocking while applying buffs/debuffs as well as maintaining my resources to keep up Tanking.
  • idk
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    Dusk_Coven wrote: »
    jcm2606 wrote: »
    Dusk_Coven wrote: »
    jcm2606 wrote: »
    People know they’ve been animation cancelling in the game. To do any combat reliably in this game you have to animation cancel. Which is the oppositions main point: animation cancelling is annoying.

    And yet essential to having combat be reliable and responsive.

    Before using "reliable" and "responsive" start by defining what they mean in the context of animation cancelling.
    Lots of new players probably don't even do cancelling. They just fire off one skill after another without light attacks or blocking in between. And they get by somehow and are happy enough with the game.

    Throwing out a couple of buzzwords that have no necessary connection to animation cancellation doesn't make an argument. It's like throwing in "triggered" or "entitled" into a post randomly and claiming you actually had a point.

    Anyone who blocks, dodges, bashes or bar swaps is likely animation cancelling without even knowing it. Doing so automatically cancels any previous actions, to allow you to do so.

    But they aren't necessarily deliberately animation cancelling. They are aborting to a defensive move for legitimate defense, which is a common allowance in games -- and the sudden need to abort actually makes it feel clunky at that moment. Some games don't even have that -- you get an interrupt ability (which doesn't even work on bosses) that has a cooldown and you have to use it before they finish their cast or during their channel to stop it.

    Still not seeing how deliberately animation cancelling to mash multiple moves together so they fire off near-simultaneously is "reliable and responsive". If anything, people starting out trying animation cancelling DON'T find animation cancelling reliable to execute or the button mashing responsive at all.

    If you can't define your use of "reliable" and "responsive" in the context of animation cancelling, then it looks like smoke and mirrors buzzwords trying to support your argument with actually nothing.

    JCM is correct in their explanation. You are just refusing to accept or agree and that is pretty irrelevant.

    Edit: I am not suggesting you are not permitted to hold an opinion. You are. Just that JCM's statement is accurate concerning actual game mechanics.
    Edited by idk on January 25, 2020 6:52AM
  • Faulgor
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    jcm2606 wrote: »
    Again, they can't fix using animation cancelling to maximise DPS, without *** up using animation cancelling to reliably and responsively perform defensive actions. They are one in the same, the only difference is when and how they're used. Removing one, removes the other. Really don't understand what's so hard to understand about that.
    Because it's not true? I don't really care one way or another about this issue, but it would be absolutely possible to change the properties of abilities and when/how they can be cancelled on an individual basis. For the same reason you can't animation cancel a light attack with another light attack, or a dodge into a dodge. Every class of action is on an internal cooldown, and you can only cancel into other classes. None of that is set in stone.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Siohwenoeht
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    Dusk_Coven wrote: »
    That's the point you're failing to see. They aren't separate things. It's all from the same mechanic. To remove one is to remove them all. They are not separate, they come from the same basic function priority.

    Then change the light attack mechanic?
    For example if you can't animation cancel a skill with another skill... then make light attack a skill too?
    Think outside the box.

    There is no "outside the box" with the priority system or the actions that predicate it. A light attack is already a "skill" as far as the code is concerned, along with block, dodge, barswap, etc. They all exist in tandem with each other in the same system and as others have pointed out, you can't do what you want without eliminating that system entirely. You take out the priority system and you loose all the function. All of it.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • Dusk_Coven
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    Dusk_Coven wrote: »
    That's the point you're failing to see. They aren't separate things. It's all from the same mechanic. To remove one is to remove them all. They are not separate, they come from the same basic function priority.

    Then change the light attack mechanic?
    For example if you can't animation cancel a skill with another skill... then make light attack a skill too?
    Think outside the box.

    There is no "outside the box" with the priority system or the actions that predicate it.

    If you start tackling a problem by insisting no solution is possible -- how about not getting in the way of people who want to find a solution? We'll put a man on the moon without you, thanks.
    Edited by Dusk_Coven on January 25, 2020 7:54AM
  • Siohwenoeht
    Siohwenoeht
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    Dusk_Coven wrote: »
    Dusk_Coven wrote: »
    That's the point you're failing to see. They aren't separate things. It's all from the same mechanic. To remove one is to remove them all. They are not separate, they come from the same basic function priority.

    Then change the light attack mechanic?
    For example if you can't animation cancel a skill with another skill... then make light attack a skill too?
    Think outside the box.

    There is no "outside the box" with the priority system or the actions that predicate it.

    If you start tackling a problem by insisting no solution is possible -- how about not getting in the way of people who want to find a solution? We'll put a man on the moon without you, thanks.

    Your lack of understanding is indeed tiring. They'd need to throw out the entire system to do what you want it to do. They tried fiddling with block within the system and it's effectively broken on pts. Take a look at this thread. https://forums.elderscrollsonline.com/en/discussion/509367/the-block-changes-should-be-reverted-combat-fluidity-has-been-severely-damaged#latest

    The OP lines it out precisely. There is no tinkering with the system that will do what you want.

    Edit: and they certainly didn't modify a bi-plane to fly to the moon. They built AN ENTIRELY NEW SYSTEM.
    Edited by Siohwenoeht on January 25, 2020 8:05AM
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • Seraphayel
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    Well, to decrease the outcome of AC they could massively reduce the damage output of LA and increase the damage our skills do, as it should be.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • barney2525
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    Maxx7410 wrote: »
    Where is my pitchwork!!!!!


    whew... was concerned for minute

    Thought you might want a pitchfork

    :#
  • Parasaurolophus
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    I would ask to close this topic. After the official information, this topic does not make sense.
    PC/EU
  • Wifeaggro13
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    Seraphayel wrote: »
    I don’t think that any of the content was made with Animation Canceling in mind.

    The same arguments were brought up during the changes to Restoration Staff and Orb, people claimed trials weren’t doable after the changes and that veteran trials were designed with them in mind... guess what, all of that has been proven false after the changes went live. It’s the same with AC.

    It’s a broken mechanic they never achieved to fix and eventually accepted as a feature, which was a mistake in the first place.

    Unfortunately in end game the base line dps was designed with being able to weave and ani cancel. Your right though they should have worked on making their combat system good not relying on a bug to make it more of a challenge. As for rich lambert he says a lot of things. At the end of the day matt makes the calls.
  • JanTanhide
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    Kel wrote: »
    Interview from russian mmo-portal https://www.goha.ru
    Google translate:

    Not everyone likes the constant dilution of abilities with quick attacks, interruption of animations and other crutches. Looking forward to the best?

    Yes. We plan to radically redesign the combat system. On the one hand, our goal is to make the rotation of abilities interesting, without undue simplification, on the other hand, we do not want to depersonalize classes and characters. This is a complex process, but we are working hard and while in closed mode we are testing a new combat system, we think the players will like it.


    Almost sounds like they are getting rid of animation canceling.

    Game will be unplayable then. There is animation cancelling even in WoW.

    If anim cancel goes away the game will be unplayable. It will suck big time.
This discussion has been closed.