MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
Exactly, what else would it be? This is THE MAIN REASON why we're increasingly getting sick of animation canceling each and every day.
JamieAubrey wrote: »There was a live stream ?
f047ys3v3n wrote: »Should help some with the mortal kombat finish him type macro combos common in PVP. People have become great masters of using the de-syncs to their advantage in creating multi-hit combos that do not animate to their victims.
MartiniDaniels wrote: »Good video and explanation. But I think Gilliam is underestimating how all this cancelling and de-sync works in scope of whole burst, and not single attack. Thing is that you can "queue" more attacks to the server even before you see health reduced on your target. Given that another player needs time to react and there is some delay between his client and server... it is (or was) worth to do this animation cancels, and line up your burst (ignoring what you see on screen). There are really small % of fights with comparable opponents (in terms of build and attack speed) where you have clear win. In majority of cases some de-sync kill, death or unbreakable cc is involved - will this change solve those de-syncs.. we'll see.
As for now de-sync is so high in Cyro, that key thing to win is to use "precognition" and act before you receive feedback from server, both on offense and defense.
MartiniDaniels wrote: »MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
There is counter play - to predict what will happen and use timed block/roll-dodge/healing/cc before it happened.

Gilliam’s explanation makes sense. It sounds good but I’m not sure about all this. I think they’re trying to redo a bunch of internal systems to combat the lag.
When there was less lag there were no issues. Even back in Homestead it was less laggy.
Thevampirenight wrote: »Today during the live stream They had a prerecorded video explaining in detail from the Dev Gilliam how the new Block system works.
Which I think the community should see so they know what to expect from the new changes. They explained into detail of how Dy sequencing works and how the new blocking system works.
Here you guys go. They even made it into a separate video clip so players can see this. So I thought it would be a good idea to post it here.
Darkstorne wrote: »MartiniDaniels wrote: »MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
There is counter play - to predict what will happen and use timed block/roll-dodge/healing/cc before it happened.
This video clearly shows they are not removing animation cancelling. They're improving the visuals of the system without affecting the gameplay. But good job reminding us all how in denial ESO’s animation cancelling defenders are. For Honor has an excellent animation cancelling system that allows for insanely high skill, high reflex, baiting, and counter play styles. ESO’s animation cancelling system is a broken unintended mess that doesn’t allow for high skill counter play, baiting, and reflexes. It just rewards whoever has the better ping.
Darkstorne wrote: »MartiniDaniels wrote: »MartiniDaniels wrote: »Trancestor wrote: »So will this help fix hp desyncs? Otherwise its just another dumbing down of the combat which will make it feel slower like with cast times...just another step in appeasing the rp casuals.
so did you not watch the video or not comprehend what was said?
YOUR animation canceling, what YOU see on your screen is NOT indicative of what others are seeing or experiencing, and the only person your tricking or messing with is yourself.
what others see is your full animations and actual execution of when you block and what your doing.
so YOUR saying "WTF I BLOCKED THAT REEEEEE!!!!"
what the other person (and the SERVER) and the death recap are saying is "no you didn't, have you tried blocking?"
because your seeing animations and numbers play far in advance of when other people and the server see them, your trying to outplay everyone else and your only outplaying yourself.
Technically, yes. Practically no, because of lag. If you will wait for all animations to end and wait for feedback from server you won't kill anybody unless your build is much better or opponent is of much lesser skill. For example, typical cc->onslaught combo opening. If you will wait for your cc-animation and then for confirmation of cc from server, your opponent will have good chance to break free and roll-dodge before onslaught is landed. Now if you block cancel or bar swap cancel cc and use onslaught immediately before server feedback it will hit almost always. Those 100 ms here and there is a huge difference in combat and animation cancelling allows to squeeze them a bit here and there to receive advantage.
So, basically, same thing again and again: "There shouldn't be a counter play. I want my anicancel combos to successfully hit a target, my enemies shouldn't have time to react and to counter play."
There is counter play - to predict what will happen and use timed block/roll-dodge/healing/cc before it happened.
This video clearly shows they are not removing animation cancelling. They're improving the visuals of the system without affecting the gameplay. But good job reminding us all how in denial ESO’s animation cancelling defenders are. For Honor has an excellent animation cancelling system that allows for insanely high skill, high reflex, baiting, and counter play styles. ESO’s animation cancelling system is a broken unintended mess that doesn’t allow for high skill counter play, baiting, and reflexes. It just rewards whoever has the better ping.
Moonsorrow wrote: »MartiniDaniels wrote: »Good video and explanation. But I think Gilliam is underestimating how all this cancelling and de-sync works in scope of whole burst, and not single attack. Thing is that you can "queue" more attacks to the server even before you see health reduced on your target. Given that another player needs time to react and there is some delay between his client and server... it is (or was) worth to do this animation cancels, and line up your burst (ignoring what you see on screen). There are really small % of fights with comparable opponents (in terms of build and attack speed) where you have clear win. In majority of cases some de-sync kill, death or unbreakable cc is involved - will this change solve those de-syncs.. we'll see.
As for now de-sync is so high in Cyro, that key thing to win is to use "precognition" and act before you receive feedback from server, both on offense and defense.
And casuals are a big mass, that first might seem happy to have a super casual game where numbers win pvp combat and best pvp is pvdooring.. but then, from that casual mass will rise people who wanna suddenly evolve to.. "git gud" and then they realize this game does has a skill ceiling so low, that there is nothing to evolve to - nothing that will make you better than your fellows since mechanics stop you from playing faster and better. So those casuals get bored and leave after bored to the Barbie and Ken roleplay at Alinor wayshrine.
tl/dr: Why has this games near perfect combat system that it was some time ago has to be changed to simplified, slow and clunky that feels as "smooth" to play like some browser mmo game from the 90`s.
PS. I love this game and what it was and has been as a person who likes to always get better, faster and challenge myself. It is not possible anymore if game will be mechanically made impossible to progress beyond certain almost turn-based speed of combat. #KeepCombatFast & #SmoothAniCancelisLOVE
xxthir13enxx wrote: »Long story short
This will fix an issue where you thought you were blocking but server said, “Nope, not yet”