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I hear animation canceling is RIP

  • idk
    idk
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    Gilvoth wrote: »
    exeeter702 wrote: »
    Gilvoth wrote: »
    here is what the developers said

    Quote:
    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.
    End Quote:[/b]

    here is where the quote came from:
    source:
    https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1

    the developers were right, it's too much damage happening too fast and we cant even see the actualy damage skill that was used, all we see is a flash and glitch that happens instantly and kills people character that we have no way to counter nore react to.
    its not about light animation canceling, those are fine
    and you cant use skill animation canceling as a counter.
    there is no counter.
    it's instant death especially if you are attacked from some one that was in stealth before that combo - instant death

    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    You are conflating 2 separate issues here. I wont debate whether or not cast times on ults is wise. The logic behind that is reasonably sound, powerful moves should be set up and have the option to be reacted to. Ultimates also fill the mmo class design space of high impact longer cooldown skills.

    Not everything in the game is designed around the potency of an ultimate skill. And imposing reactionary cast times to every single ability in the game would have dire consequences that you are failing to see.

    im not "failing" anything, nor am i talking about a different subject.
    they said right in their wording that they dont want animation canceling involved in that skill and that too many skills fire off.
    they never intended animation canceling to Dominate.

    On the page linked the only comment concerning animation canceling is ultimate's and nothing more. Not AC in general. Your post they quoted did appear to finish by tying in all AC into their comment about ultimates. That is what they seem to be calling into question. I pointed this out in my previous comment to give you the opportunity to clear the comment up or provide substance to support it.
    Edited by idk on January 25, 2020 9:41PM
  • Gilvoth
    Gilvoth
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    idk wrote: »
    Gilvoth wrote: »
    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    @Gilvoth

    First, it seems you are suggesting that AC was foolishness and that the devs agree with you since the three lines quoted above come together after a line break.

    If so please provide a link to the article or video where any of the devs make a statement agreeing with that AC is foolishness. They have made it clear that while it was not intended that it is an official part of the game. That was explained years ago and I have yet to see Zos suggest it is foolish or any concerns about them leaving it in game.

    If I misunderstood you then this is probably a good opportunity to make the post clear and correct.

    .
    idk wrote: »
    Gilvoth wrote: »
    exeeter702 wrote: »
    Gilvoth wrote: »
    here is what the developers said

    Quote:
    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.
    End Quote:[/b]

    here is where the quote came from:
    source:
    https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1

    the developers were right, it's too much damage happening too fast and we cant even see the actualy damage skill that was used, all we see is a flash and glitch that happens instantly and kills people character that we have no way to counter nore react to.
    its not about light animation canceling, those are fine
    and you cant use skill animation canceling as a counter.
    there is no counter.
    it's instant death especially if you are attacked from some one that was in stealth before that combo - instant death

    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    You are conflating 2 separate issues here. I wont debate whether or not cast times on ults is wise. The logic behind that is reasonably sound, powerful moves should be set up and have the option to be reacted to. Ultimates also fill the mmo class design space of high impact longer cooldown skills.

    Not everything in the game is designed around the potency of an ultimate skill. And imposing reactionary cast times to every single ability in the game would have dire consequences that you are failing to see.

    im not "failing" anything, nor am i talking about a different subject.
    they said right in their wording that they dont want animation canceling involved in that skill and that too many skills fire off.
    they never intended animation canceling to Dominate.

    On the page linked the only comment concerning animation canceling is ultimate's and nothing more. Not AC in general. Your post they quoted did appear to finish by tying in all AC into their comment about ultimates. That is what they seem to be calling into question. I pointed this out in my previous comment to give you the opportunity to clear the comment up or provide substance to support it.


    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    lets take another look at that quote,
    Quote:
    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.
    End Quote:[/b]

    here is where the quote came from:
    source:
    https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1


    looking directly at the statement:

    "You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore."

    and also:

    "we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."

    it is quite clear on both of those statements they were talking about animation canceling.
    Edited by Gilvoth on January 25, 2020 9:50PM
  • idk
    idk
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    Gilvoth wrote: »
    idk wrote: »
    Gilvoth wrote: »
    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    @Gilvoth

    First, it seems you are suggesting that AC was foolishness and that the devs agree with you since the three lines quoted above come together after a line break.

    If so please provide a link to the article or video where any of the devs make a statement agreeing with that AC is foolishness. They have made it clear that while it was not intended that it is an official part of the game. That was explained years ago and I have yet to see Zos suggest it is foolish or any concerns about them leaving it in game.

    If I misunderstood you then this is probably a good opportunity to make the post clear and correct.


    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    I am referring to all animation canceling outside of ultimates. The comments in that quote are very specific to animation canceling of ultimates with nothing to indicate anything more than that.

    In fact they did not say anything about animation canceling and to many skills fire off anywhere in that quote. It seems you are reading a whole lot into it that is not there. So again, I ask you to provide a link to where you get that information because it is not in what you have already provided or please edit your previous comment so it reflects correct information.
  • exeeter702
    exeeter702
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    Gilvoth wrote: »
    exeeter702 wrote: »
    Gilvoth wrote: »
    here is what the developers said

    Quote:
    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.
    End Quote:[/b]

    here is where the quote came from:
    source:
    https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1

    the developers were right, it's too much damage happening too fast and we cant even see the actualy damage skill that was used, all we see is a flash and glitch that happens instantly and kills people character that we have no way to counter nore react to.
    its not about light animation canceling, those are fine
    and you cant use skill animation canceling as a counter.
    there is no counter.
    it's instant death especially if you are attacked from some one that was in stealth before that combo - instant death

    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    You are conflating 2 separate issues here. I wont debate whether or not cast times on ults is wise. The logic behind that is reasonably sound, powerful moves should be set up and have the option to be reacted to. Ultimates also fill the mmo class design space of high impact longer cooldown skills.

    Not everything in the game is designed around the potency of an ultimate skill. And imposing reactionary cast times to every single ability in the game would have dire consequences that you are failing to see.

    im not "failing" anything, nor am i talking about a different subject.
    they said right in their wording that they dont want animation canceling involved in that skill and that too many skills fire off.
    they never intended animation canceling to Dominate.

    Yes you are, simply because they are referring to impactful ultimates having reactionary counterplay. Animation canceling in general has little impact on this since most abilites in eso are instant cast and thus resolve instantly. And anything that is hard cast or channeled does not yeild it's full benefits when cut off. You are lumping two separate points of discussion into one.
  • RusevCrush
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    I always laugh when people want to quit over trivial changes. However, this one would be warranted. It's bad enough they're devaluing our accomplishments by nerfing content (VHOF). Now you want them to close the performance gap between casuals and elite? No thanks
  • Gilvoth
    Gilvoth
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    .
    idk wrote: »
    Gilvoth wrote: »
    idk wrote: »
    Gilvoth wrote: »
    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    @Gilvoth

    First, it seems you are suggesting that AC was foolishness and that the devs agree with you since the three lines quoted above come together after a line break.

    If so please provide a link to the article or video where any of the devs make a statement agreeing with that AC is foolishness. They have made it clear that while it was not intended that it is an official part of the game. That was explained years ago and I have yet to see Zos suggest it is foolish or any concerns about them leaving it in game.

    If I misunderstood you then this is probably a good opportunity to make the post clear and correct.


    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    I am referring to all animation canceling outside of ultimates. The comments in that quote are very specific to animation canceling of ultimates with nothing to indicate anything more than that.

    In fact they did not say anything about animation canceling and to many skills fire off anywhere in that quote. It seems you are reading a whole lot into it that is not there. So again, I ask you to provide a link to where you get that information because it is not in what you have already provided or please edit your previous comment so it reflects correct information.

    i have tried multiple times to answer your question.
    this will be my last attempt.
    if you do not agree with my answer then that is acceptable, but your agreeing with my answers nor my opinions on this forum is not a requirement.

    here is the answer to your question that i have now stated 3 times.

    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    lets take another look at that quote,
    Quote:
    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.
    End Quote:[/b]

    here is where the quote came from:
    source:
    https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1


    looking directly at the statement:

    "You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore."

    and also:

    "we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."

    it is quite clear on both of those statements they were talking about animation canceling.
  • LadyNalcarya
    LadyNalcarya
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    i dont really understand why people want to keep this bug in the game - i do understand that people want to have an active, engaging and fun combat system in the game that rewards skill - but why not fix and replace animation cancelling into something that is not a bug but an intended feature and achieves the same purpose?

    You know when a game gives you a goal that it takes too much time and effort to the point you say "no this feels like a job and I'm not enjoying the game" so you don't do it?

    Well a lot of players don't have that switch and they go for it and spend hours and hours trying to achieve that task even if it's crazy. So when the devs finally accept it was crazy and want to remove it because the majority of players are complaining and not doing it, these gamers that spent so much effort will of course be mad, because it was all for nothing and now they will be at the same ground of those that didn't suffer all that.

    The majority of players who are complaining do not realize that animation cancelling affects more than dps and that they are also using it (for example, when they need to block something quickly, or roll dodge).
    There's mostly just 2 categories of people who complain: pvpers who get rekt by lag and pvers who think that their dps will magically become good enough for any content if animation cancelling is removed. The latter is pretty much just wishful thinking, and lag issues are not directly related to cancelling.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • JumpmanLane
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    I don’t understand stand people’s aversion to light attack weaving. It’s easy enough to do.

    As for block casting, I can get why some people might not like facing it as they may not recognize what skill’s being used against them, as in “wtf just happened.” The thing is, chances are you’d die just as easily to a guy who’s practiced and gotten AC down, even if you saw more of the animation he’s canceled.
  • idk
    idk
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    Gilvoth wrote: »
    .
    idk wrote: »
    Gilvoth wrote: »
    idk wrote: »
    Gilvoth wrote: »
    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    @Gilvoth

    First, it seems you are suggesting that AC was foolishness and that the devs agree with you since the three lines quoted above come together after a line break.

    If so please provide a link to the article or video where any of the devs make a statement agreeing with that AC is foolishness. They have made it clear that while it was not intended that it is an official part of the game. That was explained years ago and I have yet to see Zos suggest it is foolish or any concerns about them leaving it in game.

    If I misunderstood you then this is probably a good opportunity to make the post clear and correct.


    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    I am referring to all animation canceling outside of ultimates. The comments in that quote are very specific to animation canceling of ultimates with nothing to indicate anything more than that.

    In fact they did not say anything about animation canceling and to many skills fire off anywhere in that quote. It seems you are reading a whole lot into it that is not there. So again, I ask you to provide a link to where you get that information because it is not in what you have already provided or please edit your previous comment so it reflects correct information.

    i have tried multiple times to answer your question.
    this will be my last attempt.
    if you do not agree with my answer then that is acceptable, but your agreeing with my answers nor my opinions on this forum is not a requirement.

    here is the answer to your question that i have now stated 3 times.

    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    lets take another look at that quote,
    Quote:
    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.
    End Quote:[/b]

    here is where the quote came from:
    source:
    https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1


    looking directly at the statement:

    "You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore."

    and also:

    "we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."

    it is quite clear on both of those statements they were talking about animation canceling.

    1. You are clearly not reading my comment or you are trying to put words in my mouth as I specifically said I am referring to all AC outside of ultimates. That clearly means I am not talking only about LA AC which is what you are falsely stating.

    2. That comment you mention and link to, "You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore." is specifically about ultimates. When included with the rest of the paragraph the context is extremely clear as the paragraph is specifically about ultimates and only ultimates. It is not about skills outside of ultimates.

    So what myself (and I think @exeeter702 ) are pointing out that if you are suggesting that sentence or even the full paragraph from Zos is speaking about AC of skills outside of ultimates you are wrong. In the end exeeter and myself are dealing with the facts of that statement which do not support what you are suggesting. So agree or disagree with facts all you want, it does not change them.

    Again, I am not talking specifically about light or basic attacks but all AC of everything but ultimates.

    In other words, you have not tried to answer my question at all since you clearly put words in my mount and danced around the question as a result.
    Edited by idk on January 25, 2020 11:41PM
  • exeeter702
    exeeter702
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    Gilvoth wrote: »
    .
    idk wrote: »
    Gilvoth wrote: »
    idk wrote: »
    Gilvoth wrote: »
    the developers agreed with us and removed it.
    animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.

    @Gilvoth

    First, it seems you are suggesting that AC was foolishness and that the devs agree with you since the three lines quoted above come together after a line break.

    If so please provide a link to the article or video where any of the devs make a statement agreeing with that AC is foolishness. They have made it clear that while it was not intended that it is an official part of the game. That was explained years ago and I have yet to see Zos suggest it is foolish or any concerns about them leaving it in game.

    If I misunderstood you then this is probably a good opportunity to make the post clear and correct.


    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    I am referring to all animation canceling outside of ultimates. The comments in that quote are very specific to animation canceling of ultimates with nothing to indicate anything more than that.

    In fact they did not say anything about animation canceling and to many skills fire off anywhere in that quote. It seems you are reading a whole lot into it that is not there. So again, I ask you to provide a link to where you get that information because it is not in what you have already provided or please edit your previous comment so it reflects correct information.

    i have tried multiple times to answer your question.
    this will be my last attempt.
    if you do not agree with my answer then that is acceptable, but your agreeing with my answers nor my opinions on this forum is not a requirement.

    here is the answer to your question that i have now stated 3 times.

    the "light attack" animation canceling is what You are referring to and i already stated multiple times that this is not about light attack animation canceling.
    and they did say in their wording on that quote that they dont want animation canceling involved in that skill and that too many skills fire off.

    lets take another look at that quote,
    Quote:
    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.
    End Quote:[/b]

    here is where the quote came from:
    source:
    https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1


    looking directly at the statement:

    "You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore."

    and also:

    "we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much."

    it is quite clear on both of those statements they were talking about animation canceling.

    Look there are two truths (not opinions) about the cast time to ultimates and why zos felt that change was necessary -

    1st. As Gina reiterated from the dev team, they felt the ultimates in question deserved some counterplay.

    2nd, which is more important, less obvious and the point that you are missing is this - the ultimates in question that recieved the cast times, had animations that extended beyond the 1 second, resulting in them playing out in a manner where the impact point of the animation did not line up with the abilities activation. Ie the damage of dawnbreaker was being calculated server side before the point where the dawnbreaker itself slams the ground. We are talking milliseconds here. The cast time changes addressed both issues by lining up the animation with the cast time with the point of the skills animation where impact is reached.

    The rest of your answer is right there in Gina's text, you are just interpreting it wrong.

    "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." in case there is any confusion, she is not reffering to a scenario where the player using the ultimate is also delivering 3 or 4 abilities at once. She is explaining that in a scenario where there are multiple players (often the case in pvp), being on the receiving end of standard unreactable instant cast skills by x amount of players, having an instant cast unreactble ultimate among them is a step to far in their eyes.

    "Also you can't animation cancel them" she is merely pointing out that since they now have a cast time, you cant cut the cast off in the same way you cant for something like uppercut by simple rule of cast time properties to skills.

    "because we don’t want players to be able to instantly cast them anymore. They are just too powerful." she is simply going full circle and making it clear that zos decided the ults in question yielded enough of an impact that them being instant cast was overbearing for their power budget.

    The removal of "animation canceling" will have no bearing on whether or not you are going to get merked by skills that you could not react to. There are a few edge cases where certain buffs can be masked (barely) by hitting block, dk and warden wings buff animation can sometimes be hidden depending on server lag for example, but using any action that is independent of the gcd (block, roll dodge, barswap) will do absolutely nothing for your ability to deliver damage faster, string more abilities together, or mask skills to the point that the defender cant react.

    The last point of which is especially pertinent since you by design do not react to instant cast skills. The dk that hits you with flamelash is going to hit you with flamelash if he fulfills the criteria for connecting it ie being in range and having the resource to cast it. You are not going to see it mid animation and block it because once the dk hits the button and fires the skill, it's already being handled by the server, his GCD has started and any follow through animation is purely aesthetic. At that point, the server is going to check the recipients status, where you blocking?, where you in a roll dodge state at the time of its resolve? Etc etc.

    This is why bringing up Gina's post about the reasoning for the ult cast times only demonstrated further what you didnt know about regarding this subject.

  • JumpmanLane
    JumpmanLane
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    i dont really understand why people want to keep this bug in the game - i do understand that people want to have an active, engaging and fun combat system in the game that rewards skill - but why not fix and replace animation cancelling into something that is not a bug but an intended feature and achieves the same purpose?

    You know when a game gives you a goal that it takes too much time and effort to the point you say "no this feels like a job and I'm not enjoying the game" so you don't do it?

    Well a lot of players don't have that switch and they go for it and spend hours and hours trying to achieve that task even if it's crazy. So when the devs finally accept it was crazy and want to remove it because the majority of players are complaining and not doing it, these gamers that spent so much effort will of course be mad, because it was all for nothing and now they will be at the same ground of those that didn't suffer all that.

    That’s not quite true though. People actually learned and practiced ac were doing it, practicing combos and rotations. These people do things in combination much faster than the average casual who’s invested no time learning or practicing.

    Adding more of the animation canceled by block; for example, won’t suddenly make a casual player the equal of a more serious player who has put in the time.

    All the nerfs and cries for balance follow a little trend: An attempt to level the playing field between the casual player and the more skilled player. ESO is more than merely mashing buttons and getting a carry from your build, with a couple of exceptions. (THOSE exceptions ARE balance problems; though, there are fewer of these exceptions than anyone would care to admit).

    In the end, the expert wins against the novice...
  • exeeter702
    exeeter702
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    i dont really understand why people want to keep this bug in the game - i do understand that people want to have an active, engaging and fun combat system in the game that rewards skill - but why not fix and replace animation cancelling into something that is not a bug but an intended feature and achieves the same purpose?

    You know when a game gives you a goal that it takes too much time and effort to the point you say "no this feels like a job and I'm not enjoying the game" so you don't do it?

    Well a lot of players don't have that switch and they go for it and spend hours and hours trying to achieve that task even if it's crazy. So when the devs finally accept it was crazy and want to remove it because the majority of players are complaining and not doing it, these gamers that spent so much effort will of course be mad, because it was all for nothing and now they will be at the same ground of those that didn't suffer all that.

    That’s not quite true though. People actually learned and practiced ac were doing it, practicing combos and rotations. These people do things in combination much faster than the average casual who’s invested no time learning or practicing.

    Adding more of the animation canceled by block; for example, won’t suddenly make a casual player the equal of a more serious player who has put in the time.

    All the nerfs and cries for balance follow a little trend: An attempt to level the playing field between the casual player and the more skilled player. ESO is more than merely mashing buttons and getting a carry from your build, with a couple of exceptions. (THOSE exceptions ARE balance problems; though, there are fewer of these exceptions than anyone would care to admit).

    In the end, the expert wins against the novice...

    I'll actually take this a step further as it was the case with me and my group of friends who played this since day 1. I would posit that a good portion of players where already "animation canceling" without even knowing simply because they were engaging with the combat system in its entirety.

    Adhere to the following.....Block when you need to block, roll when you need to roll, make sure to use every GCD when possible, squeeze in your light attacks between every skill, and make sure you are on the right bar by the time your GCD is up. This is ESOs combat at it's most fundamental. If you do this you will at many points "animation cancel" throughout your time playing this game. It is not a mystery to solve or some secret tech to master.

    That is the biggest misconception. This is what wrobel was talking about. Animation canceling is simply a matter of existence once all of ESOs other combat components fall into place. Its unintended in that its simply a byproduct of the systems that govern combat being executed. It's not a bug or an exploit and does not enable any potency beyond the rules set in place by the developers.
    Edited by exeeter702 on February 26, 2020 9:08PM
  • Varana
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    I'm afraid that you didnt understand me (so people agreeing with your post). What i'm proposing isn't anything new and against current game mechanics. @Varana summed it up. Basically change would be about adding cast times to every ability, so using block/HA/LA would cancel used ability. Ability animation would have same duration as it's cast time ofc. to make game smooth. And to make changes fair (and combat not tarded like now), longer cast time = better/stronger ability. Using abilities together, one just after another, wouldn't cancel ( 2nd ability would be put in que, just like now).

    Confusing about my post, could ve been this sentence: "This would fix stacking over 9000 hits in 1 second and would still let you react instantly on need". Sorry, about that then. That was just bad rhetoric on my part.

    Just to make this clear: I think adding cast times to every ability is one of the most terriblest ideas that these forums (or the devs) could ever come up with. :)

    As it currently stands, you can activate 1 (one) ability every second. Never ever even one more. I think that's quite reasonable. It's not about speed, it's about timing.
  • JumpmanLane
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    exeeter702 wrote: »
    i dont really understand why people want to keep this bug in the game - i do understand that people want to have an active, engaging and fun combat system in the game that rewards skill - but why not fix and replace animation cancelling into something that is not a bug but an intended feature and achieves the same purpose?

    You know when a game gives you a goal that it takes too much time and effort to the point you say "no this feels like a job and I'm not enjoying the game" so you don't do it?

    Well a lot of players don't have that switch and they go for it and spend hours and hours trying to achieve that task even if it's crazy. So when the devs finally accept it was crazy and want to remove it because the majority of players are complaining and not doing it, these gamers that spent so much effort will of course be mad, because it was all for nothing and now they will be at the same ground of those that didn't suffer all that.

    That’s not quite true though. People actually learned and practiced ac were doing it, practicing combos and rotations. These people do things in combination much faster than the average casual who’s invested no time learning or practicing.

    Adding more of the animation canceled by block; for example, won’t suddenly make a casual player the equal of a more serious player who has put in the time.

    All the nerfs and cries for balance follow a little trend: An attempt to level the playing field between the casual player and the more skilled player. ESO is more than merely mashing buttons and getting a carry from your build, with a couple of exceptions. (THOSE exceptions ARE balance problems; though, there are fewer of these exceptions than anyone would care to admit).

    In the end, the expert wins against the novice...

    I'll actually take this a step further as it was the case with me and my group of friends who played this since day 1. I would posit that a good portion of players where already "animation canceling" without even knowing simply because they were engaging with the combat system in its entirety.

    Adhere to the following.....Block when you need to block, roll when you need to roll, make sure to use every GCD when possible, squeeze in your light attacks between every skill, and make sure you are on the right bar by the time your GCD is up. This is ESOs combat at it's most fundamental. If you do this you will at many points "animation cancel" throughout your time playing this game. It is not a mystery to solve or some secret tech to master.

    That is the biggest misconception. This is what wrobel was talking about. Animation canceling is simply a matter of existence once all of ESOs other combat components fall into place. Its unintended in that its simply a byproduct of the systems that govern combat being executed. It's not a bug or an exploit and does not enable any potency beyond the rules set in place by the developers.

    This ^. This is the best explanation of AC I’ve ever heard. Particularly, when you consider how early adopters “discovered” animation canceling in the early days of the game.

    I wish this could be stickied to EVERY thread on the topic of AC. Great comment.
  • Runefang
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    Hilarious that people blame AC for their failure. Even if it was taken away those people would still be terrible at this game.
  • Paramedicus
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    @idk
    Sorry, i glanced at your post (dint have time then) and i was surprised that you were writing about GCD, because it wouldnt be needed if game would work how i want.

    So yeah, there is this lazy fix - GCD, which just prevent casting multiple abilities at once. It still doesn't fix problems like hiding abilities behind
    AC and weaving [yea, weaving is bad because it s not intuitive, esp if you add GCD].

    GCD also makes combat poor. If abilities had different cast times, then you would pick them depending on situation (after estmating how much time you may have to use it). This would require more skill than current system. Atm it is just weave and check GCD. People automate this by muscle memory and feel superior because newbs have no idea how system works.

    And thats not even just PVP problem. Whole PVE depends on you watching and learning one tarded mechanic on youtube. So yeah, great combat design.

    And I know that lotta people who use this system would hate any change. It would take their skill after all and DPS would go down.

    I played game with cool and complex melee combat. Weapon weight, reach and type was very important. Hit boxes were quite complex so it was imporant how you swing our weapon. There was parrying present, different ways to swing weapon and other stuff. There was also one very cool mechanic, where you could speed up or slow down weapon swing by using your mouse. And that was mechanic that devs messed up. What was best tactic to melt newbs? Get long weapon, set mouse sensivity that let you do idiotic, unrealistic swings, which looked like your character was getting glitched.. and learn few moves. Ofc devs never fixed it because skilled players would whine. This divided community into two groups:: some skilled players who abused mechanic and newbs who tried to play normally, but were quiting because of this 'skill ceiling'. This reminds me of ESO a bit.

    @Royaji
    Combat wouldn't get that much slower tbh (you just couldn't weave damage/heals). Nothing else wouldn't be changed, but yes -difference would be noticable.

    @Varana
    GCD acts kinda like hidden (tho not interuptable) cast time, so i dunno why this would be such a big deal.
    Edited by Paramedicus on January 26, 2020 9:36AM
  • Royaji
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    (snip)
    Combat wouldn't get that much slower tbh (you just couldn't weave damage/heals). Nothing else wouldn't be changed, but yes -difference would be noticable.

    I invite you to go do a quick forum search and read some of the recent posts about cast times on Incap and Soul Harvest. And how their addition turned some of the strongest skills in the game into trash-tier garbage people replace with non-class ultimates overnight. Those cast times are universally hated. (Well, except for Gilvoth but you must be new to the forums to take anything he says seriously. He was phoenixkungfu long before phoenixkungfu...)

    You can go a bit further and take a look at what happened to Assassin's Will when minimal travel time was introduced. The skill immediately became unusable. It was so bad that ZOS even had to revert it... Also remember cast time on shields? Once again, it says something about the change if even guys at ZOS, who are known to sticking to their guns even when their idea is absolutely terrible, figured out that this shouldn't go live.

    Or take a look at cast time skills already present in the game. They are largely some of the least used skills in the game. So many players dislike them. A dead giveaway of a new player who just started the game are hardcasted frags. You know, because no one serious does that. (Except for that one Overload gank build, RIP, btw.)

    And if you think that cast times are some kind of panacea that will lead to much greater combat, consider taking a look at Snipe. One of the buggiest skills in the game, right after weird teleporting skills like Undo and Shade. This skill is plagued with desyncs since the very beginning all due to the fact that it has a cast time paired with a long travel time. In a system you are proposing every ranged skill has the potential of becoming a new Snipe.

    So no. It's definitely not "combat wouldn't get that much slower". Cast times on every skill will be a very big deal.
  • MaleAmazon
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    A dead giveaway of a new player who just started the game are hardcasted frags.

    Hey! I hardcast frags! :D On my 'crystal artillery' support sorc... Now granted it´s more of a 'fun' build, but it is underrated...
  • TheFM
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    Royaji wrote: »
    (snip)
    Combat wouldn't get that much slower tbh (you just couldn't weave damage/heals). Nothing else wouldn't be changed, but yes -difference would be noticable.

    I invite you to go do a quick forum search and read some of the recent posts about cast times on Incap and Soul Harvest. And how their addition turned some of the strongest skills in the game into trash-tier garbage people replace with non-class ultimates overnight. Those cast times are universally hated. (Well, except for Gilvoth but you must be new to the forums to take anything he says seriously. He was phoenixkungfu long before phoenixkungfu...)

    You can go a bit further and take a look at what happened to Assassin's Will when minimal travel time was introduced. The skill immediately became unusable. It was so bad that ZOS even had to revert it... Also remember cast time on shields? Once again, it says something about the change if even guys at ZOS, who are known to sticking to their guns even when their idea is absolutely terrible, figured out that this shouldn't go live.

    Or take a look at cast time skills already present in the game. They are largely some of the least used skills in the game. So many players dislike them. A dead giveaway of a new player who just started the game are hardcasted frags. You know, because no one serious does that. (Except for that one Overload gank build, RIP, btw.)

    And if you think that cast times are some kind of panacea that will lead to much greater combat, consider taking a look at Snipe. One of the buggiest skills in the game, right after weird teleporting skills like Undo and Shade. This skill is plagued with desyncs since the very beginning all due to the fact that it has a cast time paired with a long travel time. In a system you are proposing every ranged skill has the potential of becoming a new Snipe.

    So no. It's definitely not "combat wouldn't get that much slower". Cast times on every skill will be a very big deal.

    Funny how I see dawn breakers and incaps e everywhere on pc EU
  • idk
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    @idk
    Sorry, i glanced at your post (dint have time then) and i was surprised that you were writing about GCD, because it wouldnt be needed if game would work how i want.

    So yeah, there is this lazy fix - GCD, which just prevent casting multiple abilities at once. It still doesn't fix problems like hiding abilities behind
    AC and weaving [yea, weaving is bad because it s not intuitive, esp if you add GCD].

    GCD also makes combat poor. If abilities had different cast times, then you would pick them depending on situation (after estmating how much time you may have to use it). This would require more skill than current system. Atm it is just weave and check GCD. People automate this by muscle memory and feel superior because newbs have no idea how system works.

    And thats not even just PVP problem. Whole PVE depends on you watching and learning one tarded mechanic on youtube. So yeah, great combat design.

    And I know that lotta people who use this system would hate any change. It would take their skill after all and DPS would go down.

    I played game with cool and complex melee combat. Weapon weight, reach and type was very important. Hit boxes were quite complex so it was imporant how you swing our weapon. There was parrying present, different ways to swing weapon and other stuff. There was also one very cool mechanic, where you could speed up or slow down weapon swing by using your mouse. And that was mechanic that devs messed up. What was best tactic to melt newbs? Get long weapon, set mouse sensivity that let you do idiotic, unrealistic swings, which looked like your character was getting glitched and learn few moves. Ofc devs never fixed it because skilled players would whine. This divided community into two groups:: some skilled players who abused mechanic and newbs who tried to play normally but were quiting because of this 'skill ceiling'. This reminds me of ESO a bit.

    First off, the comment that GCD makes combat poor is an absurd statement. You are literally saying that combat in pretty much most every MMORPG out today had poor combat as I cannot think of an MMORPG that does not have a GCD as it is a good control mechanism. Something that helps

    You literally want to add more steps to the back end design which would add more load on the server. That is another reason not only illogical but is just a bad idea overall since Zos is trying to reduce the server load. That is not even getting to you want each skill to have a different control time.

    What makes the idea even crazier is devs would have another variable to deal with when balancing skills as it would also include shortening and lengthening case times for individual skills. Another reason why GCDs as a solid part of MMORPG combat design and probably other MMO genres.

    In the end you have not justified your suggestion. You merely pointed out more short comings of the idea.

    So in the end your opinion makes sense to you and that is all you need to be concerned with . Based on the original post you made in this thread and this follow up I doubt there is anything you could say that would help it make sense to me.

    So cheers and enjoy the game.
  • Vahrokh
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    I don’t understand stand people’s aversion to light attack weaving. It’s easy enough to do.

    As for block casting, I can get why some people might not like facing it as they may not recognize what skill’s being used against them, as in “wtf just happened.” The thing is, chances are you’d die just as easily to a guy who’s practiced and gotten AC down, even if you saw more of the animation he’s canceled.

    Eating poop is easy enough too.
    Yet people have aversion to it.

    People with wrist issues or who cannot be bothered spamming clicks for hours to no end are negatively impacted.

    After 15 minutes or so of LA weaving game I have to rest my arm for some minutes else I cannot endure the pain I get from my hands.

    No other MMO I play or I ever played causes me physical pain.
    Edited by Vahrokh on January 26, 2020 8:23AM
  • idk
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    Vahrokh wrote: »
    I don’t understand stand people’s aversion to light attack weaving. It’s easy enough to do.

    As for block casting, I can get why some people might not like facing it as they may not recognize what skill’s being used against them, as in “wtf just happened.” The thing is, chances are you’d die just as easily to a guy who’s practiced and gotten AC down, even if you saw more of the animation he’s canceled.

    Eating poop is easy enough too.
    Yet people have aversion to it.

    People with wrist issues or who cannot be bothered spamming clicks for hours to no end are negatively impacted.

    After 15 minutes or so of LA weaving game I have to rest my arm for some minutes else I cannot endure the pain I get from my hands.

    No other MMO I play or I ever played causes me physical pain.

    No offense but there is no content in game that requires the use of AC of any kind including weaving basic attacks into skills. Even in PvP a skilled player can do without AC as much of PvP is avoiding damage.

    As such I do not understand why you are LA weaving if it pains you so much. I would suggest you raid with a more casual group though as survival, even in PvE, requires quick and unplanned actions and is not needed as much in the less challenging content. Hope you find a group that works well for you.
    Edited by idk on January 26, 2020 8:43AM
  • Faulgor
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    The #1 unvoiced problem with weaving/AC is that it makes combat look like your character is having an epileptic fit. That's absolutely a problem when trying to recruit new players, especially those used to TES combat.

    There's a reason Dark Souls defined the decade as far as RPG combat goes. Even ESO tried to replicate a lot of it in its basics, but gave in to players who became used to weaving/AC rotations.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Vahrokh
    Vahrokh
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    idk wrote: »
    Vahrokh wrote: »
    I don’t understand stand people’s aversion to light attack weaving. It’s easy enough to do.

    As for block casting, I can get why some people might not like facing it as they may not recognize what skill’s being used against them, as in “wtf just happened.” The thing is, chances are you’d die just as easily to a guy who’s practiced and gotten AC down, even if you saw more of the animation he’s canceled.

    Eating poop is easy enough too.
    Yet people have aversion to it.

    People with wrist issues or who cannot be bothered spamming clicks for hours to no end are negatively impacted.

    After 15 minutes or so of LA weaving game I have to rest my arm for some minutes else I cannot endure the pain I get from my hands.

    No other MMO I play or I ever played causes me physical pain.

    No offense but there is no content in game that requires the use of AC of any kind including weaving basic attacks into skills. Even in PvP a skilled player can do without AC as much of PvP is avoiding damage.

    As such I do not understand why you are LA weaving if it pains you so much. I would suggest you raid with a more casual group though as survival, even in PvE, requires quick and unplanned actions and is not needed as much in the less challenging content. Hope you find a group that works well for you.

    Well, having to give up on 15k DPS is not exactly an easy choice for me.
    With my "casual group" I have completed hard mode vMOL, vAS + 2, vCR + 2 and 2 hard mode vSS bosses (before my guild mates got tired of vSS :( )
    Should I become a drag on them?
  • idk
    idk
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    Faulgor wrote: »
    The #1 unvoiced problem with weaving/AC is that it makes combat look like your character is having an epileptic fit. That's absolutely a problem when trying to recruit new players, especially those used to TES combat.

    There's a reason Dark Souls defined the decade as far as RPG combat goes. Even ESO tried to replicate a lot of it in its basics, but gave in to players who became used to weaving/AC rotations.

    Which is why ESO remains one of the top MMORPGs of today's time and has sold as many copies of the game as FF14 did when had been out this many years.

    It does not seem ESO has had problems brining in new players. Also, while I do not notice my character twitching when in combat as I am focused on the combat itself, when I watch streams and videos I do not see twitching. Maybe it happens when unskilled players trying to get it right, idk.
  • Faulgor
    Faulgor
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    idk wrote: »
    Faulgor wrote: »
    The #1 unvoiced problem with weaving/AC is that it makes combat look like your character is having an epileptic fit. That's absolutely a problem when trying to recruit new players, especially those used to TES combat.

    There's a reason Dark Souls defined the decade as far as RPG combat goes. Even ESO tried to replicate a lot of it in its basics, but gave in to players who became used to weaving/AC rotations.

    Which is why ESO remains one of the top MMORPGs of today's time and has sold as many copies of the game as FF14 did when had been out this many years.
    I'm somewhat doubtful this is because of the combat system and not in spite of it. Maybe it's anecdotal, but the clunky combat visuals are on of the most cited reasons among my friends who left the game, and it was a very common complaint in ESO's earlier years.
    idk wrote: »
    Also, while I do not notice my character twitching when in combat as I am focused on the combat itself, when I watch streams and videos I do not see twitching. Maybe it happens when unskilled players trying to get it right, idk.
    Nah, the better you weave, the more ridiculous it looks, because more of the transition animations get canceled. One moment you are shooting your bow into the sky, then it's gone and you attack with two daggers, then you have a flame in your hands ... it's quite ridiculous if you are used to things like Skyrim's combat.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Banana
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    My variable ping connection would approve
  • TheFM
    TheFM
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    Vahrokh wrote: »
    I don’t understand stand people’s aversion to light attack weaving. It’s easy enough to do.

    As for block casting, I can get why some people might not like facing it as they may not recognize what skill’s being used against them, as in “wtf just happened.” The thing is, chances are you’d die just as easily to a guy who’s practiced and gotten AC down, even if you saw more of the animation he’s canceled.

    Eating poop is easy enough too.
    Yet people have aversion to it.

    People with wrist issues or who cannot be bothered spamming clicks for hours to no end are negatively impacted.

    After 15 minutes or so of LA weaving game I have to rest my arm for some minutes else I cannot endure the pain I get from my hands.

    No other MMO I play or I ever played causes me physical pain.

    OK, im sorry that you have this issue, bit expecting them to account for every physical issue is absurd, o have rheumatism and Morbus Bechterew and don't complain about this, a simple solution would be use acontroller, which is what I do.

  • Paramedicus
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    @Royaji
    Well, its not surprising that people prefer skills with instant 'cast times', since they give your opontent less time to react and are safer to use. But i'm talking about situation where there are no instant abilites. Notice also, that if there were no GCD, then some aspects of combat would be faster, with some abilites having cast times lower than current GCD (so you could spam them faster).

    BUT i will have to agree with you, that I'm talking about some hypothetical (ideal) situation, where game engine could actually do this stuff right (and that's me being too naive i guess). So this whole idea may be not even possible to apply and I have to acknowledge that :P

    @idk
    Yep, current combat is poor because it's some odd compromise between slow GCD-system and 'fast-paced-combat', where main thing that makes combat actually faster is animation canceling. With AC game looks glichy and combat isn't intuitive (you gotta admit that possibiliy to use skill and cancel just it's animation is odd). But without AC game combat would become slow-poke-fest. Very sophisticated system indeed.

    As for balancing issue: idea of slower skill/weapon doing more damage, isnt anything new in games, and balacing it, is far less harder than balancing system with various buffs, debuff and heals (some aoe, some self-applied, some for group. Compared to that, cast time system is pretty basic and you don't really have to balance every skill separately - you could group them. Yes, i know it s additional layer of complexity, but I think, you could save some devs sweat. I believe that there would be less need for CCs in PVP. And there is bigger potential benefit. ATM because of weaving, you have two populations of players, and I have no idea how devs can balance one game for both of them. How can they adress power creep if nerfing one group must mean nerfing second one too? If there is too big disparity in DPS between players, then balacing the game may become impossible.

    As for servers performance. Your point may be valid, but I don't know how this change would affect them in the end. If there could be less aoe CC, then it would be better for performance for sure. Beside that, weaving means more actions squeezed in small window of time (=bigger spikes of server load). More fluid combat (with cast times), could (hypothetically) give CPU more space to breathe.

    I'm not sure why you are so sure about your arguments m8. Not sure why you acting like my arguments didn't make sense and current combat system was some pinnacle of game development. If you said that my expectations may be not realistic, then you would probably got me tho. xD
    Edited by Paramedicus on January 26, 2020 2:24PM
  • Wifeaggro13
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    idk wrote: »
    Faulgor wrote: »
    The #1 unvoiced problem with weaving/AC is that it makes combat look like your character is having an epileptic fit. That's absolutely a problem when trying to recruit new players, especially those used to TES combat.

    There's a reason Dark Souls defined the decade as far as RPG combat goes. Even ESO tried to replicate a lot of it in its basics, but gave in to players who became used to weaving/AC rotations.

    Which is why ESO remains one of the top MMORPGs of today's time and has sold as many copies of the game as FF14 did when had been out this many years.

    It does not seem ESO has had problems brining in new players. Also, while I do not notice my character twitching when in combat as I am focused on the combat itself, when I watch streams and videos I do not see twitching. Maybe it happens when unskilled players trying to get it right, idk.

    eso has no problems bringing in new people . i just has issues keeping them
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