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Blizzard devs comment on class balance & animation cancelling

  • KillsAllElves
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    Royaji wrote: »
    Royaji wrote: »
    Hopefully they are thinking something along the lines of "WoW is a tab-target MMO with hard cooldowns and solutions which work for them are not applicable to our entirely different philosophy of fast paced action no-cooldowns combat".

    This article is about diablo3 not wow.

    Some players using animation cancelling can do so to help their seasonal leaderboards.

    If you need to crutch on animation cancelling, youre bad! No way around it.

    Please see my post just above yours.

    And I've participated in AC threads so many times at this point that I have no interest in presenting the exact same arguments one more time. They are going to hit the same exact wall anyway.

    My response is in relevance to the OP article which is about diablo3.

    Regardless of anygame A/C is a crutch and in eso we dont need to give more advantages to certain classes and or builds i.e. Animational cancelling. Reliance on crutches= doodoo butter.

    How is it a crutch when every class can do it?

    Its an Advantage when in combat regardless of any class, same reason why ultimates were given cast times because animation cancelling was never the original intentions of the developers when E$OH was being developed.
    Edited by KillsAllElves on January 29, 2020 11:28PM
  • phermitgb
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    Stebarnz wrote: »
    phermitgb wrote: »
    Do people actually want A/C to not exist? For the love of god why?? The combat would be slow and atrocious. Why would anyone want that?

    I want A/C to not exist. I have a rather lengthy post explaining why. I'm perfectly fine with combat taking as long as the current animations support. I can say this with honesty, because while I do animation cancel, I only use it imperfectly and rarely, as I'm not very good at it, and don't care to be, and I still enjoy the combat in ESO more than I have in any other MMO.

    Obviously, that's not saying much - I actually wish combat was totally different, not tied to hot-bars and weapon vs skill classlines, and whatnot, but none of THOSE complaints are directly related to animation cancelling.

    Sooooo… you want to play a different game all together? Like Skyrim?

    No. I want to play ESO without animation cancelling, and wouldn't mind if combat worked very differently altogether. I ALSO like Skyrim, and enjoy playing it. I also enjoy Middle Earth Shadow of War (am playing it now, as a matter of fact), and Mass Effect and a wide range of other games, some of which include animation cancelling to one degree or another, for various reasons.

    My point above, and response to your question, is that animation cancelling, at least for me, is NOT a vital and necessary part of the gameplay of ESO. I get that it's vital to YOU, and can understand if you feel threatened by desire to remove it, as it would, apparently, violently destroy the sense of enjoyment you get from the game, but I have confidence that if you really enjoyed anything else about ESO besides the current state of combat, you would probably be able to adjust and still enjoy ESO.

    I could be wrong of course, on any, and even all, accounts, except for the ones that describe MY personal perspectives of what I enjoy and what I could do without.
    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • goldenarcher1
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    Where do i sign up for a Bazooka Wizard. :D
  • Rukia541
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    Imagine being so bad at the game and uninformed you link an article talking about DIABLO 3

    Ya'll reaaaally wanna kill this game by removing ani cancel don't ya?
  • phermitgb
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    Varana wrote: »
    phermitgb wrote: »
    I've always been of the opinion that the very concept of animation cancelling is inherently breaking code. My logic goes something like this...
    programmers created the animations for a REASON
    under normal play, I hit a button or command, the results of that command goes hand in hand with the animation I watch on screen
    the ability to bypass the visual animation part of the is bypassing one of the two fundamental features of code associated with using that action

    The reason being "it looks nice".
    In ESO, the animation is not an integral part of the skill. It's eye-candy. Just there for your visual enjoyment.

    And the reasons you cite for Shadow of War are exactly the ones why AC was put into ESO. Intentionally.

    "It looks nice" isn't necessarily the ONLY reason why animation cancelling was added. As stated in my first post, animation cancelling does serve a useful, even vital (literally - as in it can save your virtual life) purpose - however, that purpose isn't always (or even usually) the ability to do more damage. It's "usually" designed to - look pretty? probably - but it is also usually designed to allow the player to get out of a lengthy animation that unnecessarily exposes them to risk.

    I honestly have no data on how many games include animation cancelling in order to facilitate doing more damage by animation cancelling one combat skill into another combat skill with an animation that you could then presumably cancel into another and another and so on. But I play a lot of video games, and honestly can't think of one that currently comes to mind where doing more damage by animation cancelling SEEMED like an intended purpose.

    Like Shadow of War we both mentioned, AC absolutely had a reason to exist. I'm just not sure it was killing focused. "I" think it was created for a survival focus, and increasing your outgoing killyness was just a side effect. Now, whether it's possible for Shadow of War's exploitable AC to ruin the game is something I can't really test, because I almost never consciously animation cancel in any game, it just sorta happens, and I don't consciously plan to exploit it as a tactic ever, because I just don't generally think that way when playing video games (unlike exploiting pathing problems, which I exploit all the time, although sometimes I feel dirty doing it - sometimes it's HI-Larious)
    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • Gilvoth
    Gilvoth
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    remove.
    animation.
    canceling.
  • max_only
    max_only
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    Royaji wrote: »
    Royaji wrote: »
    Hopefully they are thinking something along the lines of "WoW is a tab-target MMO with hard cooldowns and solutions which work for them are not applicable to our entirely different philosophy of fast paced action no-cooldowns combat".

    This article is about diablo3 not wow.

    Some players using animation cancelling can do so to help their seasonal leaderboards.

    If you need to crutch on animation cancelling, youre bad! No way around it.

    Please see my post just above yours.

    And I've participated in AC threads so many times at this point that I have no interest in presenting the exact same arguments one more time. They are going to hit the same exact wall anyway.

    My response is in relevance to the OP article which is about diablo3.

    Regardless of anygame A/C is a crutch and in eso we dont need to give more advantages to certain classes and or builds i.e. Animational cancelling. Reliance on crutches= doodoo butter.

    How is it a crutch when every class can do it?

    Its an Advantage when in combat regardless of any class, same reason why ultimates were given cast times because animation cancelling was never the original intentions of the developers when E$OH was being developed.

    I’m looking at ultimates and none of my Magicka or healing ultimates have cast times. Only the damaging ones frequently used by stamina classes.

    Maybe the reasons are different than we think?
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  • Skwor
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    Rukia541 wrote: »
    Imagine being so bad at the game and uninformed you link an article talking about DIABLO 3

    Ya'll reaaaally wanna kill this game by removing ani cancel don't ya?

    I get the consternation with the Diablo 3 comparison however I don not agree removing AC would kill this game. First it was never intended to be part of the game, second AC is actually only mastered by very few IMO so few would feel the pain, thirdly it would only require a realigning of the encounters to offset the DPS shift to correct for, and again IMO, would be easier to do because AC is much harder to account for in DPS calculations.
    Edited by Skwor on January 29, 2020 11:40PM
  • Siohwenoeht
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    Gilvoth wrote: »
    remove.
    animation.
    canceling.

    Do not.
    Remove.
    Animation.
    Cancelling.
    "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
  • Infixo
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    It should be very simple. You start doing something (e.g. attack) and you knowingly and purposefully stop it. It is quite ok, allows for e.g. defensive actions, etc. BUT the first action didn’t finish, so there should be no effect of it at all. Simple. Effect of the action should be applied once it finishes.
  • ArchMikem
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    Stebarnz wrote: »
    No, the ZOS devs do not think like this as they know removing A/C would turn this game into a dead landscape of rp'ers and low dps potatoes.
    If every class and everyone can A/C then balancing is the same as if no one can.

    But when everyone's a Potato...no one will be.
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  • Dusk_Coven
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    "Those who cannot remember the past are condemned to repeat it"
  • spekdah
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    Well the combat animation needs some work. The animation cancelling just makes the combat look bad. I have tried to get friends and co-workers to play but one look at the combat turns people off. Responses includes; animation unfinished, bugged, unpolished? Looks like a alpha game etc.

    The animations are cancelled so quickly it looks like the characters are having some kind of fit, jitters. Just looks incredibly clunky and comical and hard to take seriously (when cancelled).

    You almost wonder if there was a mod to remove the combat animations completely and just work off a cooldown. So they should either do that, or maybe rework the animations so they are quicker, smoother and transition better.

    Followup: best example is watching combat parses on a dummy. I mean if you play ESO you likely don't think anything of it except the result or rotation. But others seeing this for the first time, comments about the combat animation are not kind lol.
    Edited by spekdah on January 30, 2020 12:01AM
  • Nanfoodle
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    I have been MMOing for over 20 years and rarely has reworking combat has gone over well and was widely accepted. With animation cancelling, its a must do. This should be fixed.
  • starkerealm
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    Infixo wrote: »
    It should be very simple. You start doing something (e.g. attack) and you knowingly and purposefully stop it. It is quite ok, allows for e.g. defensive actions, etc. BUT the first action didn’t finish, so there should be no effect of it at all. Simple. Effect of the action should be applied once it finishes.

    You really don't want that. I know you think you do, but it would make the entire game feel laggy and unresponsive. You'd hit something with your sword, and half a second later the damage would be applied. It would not be a good experience.

    Similarly, if you were aspiring to higher level play, it would be even worse. Light attacks cancel abilities, so if you tried to use an ability, and then tried to attack with your weapon, even if it was after you thought you'd finished the animation, you could easily completely negate the previous action.

    Really, this would feel terrible.
  • Paramedicus
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    Replace animation canceling with action canceling.

    Problem solved.
    PC EU
    /script JumpToHouse("@Paramedicus")
    
    ↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
  • starkerealm
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    Skwor wrote: »
    Stebarnz wrote: »
    Skwor wrote: »
    Stebarnz wrote: »
    No, the ZOS devs do not think like this as they know removing A/C would turn this game into a dead landscape of rp'ers and low dps potatoes.
    If every class and everyone can A/C then balancing is the same as if no one can.

    Not accurate at all, the benefit to different classes is much greater to some than others, animation cancelling is not even across the board for classes and their skills.

    It is a problem that should have been fixed along time ago. When this game first published it was acknowledged as a problem but the Devs were unable to solve it so instead it has been tolerated and now it has become a de-facto style of game-play.

    Just stating random things with no back up or reasoning means nothing, 44% of all people know this!

    Give me an example of which class benefits A/C and which doesn't and ill explain to you why you are wrong.

    Sorc gets more benefit than a Temp, I never said a class does not benefit I said some benefit more than others, nice strawman you created there in the bolded part.

    At least try to discuss in good faith instead of creating false arguments by intentionally mistating what was said.

    Warden and Necromancer would be unplayable without animation canceling.

    I don't mean that as hyperbole. Both classes were designed with full awareness of animation canceling. As a result, both have long animation cooldowns that you're expected to cancel.

    Any attempt to remove animation canceling from the game would require a complete rework of the animations for those classes.
  • starkerealm
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    Replace animation canceling with action canceling.

    Problem solved.

    And in the process, make both of the DLC classes unplayable. Good job.
  • Paramedicus
    Paramedicus
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    + rework animations of warden and necro.

    Problem solved yet again. :d
    PC EU
    /script JumpToHouse("@Paramedicus")
    
    ↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
  • KillsAllElves
    KillsAllElves
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    max_only wrote: »
    Royaji wrote: »
    Royaji wrote: »
    Hopefully they are thinking something along the lines of "WoW is a tab-target MMO with hard cooldowns and solutions which work for them are not applicable to our entirely different philosophy of fast paced action no-cooldowns combat".

    This article is about diablo3 not wow.

    Some players using animation cancelling can do so to help their seasonal leaderboards.

    If you need to crutch on animation cancelling, youre bad! No way around it.

    Please see my post just above yours.

    And I've participated in AC threads so many times at this point that I have no interest in presenting the exact same arguments one more time. They are going to hit the same exact wall anyway.

    My response is in relevance to the OP article which is about diablo3.

    Regardless of anygame A/C is a crutch and in eso we dont need to give more advantages to certain classes and or builds i.e. Animational cancelling. Reliance on crutches= doodoo butter.

    How is it a crutch when every class can do it?

    Its an Advantage when in combat regardless of any class, same reason why ultimates were given cast times because animation cancelling was never the original intentions of the developers when E$OH was being developed.

    I’m looking at ultimates and none of my Magicka or healing ultimates have cast times. Only the damaging ones frequently used by stamina classes.

    Maybe the reasons are different than we think?

    Dawnbreaker, incap and soul tether.
    It wouldnt make sense to put a cast time on a healing ult but panacea has a cast time before the ability works.

    Comet has to travel for a certain amount time before it hits the target, we all know leap has a travel time.
  • oXI_Viper_IXo
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    Royaji wrote: »
    Royaji wrote: »
    Hopefully they are thinking something along the lines of "WoW is a tab-target MMO with hard cooldowns and solutions which work for them are not applicable to our entirely different philosophy of fast paced action no-cooldowns combat".

    This article is about diablo3 not wow.

    Some players using animation cancelling can do so to help their seasonal leaderboards.

    If you need to crutch on animation cancelling, youre bad! No way around it.

    Please see my post just above yours.

    And I've participated in AC threads so many times at this point that I have no interest in presenting the exact same arguments one more time. They are going to hit the same exact wall anyway.

    My response is in relevance to the OP article which is about diablo3.

    Regardless of anygame A/C is a crutch and in eso we dont need to give more advantages to certain classes and or builds i.e. Animational cancelling. Reliance on crutches= doodoo butter.

    How is it a crutch when every class can do it?

    Its an Advantage when in combat regardless of any class, same reason why ultimates were given cast times because animation cancelling was never the original intentions of the developers when E$OH was being developed.

    It would only be an advantage if certain classes or skills could do it, or if there was some kind of advanced technique involved in order to achieve it.

    I'm not seeing how it's an advantage over anyone else when literally anyone can do it.
  • Akisohida
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    + rework animations of warden and necro.

    Problem solved yet again. :d

    You may as well just say 'Solve the problem! Problem solved!' for all the detail you're giving, man.
  • Sanguinor2
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    + rework animations of warden and necro.

    Problem solved yet again. :d

    Just leave Combat as it is and start accepting 5 years into the game that Animation cancelling is a Thing. Nonexistent Problem solved, there you go.
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  • Varana
    Varana
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    phermitgb wrote: »
    Varana wrote: »
    phermitgb wrote: »
    I've always been of the opinion that the very concept of animation cancelling is inherently breaking code. My logic goes something like this...
    programmers created the animations for a REASON
    under normal play, I hit a button or command, the results of that command goes hand in hand with the animation I watch on screen
    the ability to bypass the visual animation part of the is bypassing one of the two fundamental features of code associated with using that action

    The reason being "it looks nice".
    In ESO, the animation is not an integral part of the skill. It's eye-candy. Just there for your visual enjoyment.

    And the reasons you cite for Shadow of War are exactly the ones why AC was put into ESO. Intentionally.

    "It looks nice" isn't necessarily the ONLY reason why animation cancelling was added. As stated in my first post, animation cancelling does serve a useful, even vital (literally - as in it can save your virtual life) purpose - however, that purpose isn't always (or even usually) the ability to do more damage. It's "usually" designed to - look pretty? probably - but it is also usually designed to allow the player to get out of a lengthy animation that unnecessarily exposes them to risk.

    I honestly have no data on how many games include animation cancelling in order to facilitate doing more damage by animation cancelling one combat skill into another combat skill with an animation that you could then presumably cancel into another and another and so on. But I play a lot of video games, and honestly can't think of one that currently comes to mind where doing more damage by animation cancelling SEEMED like an intended purpose.

    Like Shadow of War we both mentioned, AC absolutely had a reason to exist. I'm just not sure it was killing focused. "I" think it was created for a survival focus, and increasing your outgoing killyness was just a side effect. Now, whether it's possible for Shadow of War's exploitable AC to ruin the game is something I can't really test, because I almost never consciously animation cancel in any game, it just sorta happens, and I don't consciously plan to exploit it as a tactic ever, because I just don't generally think that way when playing video games (unlike exploiting pathing problems, which I exploit all the time, although sometimes I feel dirty doing it - sometimes it's HI-Larious)

    I'm not sure you understood what I was trying to say.
    Not animation cancelling was added to make it look nice, animations are there to make it look nice. That's their entire purpose.
    And when they get in the way of something important, like blocking or simply any other action that actually matters, they get cut short. ESO has skills that are instant. That was a conscious decision, and one which remains fundamental to ESO combat. Because of that, and because animations are just visual clutter, AC is the most elegant solution to both have the instant action (be it defending or attacking), and looking pretty when there's time for it.
    There's no exploit there. It's also not a "tactic". ESO lets you fire a skill every second, and prioritises skills over simple light attacks, and defending actions even higher. That is how its combat works. That's what you're supposed to be doing. Whether your character is waving their arms or fiddling with their stick or whatever else, doesn't matter. It's not part of the combat, it's fancy visuals like grass and water reflections in the world. If those are bad for your FPS, you can turn them off, with no detrimental effect to how combat works. And the same for animations - when they get in the way of you activating skills and other actions, they get cut short.
    Edited by Varana on January 30, 2020 12:14AM
  • Thevampirenight
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    Well even if it was intended or not at the beginning doesn't matter but Zenimax decided to make it a feature. Likely do to the coding and maybe because they didn't see the harm. Unintended feature. Given they said they are not fixing the running on a horse while riding on a horse bug. They consider it that a feature as well or their own Easter egg. The fact is they have worked around and even made skills work better with animation canceling. Like the new classes from what I'm understanding. Zenimax isn't Blizzard they are two different companies. They have found ways to balance around the concept of animation canceling.
    So what others might consider a bug or a exploit with animation canceling others consider a feature and I do think the devs themselves if they play the game have used it. So this argument about it should go away really doesn't have any merit if Zenimax calls it a feature its a feature. Even if it was at first unintended if they say its okay and maybe a cool feature of the game and thus they made it an officially endorsed feature of the game. Sometimes happy accidents do happen. That is what the Animation canceling is in Eso. Plus anyone might have accidentally done it if they did a light attack followed up by a skill ability. So even those against it might have animation canceled.

    Another term for it could be Ability weaving. Weaving abilties and attacks together to cast them faster.
    Edited by Thevampirenight on January 30, 2020 12:35AM
    PC NA
    Please add Fangs to Vampires.
  • starkerealm
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    + rework animations of warden and necro.

    Problem solved yet again. :d

    Okay, so rework every active ability in the game. Remembering that each active ability is, actually, 12 different abilities on the back end. Then completely redo the assets for 1/3 of the classes. And prompt a complete rebalancing of all game content. (Remember, it is actually impossible to clear some content without animation canceling. Figure any DLC dungeons or trials, starting with Shadows of the Hist, were balanced around players animation canceling. And, some earlier content was rebalanced around that during One Tamriel.)

    So, yeah, "problem 'solved.'"
    Edited by starkerealm on January 30, 2020 12:20AM
  • KillsAllElves
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    Royaji wrote: »
    Royaji wrote: »
    Hopefully they are thinking something along the lines of "WoW is a tab-target MMO with hard cooldowns and solutions which work for them are not applicable to our entirely different philosophy of fast paced action no-cooldowns combat".

    This article is about diablo3 not wow.

    Some players using animation cancelling can do so to help their seasonal leaderboards.

    If you need to crutch on animation cancelling, youre bad! No way around it.

    Please see my post just above yours.

    And I've participated in AC threads so many times at this point that I have no interest in presenting the exact same arguments one more time. They are going to hit the same exact wall anyway.

    My response is in relevance to the OP article which is about diablo3.

    Regardless of anygame A/C is a crutch and in eso we dont need to give more advantages to certain classes and or builds i.e. Animational cancelling. Reliance on crutches= doodoo butter.

    How is it a crutch when every class can do it?

    Its an Advantage when in combat regardless of any class, same reason why ultimates were given cast times because animation cancelling was never the original intentions of the developers when E$OH was being developed.

    It would only be an advantage if certain classes or skills could do it, or if there was some kind of advanced technique involved in order to achieve it.

    I'm not seeing how it's an advantage over anyone else when literally anyone can do it.

    Player vs player, if two people used a dawnbreaker the one player who A/C'd his dawnbreaker would hit the target >FIRST< before the other players dawnbreaker would land who did not use A/C on his dawnbreaker. Players who use A/C are trying to get an advantage. This is just an example.
    Trying to "one up" another person whether it be cheating or exploiting something is an advantage. The word exploit means make full use of a benefit from a resource. A/C is not cheating by the way.

    players have complained about ult A/C for awhile on the this forum and the reaction was a cast time.
    Edited by KillsAllElves on January 30, 2020 12:22AM
  • Paramedicus
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    @Akisohida
    Actually i wrote few posts about solution in similar topic.

    @Sanguinor2
    Fact that after 5 years there is ongoing talk about it, means that there is a problem.
    But sometimes you must accept that some problems can't be solved.
    PC EU
    /script JumpToHouse("@Paramedicus")
    
    ↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
  • starkerealm
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    @Akisohida
    Actually i wrote few posts about solution in similar topic.

    Which may as well not exist for this discussion.
    @Sanguinor2
    Fact that after 5 years there is ongoing talk about it, means that there is a problem.
    But sometimes you must accept that some problems can't be solved.

    The issue here is that the devs have decided to embrace this as a design choice. At this point, you'd need to completely rip up a lot of content to change this. You're, basically, talking about a complete content redesign, and on a game that's coming up on six years old, with constant content additions, that's a very daunting task, and one that can't be implemented piecemeal.
  • Akisohida
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    I think we should all also remember other glitches:

    Combos in fighting games.
    Final Fantasy's Peninsula of Power
    Skiing in the Tribes Series
    Team Fortress's Spy
    Jugging in Devil May Cry (Started as a physics glitch when making Onimusha: Warlords)
    Rocket Jumping

    @Paramedicus Do you want these glitches fixed, too?
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