stevenyaub16_ESO wrote: »First off, I'm not suggesting to change the way dpsing works. I believe light weaving is a satisfying mechanic and for those who have mastered it, it is very rewarding and engaging when you are doing your thing.
What I do suggest is to make it alot less janky and more accessible to the majority. It would take a dedicated update to pull it off. But if all animations were re-designed and altered so they lasted only it's duration (0.8 seconds or whatever it is) and normalise it across the board and then maybe make your characters arms glow (which could be toggled in a setting) to show when you can light attack.
Some of the animations are on the extreme end like jabs/flurry etc where you can light attack mid animation, and then you have those on the short side like arrow spray. If all could be normalised to a more clear notification of when your attack is "finished"
I think it would make it a much healthier player-base and bring up the lower end of dps making it easier for newer players and those learning the ropes in how to dps without having to look at 3rd party resources.
MasterSpatula wrote: »Glowing arms would get very confusing for people using Slimecraw.
What’s funny about this topic is the trend in the ways people argue in favor of keeping it as it is now... The trend among the AC status quo supporters is deflection.
When the attention is on light attack cancelling the deflection into block cancelling is used to try and manipulate people to accept the idea that block and attack can’t be separated.
When the attention is on block cancelling the deflection into weaving is used to try and manipulate people to accept the idea that light attack and block can’t be separated.
Whichever portion of animation cancelling is getting the scrutiny, they deflect attention to the other portion in order to cloud the issue. It has happened over and over in just about every animation-cancel thread I have read.
Over and over, the supporters of the status quo have acted like blocking and attacking could not possibly ever be treated separately, with blocking/dodging being able to interrupt actions while a light attack not being able to do so.
Siohwenoeht wrote: »What’s funny about this topic is the trend in the ways people argue in favor of keeping it as it is now... The trend among the AC status quo supporters is deflection.
When the attention is on light attack cancelling the deflection into block cancelling is used to try and manipulate people to accept the idea that block and attack can’t be separated.
When the attention is on block cancelling the deflection into weaving is used to try and manipulate people to accept the idea that light attack and block can’t be separated.
Whichever portion of animation cancelling is getting the scrutiny, they deflect attention to the other portion in order to cloud the issue. It has happened over and over in just about every animation-cancel thread I have read.
Over and over, the supporters of the status quo have acted like blocking and attacking could not possibly ever be treated separately, with blocking/dodging being able to interrupt actions while a light attack not being able to do so.
They can't without a complete rewrite of the way the priority based combat system works. They can fiddle with animation lengths, but each type of cancelling is inextricably linked because of the very base of the combat system: action priorities.
Siohwenoeht wrote: »What’s funny about this topic is the trend in the ways people argue in favor of keeping it as it is now... The trend among the AC status quo supporters is deflection.
When the attention is on light attack cancelling the deflection into block cancelling is used to try and manipulate people to accept the idea that block and attack can’t be separated.
When the attention is on block cancelling the deflection into weaving is used to try and manipulate people to accept the idea that light attack and block can’t be separated.
Whichever portion of animation cancelling is getting the scrutiny, they deflect attention to the other portion in order to cloud the issue. It has happened over and over in just about every animation-cancel thread I have read.
Over and over, the supporters of the status quo have acted like blocking and attacking could not possibly ever be treated separately, with blocking/dodging being able to interrupt actions while a light attack not being able to do so.
They can't without a complete rewrite of the way the priority based combat system works. They can fiddle with animation lengths, but each type of cancelling is inextricably linked because of the very base of the combat system: action priorities.
They'd have to change it so the damage from stuff isn't "instant". Instant is why you can interrupt the animation to block/dodge/bash/use skill/whatever and still have your attack land because it "fires" at the beginning of the animation, except for things with cast times (or soon to be vampire drain stun :eyeroll:) which is why when you interrupt them, they don't continue and still do damage. So pretty much everything would basically have to have a cast(animation) time where you could still interrupt it but the attack doesn't 'fire' in order to truly get rid of animation cancelling and still retain the ability to react instantly with a block or dodge. While I hate animation cancelling that allows attacks to still continue, I'm really not sure how feasible it would be for them to do so without a substantial amount of work which is asking a lot at this point in ESO's life cycle, not to mention how many people it would alienate. Think you pretty much got to live with it now.
Siohwenoeht wrote: »What’s funny about this topic is the trend in the ways people argue in favor of keeping it as it is now... The trend among the AC status quo supporters is deflection.
When the attention is on light attack cancelling the deflection into block cancelling is used to try and manipulate people to accept the idea that block and attack can’t be separated.
When the attention is on block cancelling the deflection into weaving is used to try and manipulate people to accept the idea that light attack and block can’t be separated.
Whichever portion of animation cancelling is getting the scrutiny, they deflect attention to the other portion in order to cloud the issue. It has happened over and over in just about every animation-cancel thread I have read.
Over and over, the supporters of the status quo have acted like blocking and attacking could not possibly ever be treated separately, with blocking/dodging being able to interrupt actions while a light attack not being able to do so.
They can't without a complete rewrite of the way the priority based combat system works. They can fiddle with animation lengths, but each type of cancelling is inextricably linked because of the very base of the combat system: action priorities.
What’s funny about this topic is the trend in the ways people argue in favor of keeping it as it is now... The trend among the AC status quo supporters is deflection.
When the attention is on light attack cancelling the deflection into block cancelling is used to try and manipulate people to accept the idea that block and attack can’t be separated.
When the attention is on block cancelling the deflection into weaving is used to try and manipulate people to accept the idea that light attack and block can’t be separated.
Whichever portion of animation cancelling is getting the scrutiny, they deflect attention to the other portion in order to cloud the issue. It has happened over and over in just about every animation-cancel thread I have read.
Over and over, the supporters of the status quo have acted like blocking and attacking could not possibly ever be treated separately, with blocking/dodging being able to interrupt actions while a light attack not being able to do so.
Siohwenoeht wrote: »What’s funny about this topic is the trend in the ways people argue in favor of keeping it as it is now... The trend among the AC status quo supporters is deflection.
When the attention is on light attack cancelling the deflection into block cancelling is used to try and manipulate people to accept the idea that block and attack can’t be separated.
When the attention is on block cancelling the deflection into weaving is used to try and manipulate people to accept the idea that light attack and block can’t be separated.
Whichever portion of animation cancelling is getting the scrutiny, they deflect attention to the other portion in order to cloud the issue. It has happened over and over in just about every animation-cancel thread I have read.
Over and over, the supporters of the status quo have acted like blocking and attacking could not possibly ever be treated separately, with blocking/dodging being able to interrupt actions while a light attack not being able to do so.
They can't without a complete rewrite of the way the priority based combat system works. They can fiddle with animation lengths, but each type of cancelling is inextricably linked because of the very base of the combat system: action priorities.
You know you can always change the priorities in a priority based system. And you can move different types of actions (LA, block, dodge) to another category, make light attacks use the same GCD as other abilities, make block and dodge to be tied to light attacks GCD, or anything else.
Program code is not carved in stone.
stevenyaub16_ESO wrote: »I think it would make it a much healthier player-base and bring up the lower end of dps making it easier for newer players and those learning the ropes in how to dps without having to look at 3rd party resources.
stevenyaub16_ESO wrote: »I think it would make it a much healthier player-base and bring up the lower end of dps making it easier for newer players and those learning the ropes in how to dps without having to look at 3rd party resources.
I think you misunderstood the situation. Players are not to stupid to pull decent dps, the just dont want. They dont want to rotate and dont want to AC and dont want to min-max. They want to be real or RP'ed individuals. For example i play a solo PVP crosshealer. You cant go further away from being a template in this game.
After my time in the army i worked on a car producing assembly line. For money i needed. Not gonna do that in a game in my leisure time. Ever.
And like me the others have their reasons why the stay away from templates. Cookiecutter or meta or template.. many words for the same.
stevenyaub16_ESO wrote: »I think it would make it a much healthier player-base and bring up the lower end of dps making it easier for newer players and those learning the ropes in how to dps without having to look at 3rd party resources.
I think you misunderstood the situation. Players are not to stupid to pull decent dps, the just dont want. They dont want to rotate and dont want to AC and dont want to min-max. They want to be real or RP'ed individuals. For example i play a solo PVP crosshealer. You cant go further away from being a template in this game.
After my time in the army i worked on a car producing assembly line. For money i needed. Not gonna do that in a game in my leisure time. Ever.
And like me the others have their reasons why the stay away from templates. Cookiecutter or meta or template.. many words for the same.
stevenyaub16_ESO wrote: »I think it would make it a much healthier player-base and bring up the lower end of dps making it easier for newer players and those learning the ropes in how to dps without having to look at 3rd party resources.
I think you misunderstood the situation. Players are not to stupid to pull decent dps, the just dont want. They dont want to rotate and dont want to AC and dont want to min-max. They want to be real or RP'ed individuals. For example i play a solo PVP crosshealer. You cant go further away from being a template in this game.
After my time in the army i worked on a car producing assembly line. For money i needed. Not gonna do that in a game in my leisure time. Ever.
And like me the others have their reasons why the stay away from templates. Cookiecutter or meta or template.. many words for the same.
Hit the nail on the head. Players dont want to animation cancel- becuase it ruins their fun. Most people believe it or not dont play games just to win fast and do big numbers, they play games for the fantasy of it. ZOS should 1000% view this as a design flaw and fix animation cancelling- not by making it impossible but by making it not be an ADVANTAGE.