Spaceroamer 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.
Dusk_Coven wrote: »Spaceroamer 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.
ZOS_GinaBruno wrote: »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.
Dusk_Coven wrote: »Spaceroamer 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.
Dusk_Coven wrote: »Dusk_Coven wrote: »Spaceroamer 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.
Dusk_Coven wrote: »Dusk_Coven wrote: »Spaceroamer 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.
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.
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.
That timing is different for different ping. One timing for 250, another for 350... at 450 it is mostly not working so no timing thereSiohwenoeht wrote: »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.
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 setAgain, 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 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?
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
Dusk_Coven 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.
Dusk_Coven wrote: »Dusk_Coven 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.
Siohwenoeht 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.
Dusk_Coven wrote: »Dusk_Coven wrote: »Spaceroamer 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.
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.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 wrote: »Siohwenoeht 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.
Siohwenoeht wrote: »Dusk_Coven wrote: »Siohwenoeht 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.
Dusk_Coven wrote: »Siohwenoeht wrote: »Dusk_Coven wrote: »Siohwenoeht 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.
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.
MartiniDaniels wrote: »zadrotscrolls 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.