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A note for anti-Animation Canceling people

  • Vorien
    Vorien
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    Vorien wrote: »
    Gotta say I recently come back to this game after a long LONG LONG hiatus and i had to google extensively if i HAD to animation cancel to play end game content.

    I dislike the idea of doing it and don't want to learn, after watching dps guides a year back when i was thinking about coming back the AC is what stopped me as i didn't want to play the game in that fashion.

    Apparently tank's don't have to AC so i'm going that route but i find it pretty sucky that if i want to DPS i have to glitch the game to not get kicked from vet content, luckily i'm not max level so i can enjoy the game as intended till i get to this nonsense stage.

    Just some input from a relatively new player, i'm sure I can't be the only one who has been put off trying the game out due to the Animation Cancelling mechanic

    @Vorien

    The thing to keep in mind here, there are kind of a few different kinds of animation cancelling as it stands currently.
    Broadly speaking, you have

    1) the ability to take a defensive or utility (not ability) action such as block**, dodge roll or weapon swap immediately after you cast an instant cast ability. Due to these actions having priority over the abilities animation, they will take effect and you will cancel the remaining animation of the ability block/dodge roll/weapon swap. In this case you are cancelling an abilities follow up animation with the defensive/utility action.
    **although it should be noted there have been adjustments to how block behaves in the latest update
    As far as I am aware, this mechanic was always intended so that you can always take defensive action if you want.

    2) light attack weaving, where you alternate light attacks and abilities, normally by always preceding an ability cast with a light attack. In this case the animation of the light attack is cancelled as the ability cast takes preference.
    This is the type of animation cancelling which I believe was the one described as unintended but then became a feature.

    Now, while the second of these is probably the one that is talked about in terms of being a requirement to be able to be a good dps, you should be aware that as a tank (or any role really) you will definitely need to do the first type of animation cancelling. However, you will likely start doing it intuitively, possibly without even realising it.
    ie: you will use an ability and while the animation for that skill is playing you see that a mob is about to hit you with an attack and be like, I better block that attack so you hit block. In doing so you have just animation cancelled.

    What I am trying to say is that parts of how animation cancelling work is not necessarily a specific trick you have teach yourself or spend time specifically learning, but rather something that just comes naturally from playing the game. At least that was my experience.
    So I would encourage you to not get put off by all this discussion of animation cancelling and just go play whatever part of the game you want and try everything to find what you enjoy.



    The 1st Instance you speak of I wouldn't even class as animation cancelling i'm going to right click to block no matter what I'm doing if a heavy attack is coming my way, i guess it could be classed as AC but i was under the impression that was a normal mechanic i assumed depending on how fast i timed the block the skill/attack i was going to use would be cancelled and the block takes priority.

    The 2nd type you mention is what i saw in a DPS youtube guide which put me off DPSing, i didn't believe tanks had to deal with the "light attack weaving" situation is that the case?
    Edited by Vorien on February 28, 2020 12:49AM
  • StaticWave
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    Vorien wrote: »
    Gotta say I recently come back to this game after a long LONG LONG hiatus and i had to google extensively if i HAD to animation cancel to play end game content.

    I dislike the idea of doing it and don't want to learn, after watching dps guides a year back when i was thinking about coming back the AC is what stopped me as i didn't want to play the game in that fashion.

    Apparently tank's don't have to AC so i'm going that route but i find it pretty sucky that if i want to DPS i have to glitch the game to not get kicked from vet content, luckily i'm not max level so i can enjoy the game as intended till i get to this nonsense stage.

    Just some input from a relatively new player, i'm sure I can't be the only one who has been put off trying the game out due to the Animation Cancelling mechanic

    @Vorien

    The thing to keep in mind here, there are kind of a few different kinds of animation cancelling as it stands currently.
    Broadly speaking, you have

    1) the ability to take a defensive or utility (not ability) action such as block**, dodge roll or weapon swap immediately after you cast an instant cast ability. Due to these actions having priority over the abilities animation, they will take effect and you will cancel the remaining animation of the ability block/dodge roll/weapon swap. In this case you are cancelling an abilities follow up animation with the defensive/utility action.
    **although it should be noted there have been adjustments to how block behaves in the latest update
    As far as I am aware, this mechanic was always intended so that you can always take defensive action if you want.

    2) light attack weaving, where you alternate light attacks and abilities, normally by always preceding an ability cast with a light attack. In this case the animation of the light attack is cancelled as the ability cast takes preference.
    This is the type of animation cancelling which I believe was the one described as unintended but then became a feature.

    Now, while the second of these is probably the one that is talked about in terms of being a requirement to be able to be a good dps, you should be aware that as a tank (or any role really) you will definitely need to do the first type of animation cancelling. However, you will likely start doing it intuitively, possibly without even realising it.
    ie: you will use an ability and while the animation for that skill is playing you see that a mob is about to hit you with an attack and be like, I better block that attack so you hit block. In doing so you have just animation cancelled.

    What I am trying to say is that parts of how animation cancelling work is not necessarily a specific trick you have teach yourself or spend time specifically learning, but rather something that just comes naturally from playing the game. At least that was my experience.
    So I would encourage you to not get put off by all this discussion of animation cancelling and just go play whatever part of the game you want and try everything to find what you enjoy.



    This right here ^ Animation cancelling has always benefited players defensively. Too bad people don’t realize that if zos takes away block canceling or add a delay to it they will hurt players survivability.
  • thadjarvis
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    There's tons of examples of unintended aspects (glitches) in creation of real systems like a social institution. However, years later it is an expected part of that system. In fact people will actually choose to join it citing the glitch as a primary reason. Debating whether an aspect was unintended is an intellectual fun thing to do discuss for some. In a discussion of actually changing the current system it has little relevance.

    Some could argue that a constitution or natural law is outside of the above, but uh then you'd have to put forward that AC is some massive social contract or divine.

    So some may have been lied to (initially):
    Players that truly disliked AC and pre-ordered the game may have been duped because they hadn't had a chance to see it before buying. Suppose we blame that every user that dropped ESO shortly after it came was due to AC. Well since that low point after launch the user base (using steam as a proxy) has gone up 20+ times. Thus, less than 5% of the current playerbase could possibly be a player that joined ESO under a proposed system without AC. Ie, more than 95% of current players choose a game with AC. It is not a "glitch" to that 95%, it is a known fact of ESO for them that they choose.

    https://steamcharts.com/app/306130

    Revised questions
    • If a casual or RP oriented player why does it matter?
    • If a combat performance oriented player, why was the ESO combat system selected?
    • Have you played since at launch, did not think AC was intended, dislike AC, and not re-choose to play ESO after a hiatus? That is unfortunate as you are in a tiny majority.


    Note on PvP:

    PvP in ESO is inherently player skill based and competitive. Why would someone choose ESO to PvP if they were not interested in increasing skill level and being competitive? And why would you pick ESO for a game-mode almost solely focused on combat in which you don't like a core aspect of it? There are other PvP options out there and many don't even require grinding...you can jump into it at max level/gear in the time it takes to download.

    Personal note: I'm ok at AC in PvE and don't even know how to use it when I PvP, but it's the game environment I choose.
    Edited by thadjarvis on February 28, 2020 1:15AM
  • Ksariyu
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    dazee wrote: »
    Starlock wrote: »
    I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?

    Exactly, all people want is for a feature which makes no sense to exist (Why make animations at all?) to NOT grant a tangible gameplay advantage. Were not the ones being unreasonable. its pretty clear who is.

    And some of us like the fast paced gameplay we get with AC in its current state. Between LA weaving and bashing you can be doing over 120-150 actions per minute which is 2-3x more than your typical WoW rotation. We like that. [/quote]

    This, I believe, is the true issue with the current setup for animation cancelling. It's not that it's a bad mechanic overall, but the current implementation significantly dilutes the amount of viable playstyles in the game. The fact that you're expected to use the same sequence of abilities in the same time frame at the same rate, regardless of if you're playing a speedy dagger-wielding assassin or a bulky warrior with a warhammer, is what makes the game feel so stale and dull. And yeah, a big part of this is the choice ZoS made to not only keep anim cancelling (A good idea in my opinion), but to make LA weaving an essential part of combat (Terrible idea in my opinion). Heck, even if you're not playing a DPS, you're still better off using the same weaving mechanics as a tank or a healer. And then we wonder why everything feels the same.

    The fact that people want to have quick-paced combat is fine. Make skills and sets that support that playstyle while still allowing for some level of variety and player preference.
  • Noxavian
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    StaticWave wrote: »
    Scrolling through a bunch of animation cancelling(AC) posts and I see a similarity in arguments made anti-AC people:

    1) AC makes the server lag
    2) AC is a glitch/exploit or unintended
    3) AC doesn't make sense because skills should play out the full duration
    4) AC should cancel the skill all together, not deal damage and only cancel the animation

    I'm pretty sure there are a few more but I can't recall off the top of my head. Anyways, while I do understand their reasoning to support the removal of AC, I think some of the arguments are rather misinformed. I'll give some 2 cents, but for the sake of argument let's take it with a grain of salt.

    1) This argument is very common and I think it is extremely misinformed. Their reasoning is that the server has to do extra calculations when people AC, which makes the game lag. However, they completely ignore the fact that there is a 1 second global cool down(GCD) for skills, and another GCD for light/heavy attacks in the game. When you attempt AC, you are still limited by the 1s GCD. There is nothing you can do to bypass it. Therefore, what you're actually doing with AC is canceling the animation on client side. It has no bearing on the server whatsoever because of the GCD. What truly makes the game lag, is the amount of people in one place, the amount of people in a campaign, or just crappy server performance. Think cyrodiil for example. Why is it that when there are 2 bars across all faction, the game runs smoothly with very good ping, but the moment a large ball group of 20 players show up at your place, despite population counter showing only 2 bars, your ping shoots up by 30-40ms? Why is it that you can be standing at your base in a pop locked campaign, with zero players around, but your ping is constantly in the high 200ms?

    2) Wrobel and pretty much everyone in the development team have confirmed that while AC is an unintended mechanic, it is NOT an exploit/glitch. In fact, Wrobel even encouraged players to practice AC during a live stream. Below is the link to that stream

    http://https//www.youtube.com/watch?time_continue=8&v=ThZtwhYkKSs&feature=emb_logo

    Not only that, but ZOS released a patch that increased light attack/heavy attack damage to encourage weaving them with normal skills. It is only cheating when ZOS says it is, but AC is clearly supported by them, so I think there is nothing to argue here.

    3) This argument is very weak and is extremely selfish. Skills do play out their full duration, so if anti-AC people want to enjoy looking at skill animation, there is literally nothing stopping them from letting the animations play out. What doesn't make sense is trying to force that ideology on players who do want to AC.

    4) There are two types of skills in this game, instant cast and channel. With instant abilities, the effect is applied immediately as you press a skill. This means that AC on instant abilities is entirely client side, and has no bearing on the server. Can we make the claim that it is useless to attempt AC on those abilities? No, we cannot, because what AC can do with instant abilities, is to allow you to perform defensive maneuvers with basically zero tradeoffs. That is why the block change is getting blasted so much because the previous version had basically zero weak spots. According to ZOS, "Activating block while animating an ability or attack will now blend the animation more fluidly instead of completely obfuscating the attack. The core mechanics to block cancelling remain untouched, but now display more of the previous attack’s animation before your character animates the block.". While this does not change the core mechanics of block cancelling, it does add a very small cast time to block because the animation of the previous skill is displayed more. This means that when you block cancel a skill, there is a very small window where you're left vulnerable. It also feels clunky too.

    On the other hand, channeled abilities only apply the effect AFTER it has completed it's full animation duration. That is why skills like Wrecking Blow, Dark Conversion, Dark Flare, etc. and ultimates with a cast time, will only deal actual damage if you go through its full animation duration. If you attempt to animation cancel channeled abilities, you will cancel it all together and deal no damage. When anti-AC people want it removed because they think AC should cancel the skill and damage all together, they are unintentionally going down a dangerous road here. You see, the only practical way for ZOS to do such a thing, is to give all abilities a cast time like they did to some ultimates. Given how much people hate that change, let me ask you, anti-AC people, do you honestly think it would be a good decision?

    One last note I would like to make for anti-Animation Canceling people. I assume the AC you're referring to is light attack weaving, no? Since there are 2 separate GCD for skills and light attacks, I think the only possible way for ZOS to remove that feature completely is to give both skills and light attacks the same GCD, which forces you to pick between the two. However that would probably cause a lot of issues in PvE.

    Hopefully this post will shed some light on this ongoing topic.

    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

  • Vorien
    Vorien
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    This, I believe, is the true issue with the current setup for animation cancelling. It's not that it's a bad mechanic overall, but the current implementation significantly dilutes the amount of viable playstyles in the game. The fact that you're expected to use the same sequence of abilities in the same time frame at the same rate, regardless of if you're playing a speedy dagger-wielding assassin or a bulky warrior with a warhammer, is what makes the game feel so stale and dull. And yeah, a big part of this is the choice ZoS made to not only keep anim cancelling (A good idea in my opinion), but to make LA weaving an essential part of combat (Terrible idea in my opinion). Heck, even if you're not playing a DPS, you're still better off using the same weaving mechanics as a tank or a healer. And then we wonder why everything feels the same.

    The fact that people want to have quick-paced combat is fine. Make skills and sets that support that playstyle while still allowing for some level of variety and player preference.

    So would you be in-favour of lets say revising the weapon trees so Dual Wield was a super quick short animation skill line akin to the speed of the "light attack weaving" in it's current state but had reduced damage to put in on par with a 2 hander tree that had longer animations that hit harder (A rework of class skills would probably be needed so some skills had short animations to weave into the dual wield playstyle)

    I know i'm a complete noob i'm just curious if that would satisfy the needs of the pro AC people.
    Edited by Vorien on February 28, 2020 1:09AM
  • StaticWave
    StaticWave
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    Noxavian wrote: »
    StaticWave wrote: »
    Scrolling through a bunch of animation cancelling(AC) posts and I see a similarity in arguments made anti-AC people:

    1) AC makes the server lag
    2) AC is a glitch/exploit or unintended
    3) AC doesn't make sense because skills should play out the full duration
    4) AC should cancel the skill all together, not deal damage and only cancel the animation

    I'm pretty sure there are a few more but I can't recall off the top of my head. Anyways, while I do understand their reasoning to support the removal of AC, I think some of the arguments are rather misinformed. I'll give some 2 cents, but for the sake of argument let's take it with a grain of salt.

    1) This argument is very common and I think it is extremely misinformed. Their reasoning is that the server has to do extra calculations when people AC, which makes the game lag. However, they completely ignore the fact that there is a 1 second global cool down(GCD) for skills, and another GCD for light/heavy attacks in the game. When you attempt AC, you are still limited by the 1s GCD. There is nothing you can do to bypass it. Therefore, what you're actually doing with AC is canceling the animation on client side. It has no bearing on the server whatsoever because of the GCD. What truly makes the game lag, is the amount of people in one place, the amount of people in a campaign, or just crappy server performance. Think cyrodiil for example. Why is it that when there are 2 bars across all faction, the game runs smoothly with very good ping, but the moment a large ball group of 20 players show up at your place, despite population counter showing only 2 bars, your ping shoots up by 30-40ms? Why is it that you can be standing at your base in a pop locked campaign, with zero players around, but your ping is constantly in the high 200ms?

    2) Wrobel and pretty much everyone in the development team have confirmed that while AC is an unintended mechanic, it is NOT an exploit/glitch. In fact, Wrobel even encouraged players to practice AC during a live stream. Below is the link to that stream

    http://https//www.youtube.com/watch?time_continue=8&v=ThZtwhYkKSs&feature=emb_logo

    Not only that, but ZOS released a patch that increased light attack/heavy attack damage to encourage weaving them with normal skills. It is only cheating when ZOS says it is, but AC is clearly supported by them, so I think there is nothing to argue here.

    3) This argument is very weak and is extremely selfish. Skills do play out their full duration, so if anti-AC people want to enjoy looking at skill animation, there is literally nothing stopping them from letting the animations play out. What doesn't make sense is trying to force that ideology on players who do want to AC.

    4) There are two types of skills in this game, instant cast and channel. With instant abilities, the effect is applied immediately as you press a skill. This means that AC on instant abilities is entirely client side, and has no bearing on the server. Can we make the claim that it is useless to attempt AC on those abilities? No, we cannot, because what AC can do with instant abilities, is to allow you to perform defensive maneuvers with basically zero tradeoffs. That is why the block change is getting blasted so much because the previous version had basically zero weak spots. According to ZOS, "Activating block while animating an ability or attack will now blend the animation more fluidly instead of completely obfuscating the attack. The core mechanics to block cancelling remain untouched, but now display more of the previous attack’s animation before your character animates the block.". While this does not change the core mechanics of block cancelling, it does add a very small cast time to block because the animation of the previous skill is displayed more. This means that when you block cancel a skill, there is a very small window where you're left vulnerable. It also feels clunky too.

    On the other hand, channeled abilities only apply the effect AFTER it has completed it's full animation duration. That is why skills like Wrecking Blow, Dark Conversion, Dark Flare, etc. and ultimates with a cast time, will only deal actual damage if you go through its full animation duration. If you attempt to animation cancel channeled abilities, you will cancel it all together and deal no damage. When anti-AC people want it removed because they think AC should cancel the skill and damage all together, they are unintentionally going down a dangerous road here. You see, the only practical way for ZOS to do such a thing, is to give all abilities a cast time like they did to some ultimates. Given how much people hate that change, let me ask you, anti-AC people, do you honestly think it would be a good decision?

    One last note I would like to make for anti-Animation Canceling people. I assume the AC you're referring to is light attack weaving, no? Since there are 2 separate GCD for skills and light attacks, I think the only possible way for ZOS to remove that feature completely is to give both skills and light attacks the same GCD, which forces you to pick between the two. However that would probably cause a lot of issues in PvE.

    Hopefully this post will shed some light on this ongoing topic.

    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

    Then don’t animation cancel and witness the full animation. Also don’t do vet content either because you’d do 20k dps and probably will get complained.

    Leave it as it is so people like me can enjoy AC for what it is and clear hard content or PvP fluidly without having to stand there watching my character go through a full vigor animation while eating 3 frags :smile:
    Edited by StaticWave on February 28, 2020 1:09AM
  • ExistingRug61
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    Vorien wrote: »
    Vorien wrote: »
    Gotta say I recently come back to this game after a long LONG LONG hiatus and i had to google extensively if i HAD to animation cancel to play end game content.

    I dislike the idea of doing it and don't want to learn, after watching dps guides a year back when i was thinking about coming back the AC is what stopped me as i didn't want to play the game in that fashion.

    Apparently tank's don't have to AC so i'm going that route but i find it pretty sucky that if i want to DPS i have to glitch the game to not get kicked from vet content, luckily i'm not max level so i can enjoy the game as intended till i get to this nonsense stage.

    Just some input from a relatively new player, i'm sure I can't be the only one who has been put off trying the game out due to the Animation Cancelling mechanic

    @Vorien

    The thing to keep in mind here, there are kind of a few different kinds of animation cancelling as it stands currently.
    Broadly speaking, you have

    1) the ability to take a defensive or utility (not ability) action such as block**, dodge roll or weapon swap immediately after you cast an instant cast ability. Due to these actions having priority over the abilities animation, they will take effect and you will cancel the remaining animation of the ability block/dodge roll/weapon swap. In this case you are cancelling an abilities follow up animation with the defensive/utility action.
    **although it should be noted there have been adjustments to how block behaves in the latest update
    As far as I am aware, this mechanic was always intended so that you can always take defensive action if you want.

    2) light attack weaving, where you alternate light attacks and abilities, normally by always preceding an ability cast with a light attack. In this case the animation of the light attack is cancelled as the ability cast takes preference.
    This is the type of animation cancelling which I believe was the one described as unintended but then became a feature.

    Now, while the second of these is probably the one that is talked about in terms of being a requirement to be able to be a good dps, you should be aware that as a tank (or any role really) you will definitely need to do the first type of animation cancelling. However, you will likely start doing it intuitively, possibly without even realising it.
    ie: you will use an ability and while the animation for that skill is playing you see that a mob is about to hit you with an attack and be like, I better block that attack so you hit block. In doing so you have just animation cancelled.

    What I am trying to say is that parts of how animation cancelling work is not necessarily a specific trick you have teach yourself or spend time specifically learning, but rather something that just comes naturally from playing the game. At least that was my experience.
    So I would encourage you to not get put off by all this discussion of animation cancelling and just go play whatever part of the game you want and try everything to find what you enjoy.



    The 1st Instance you speak of I wouldn't even class as animation cancelling i'm going to right click to block no matter what I'm doing if a heavy attack is coming my way, i guess it could be classed as AC but i was under the impression that was a normal mechanic i assumed depending on how fast i timed the block the skill/attack i was going to use would be cancelled and the block takes priority.

    The 2nd type you mention is what i saw in a DPS youtube guide which put me off DPSing, i didn't believe tanks had to deal with the "light attack weaving" situation is that the case?

    Technically it is all animation cancelling. Part of the issue with this debate is that it is all treated as the same or some people refer to different cases when they say they like/dislike animation cancelling without being specific, and that some of it was an intended mechanic and some wasn't but people tend to generalise.

    Yes generally speaking light attack weaving type of animation cancelling is primarily a technique for DPS.

    Regarding whether or not a skill gets cancelled when you block in the example you describe - it depends on the the type of ability used. If it is

    - an instant cast ability: the ability takes effect instantly on button press and the animation is effectively a "recovery animation". So if you press block after it the ability has effectively already happening and you are just truncating the recovery animation to perform the block. Note this is one of the tings that has changed a bit this update so varies in how well it works.
    (a lot of the AC debate centres around this case, as it means you can get the effect without most of the animation)

    - a channelled ability: the ability is taking effect (generally damage or healing) over the channel time, which should match the animation time. If you block during this animation, it will take priority and interrupt the channel. The animation for the ability is cancelled by the block, and the ability is also truncated so you lose whatever part of the effect is remaining.

    - a cast time ability: the ability takes effect at the end of the cast time, which again should match the animation time. If you block during the animation this will cancel the animation and the skill will have no effect, as it never reached the point where it applies its effect.
  • StaticWave
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    Vorien wrote: »
    This, I believe, is the true issue with the current setup for animation cancelling. It's not that it's a bad mechanic overall, but the current implementation significantly dilutes the amount of viable playstyles in the game. The fact that you're expected to use the same sequence of abilities in the same time frame at the same rate, regardless of if you're playing a speedy dagger-wielding assassin or a bulky warrior with a warhammer, is what makes the game feel so stale and dull. And yeah, a big part of this is the choice ZoS made to not only keep anim cancelling (A good idea in my opinion), but to make LA weaving an essential part of combat (Terrible idea in my opinion). Heck, even if you're not playing a DPS, you're still better off using the same weaving mechanics as a tank or a healer. And then we wonder why everything feels the same.

    The fact that people want to have quick-paced combat is fine. Make skills and sets that support that playstyle while still allowing for some level of variety and player preference.

    So would you be in-favour of lets say revising the weapon trees so Dual Wield was a super quick short animation skill line akin to the speed of the "light attack weaving" in it's current state but had reduced damage to put in on par with a 2 hander tree that had longer animations that hit harder (A rework of class skills would probably be needed so some skills had short animations to weave into the dual wield playstyle)

    I know i'm a complete noob i'm just curious if that would satisfy the needs of the pro AC people.

    You’d have to put a cast time on every ability in the game. Dawnbreaker and most hard hitting ultimates in the game were instant. They added a cast time to them and look what happened? People complained for eons on that matter.
    Edited by StaticWave on February 28, 2020 1:14AM
  • rager82b14_ESO
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    Sanguinor2 wrote: »
    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

    I mean this is common sense, it makes no sense in a video game stand point that you can just output damage, and skip animation so it just looks like you twitching all over and players can't react to what spells or skills you doing.


    It is the most dumbest video game logic in the world, and the fact the devs approve of it speaks volumes.



    This is suppose to be an elder scrolls MMO. What type of RPG are you that you want people to skip through the fantasy elements of said combat? Developers, stop blowing steam up us and speak the truth. You don't like it, but you don't got time to fix it.
    Edited by rager82b14_ESO on February 28, 2020 1:25AM
  • Edziu
    Edziu
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    Noxavian wrote: »
    StaticWave wrote: »
    Scrolling through a bunch of animation cancelling(AC) posts and I see a similarity in arguments made anti-AC people:

    1) AC makes the server lag
    2) AC is a glitch/exploit or unintended
    3) AC doesn't make sense because skills should play out the full duration
    4) AC should cancel the skill all together, not deal damage and only cancel the animation

    I'm pretty sure there are a few more but I can't recall off the top of my head. Anyways, while I do understand their reasoning to support the removal of AC, I think some of the arguments are rather misinformed. I'll give some 2 cents, but for the sake of argument let's take it with a grain of salt.

    1) This argument is very common and I think it is extremely misinformed. Their reasoning is that the server has to do extra calculations when people AC, which makes the game lag. However, they completely ignore the fact that there is a 1 second global cool down(GCD) for skills, and another GCD for light/heavy attacks in the game. When you attempt AC, you are still limited by the 1s GCD. There is nothing you can do to bypass it. Therefore, what you're actually doing with AC is canceling the animation on client side. It has no bearing on the server whatsoever because of the GCD. What truly makes the game lag, is the amount of people in one place, the amount of people in a campaign, or just crappy server performance. Think cyrodiil for example. Why is it that when there are 2 bars across all faction, the game runs smoothly with very good ping, but the moment a large ball group of 20 players show up at your place, despite population counter showing only 2 bars, your ping shoots up by 30-40ms? Why is it that you can be standing at your base in a pop locked campaign, with zero players around, but your ping is constantly in the high 200ms?

    2) Wrobel and pretty much everyone in the development team have confirmed that while AC is an unintended mechanic, it is NOT an exploit/glitch. In fact, Wrobel even encouraged players to practice AC during a live stream. Below is the link to that stream

    http://https//www.youtube.com/watch?time_continue=8&v=ThZtwhYkKSs&feature=emb_logo

    Not only that, but ZOS released a patch that increased light attack/heavy attack damage to encourage weaving them with normal skills. It is only cheating when ZOS says it is, but AC is clearly supported by them, so I think there is nothing to argue here.

    3) This argument is very weak and is extremely selfish. Skills do play out their full duration, so if anti-AC people want to enjoy looking at skill animation, there is literally nothing stopping them from letting the animations play out. What doesn't make sense is trying to force that ideology on players who do want to AC.

    4) There are two types of skills in this game, instant cast and channel. With instant abilities, the effect is applied immediately as you press a skill. This means that AC on instant abilities is entirely client side, and has no bearing on the server. Can we make the claim that it is useless to attempt AC on those abilities? No, we cannot, because what AC can do with instant abilities, is to allow you to perform defensive maneuvers with basically zero tradeoffs. That is why the block change is getting blasted so much because the previous version had basically zero weak spots. According to ZOS, "Activating block while animating an ability or attack will now blend the animation more fluidly instead of completely obfuscating the attack. The core mechanics to block cancelling remain untouched, but now display more of the previous attack’s animation before your character animates the block.". While this does not change the core mechanics of block cancelling, it does add a very small cast time to block because the animation of the previous skill is displayed more. This means that when you block cancel a skill, there is a very small window where you're left vulnerable. It also feels clunky too.

    On the other hand, channeled abilities only apply the effect AFTER it has completed it's full animation duration. That is why skills like Wrecking Blow, Dark Conversion, Dark Flare, etc. and ultimates with a cast time, will only deal actual damage if you go through its full animation duration. If you attempt to animation cancel channeled abilities, you will cancel it all together and deal no damage. When anti-AC people want it removed because they think AC should cancel the skill and damage all together, they are unintentionally going down a dangerous road here. You see, the only practical way for ZOS to do such a thing, is to give all abilities a cast time like they did to some ultimates. Given how much people hate that change, let me ask you, anti-AC people, do you honestly think it would be a good decision?

    One last note I would like to make for anti-Animation Canceling people. I assume the AC you're referring to is light attack weaving, no? Since there are 2 separate GCD for skills and light attacks, I think the only possible way for ZOS to remove that feature completely is to give both skills and light attacks the same GCD, which forces you to pick between the two. However that would probably cause a lot of issues in PvE.

    Hopefully this post will shed some light on this ongoing topic.

    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

    what is glitchim me...looooong animations of insta cast skills
    where skills power is balanced at "insta cast", "cast time" and channeled
    channeled and cast time skills are much more powerfull than insta cast because unluess insta cast yuou need to wait full duration to get effect of this skill which in many cases is just very dangerous, placing you in very vulnerable state while insta cast skills...well, you just insta cast them without need to wait and not being placed in vulnerable state

    and here we come with long af animations of "insta cast" skill which are longer than cast time skills and yet theya re balanced to be on par with other isnta cast skills which is making them to weak to use, not much worth to use while wasting so much precious seconds on its animation while it is not even cast time skill
  • Vorien
    Vorien
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    Technically it is all animation cancelling. Part of the issue with this debate is that it is all treated as the same or some people refer to different cases when they say they like/dislike animation cancelling without being specific, and that some of it was an intended mechanic and some wasn't but people tend to generalise.

    Yes generally speaking light attack weaving type of animation cancelling is primarily a technique for DPS.

    Regarding whether or not a skill gets cancelled when you block in the example you describe - it depends on the the type of ability used. If it is

    - an instant cast ability: the ability takes effect instantly on button press and the animation is effectively a "recovery animation". So if you press block after it the ability has effectively already happening and you are just truncating the recovery animation to perform the block. Note this is one of the tings that has changed a bit this update so varies in how well it works.
    (a lot of the AC debate centres around this case, as it means you can get the effect without most of the animation)

    - a channelled ability: the ability is taking effect (generally damage or healing) over the channel time, which should match the animation time. If you block during this animation, it will take priority and interrupt the channel. The animation for the ability is cancelled by the block, and the ability is also truncated so you lose whatever part of the effect is remaining.

    - a cast time ability: the ability takes effect at the end of the cast time, which again should match the animation time. If you block during the animation this will cancel the animation and the skill will have no effect, as it never reached the point where it applies its effect.

    Well currently your making the most sense in this thread I do appreciate the explanation,

    I would like to assume that most people wouldn't have issue with block animation cancelling however if the Anti AC people dislike that then i think the game wouldn't flow well at all, you wouldn't be able to react to a situation as you would be stuck mid animation.

    Maybe the anti AC people need to define what they dislike, for me personally the "light attack weaving" as you called it seems like far too much effort and a bit glitchy I can't imagine it was intended it's just a shame from what I've read that ZoS has decided to balance DPS checks around it.

    Now if i can tank without doing the "LAW" then great i can at least experience the hard end game stuff without having to learn how to do it (sounds lazy i know) the block animation cancelling as you have correctly stated I'm doing instinctively.
    Edited by Vorien on February 28, 2020 1:27AM
  • Edziu
    Edziu
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    Sanguinor2 wrote: »
    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

    I mean this is common sense, it makes no sense in a video game stand point that you can just output damage, and skip animation so it just looks like you twitching all over and players can't react to what spells or skills you doing.


    It is the most dumbest video game logic in the world, and the fact the devs approve of it speaks volumes.

    nothing better that adding even more real world laws to an vidoe game withing fiction world with magic, magic beasts etc
    what about go back down on the ground and remove spells...or other...remove almost every stamina ability? it makes so much nonsense of "spells" costing "stamina" instead magica, look at spectral bow, jabs, rune focus stamina morph....this all have nothing to do with real "stamina" and it all looks like spell, something amgically summoned and you this doesnt cost your "magica points" but "stamina"
    we can argue this way forever

    EDIT: and btw if this logic in this game is so dumb...why you even play it then if it is that much bothering you? why do you care to play game with such dumb logic as it is "the most dumbest video game logic in the world"
    Edited by Edziu on February 28, 2020 1:30AM
  • Mr_Walker
    Mr_Walker
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    Stebarnz wrote: »
    If you dont want to A/C no one is forcing you to! dont talk about dps in certain dungeons, you would be crap dps even with no A/C! Find your participation medal somewhere else.

    Stop trying to slow me down! i dont want to watch animations they look crap!

    Edgybrah detected.
  • rager82b14_ESO
    rager82b14_ESO
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    Edziu wrote: »
    Sanguinor2 wrote: »
    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

    I mean this is common sense, it makes no sense in a video game stand point that you can just output damage, and skip animation so it just looks like you twitching all over and players can't react to what spells or skills you doing.


    It is the most dumbest video game logic in the world, and the fact the devs approve of it speaks volumes.

    nothing better that adding even more real world laws to an vidoe game withing fiction world with magic, magic beasts etc
    what about go back down on the ground and remove spells...or other...remove almost every stamina ability? it makes so much nonsense of "spells" costing "stamina" instead magica, look at spectral bow, jabs, rune focus stamina morph....this all have nothing to do with real "stamina" and it all looks like spell, something amgically summoned and you this doesnt cost your "magica points" but "stamina"
    we can argue this way forever

    EDIT: and btw if this logic in this game is so dumb...why you even play it then if it is that much bothering you? why do you care to play game with such dumb logic as it is "the most dumbest video game logic in the world"


    This folks is what you call a classic case of strawman. Why design a fantasy world, and animation if it can be skipped. A game does not have to be base on real life elements, but to dish out damage and not being able to know what it was unless you look in a combat log speaks volumes of how poorly it is.


    The people who want AC got no answer for this. This exploit needs to end.
  • Mr_Walker
    Mr_Walker
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    Ksariyu wrote: »

    This, I believe, is the true issue with the current setup for animation cancelling. It's not that it's a bad mechanic overall, but the current implementation significantly dilutes the amount of viable playstyles in the game. The fact that you're expected to use the same sequence of abilities in the same time frame at the same rate, regardless of if you're playing a speedy dagger-wielding assassin or a bulky warrior with a warhammer, is what makes the game feel so stale and dull. And yeah, a big part of this is the choice ZoS made to not only keep anim cancelling (A good idea in my opinion), but to make LA weaving an essential part of combat (Terrible idea in my opinion). Heck, even if you're not playing a DPS, you're still better off using the same weaving mechanics as a tank or a healer. And then we wonder why everything feels the same.

    The fact that people want to have quick-paced combat is fine. Make skills and sets that support that playstyle while still allowing for some level of variety and player preference.

    I like this guy. Good points, right on the money.
    Edited by Mr_Walker on February 28, 2020 1:35AM
  • StaticWave
    StaticWave
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    Vorien wrote: »

    Technically it is all animation cancelling. Part of the issue with this debate is that it is all treated as the same or some people refer to different cases when they say they like/dislike animation cancelling without being specific, and that some of it was an intended mechanic and some wasn't but people tend to generalise.

    Yes generally speaking light attack weaving type of animation cancelling is primarily a technique for DPS.

    Regarding whether or not a skill gets cancelled when you block in the example you describe - it depends on the the type of ability used. If it is

    - an instant cast ability: the ability takes effect instantly on button press and the animation is effectively a "recovery animation". So if you press block after it the ability has effectively already happening and you are just truncating the recovery animation to perform the block. Note this is one of the tings that has changed a bit this update so varies in how well it works.
    (a lot of the AC debate centres around this case, as it means you can get the effect without most of the animation)

    - a channelled ability: the ability is taking effect (generally damage or healing) over the channel time, which should match the animation time. If you block during this animation, it will take priority and interrupt the channel. The animation for the ability is cancelled by the block, and the ability is also truncated so you lose whatever part of the effect is remaining.

    - a cast time ability: the ability takes effect at the end of the cast time, which again should match the animation time. If you block during the animation this will cancel the animation and the skill will have no effect, as it never reached the point where it applies its effect.

    Well currently your making the most sense in this thread I do appreciate the explanation,

    I would like to assume that most people wouldn't have issue with block animation cancelling however if the Anti AC people dislike that then i think the game wouldn't flow well at all, you wouldn't be able to react to a situation as you would be stuck mid animation.

    Maybe the anti AC people need to define what they dislike, for me personally the "light attack weaving" as you called it seems like far too much effort and a bit glitchy I can't imagine it was intended it's just a shame from what I've read that ZoS has decided to balance DPS checks around it.

    Now if i can tank without doing the "LAW" then great i can at least experience the hard end game stuff without having to learn how to do it (sounds lazy i know) the block animation cancelling as you have correctly stated I'm doing instinctively.

    I do believe most people are referring to light attack weaving when they talk about AC, however I’m not closed to the possibility that some anti-AC people also want to remove defensive AC as well. As others have pointed out, it is not needed to light attack weave if you don’t want to, but defensive AC is absolutely needed and it would be detrimental for the game if it was removed.
  • StaticWave
    StaticWave
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    ✭✭✭
    Edziu wrote: »
    Sanguinor2 wrote: »
    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

    I mean this is common sense, it makes no sense in a video game stand point that you can just output damage, and skip animation so it just looks like you twitching all over and players can't react to what spells or skills you doing.


    It is the most dumbest video game logic in the world, and the fact the devs approve of it speaks volumes.

    nothing better that adding even more real world laws to an vidoe game withing fiction world with magic, magic beasts etc
    what about go back down on the ground and remove spells...or other...remove almost every stamina ability? it makes so much nonsense of "spells" costing "stamina" instead magica, look at spectral bow, jabs, rune focus stamina morph....this all have nothing to do with real "stamina" and it all looks like spell, something amgically summoned and you this doesnt cost your "magica points" but "stamina"
    we can argue this way forever

    EDIT: and btw if this logic in this game is so dumb...why you even play it then if it is that much bothering you? why do you care to play game with such dumb logic as it is "the most dumbest video game logic in the world"


    This folks is what you call a classic case of strawman. Why design a fantasy world, and animation if it can be skipped. A game does not have to be base on real life elements, but to dish out damage and not being able to know what it was unless you look in a combat log speaks volumes of how poorly it is.


    The people who want AC got no answer for this. This exploit needs to end.

    Why are you bringing a fantasy argument to an MMO? Go play skyrim if you want immersion 🙃🙃
  • Edziu
    Edziu
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    Edziu wrote: »
    Sanguinor2 wrote: »
    Animation cancelling is dumb and if we weren't meant to witness the animation of things then they wouldn't be there.

    Sorry, there really is no other way to see it. The literal definition of animation cancelling is glitching the game.

    I mean this is common sense, it makes no sense in a video game stand point that you can just output damage, and skip animation so it just looks like you twitching all over and players can't react to what spells or skills you doing.


    It is the most dumbest video game logic in the world, and the fact the devs approve of it speaks volumes.

    nothing better that adding even more real world laws to an vidoe game withing fiction world with magic, magic beasts etc
    what about go back down on the ground and remove spells...or other...remove almost every stamina ability? it makes so much nonsense of "spells" costing "stamina" instead magica, look at spectral bow, jabs, rune focus stamina morph....this all have nothing to do with real "stamina" and it all looks like spell, something amgically summoned and you this doesnt cost your "magica points" but "stamina"
    we can argue this way forever

    EDIT: and btw if this logic in this game is so dumb...why you even play it then if it is that much bothering you? why do you care to play game with such dumb logic as it is "the most dumbest video game logic in the world"


    This folks is what you call a classic case of strawman. Why design a fantasy world, and animation if it can be skipped. A game does not have to be base on real life elements, but to dish out damage and not being able to know what it was unless you look in a combat log speaks volumes of how poorly it is.


    The people who want AC got no answer for this. This exploit needs to end.

    yep, this is very bothering when you doesnt have addon for combat notifactions in PVE and you even cant see what is going on your back to get 1shot from nowhere
    or just when you have chaos in your area because there is ton of enemies, effects and you cant notice what is doing specific npc and then just eat his heavy attack 1shot
    ye, these deaths are very annyoing when you cant, when you dont have possibilities to see incomming deadth combo without addons notifing about this
  • ExistingRug61
    ExistingRug61
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    Vorien wrote: »

    Technically it is all animation cancelling. Part of the issue with this debate is that it is all treated as the same or some people refer to different cases when they say they like/dislike animation cancelling without being specific, and that some of it was an intended mechanic and some wasn't but people tend to generalise.

    Yes generally speaking light attack weaving type of animation cancelling is primarily a technique for DPS.

    Regarding whether or not a skill gets cancelled when you block in the example you describe - it depends on the the type of ability used. If it is

    - an instant cast ability: the ability takes effect instantly on button press and the animation is effectively a "recovery animation". So if you press block after it the ability has effectively already happening and you are just truncating the recovery animation to perform the block. Note this is one of the tings that has changed a bit this update so varies in how well it works.
    (a lot of the AC debate centres around this case, as it means you can get the effect without most of the animation)

    - a channelled ability: the ability is taking effect (generally damage or healing) over the channel time, which should match the animation time. If you block during this animation, it will take priority and interrupt the channel. The animation for the ability is cancelled by the block, and the ability is also truncated so you lose whatever part of the effect is remaining.

    - a cast time ability: the ability takes effect at the end of the cast time, which again should match the animation time. If you block during the animation this will cancel the animation and the skill will have no effect, as it never reached the point where it applies its effect.

    Well currently your making the most sense in this thread I do appreciate the explanation,

    I would like to assume that most people wouldn't have issue with block animation cancelling however if the Anti AC people dislike that then i think the game wouldn't flow well at all, you wouldn't be able to react to a situation as you would be stuck mid animation.

    Maybe the anti AC people need to define what they dislike, for me personally the "light attack weaving" as you called it seems like far too much effort and a bit glitchy I can't imagine it was intended it's just a shame from what I've read that ZoS has decided to balance DPS checks around it.

    Now if i can tank without doing the "LAW" then great i can at least experience the hard end game stuff without having to learn how to do it (sounds lazy i know) the block animation cancelling as you have correctly stated I'm doing instinctively.

    No worries, glad I could help.
    Really I'm just trying to explain how it works currently as per my understanding and leave the debate to others, as while I believe I have a good general understanding of how these sort of mechanics of the game work I don't think I play enough or at a high enough skill level to really be able to comment on how well or not they actually work and if an alternative would be better.
  • lzzy
    lzzy
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    I wish ESO had a rotating GCD timer on the action bar when you cast an ability like other MMOs. It seems like some players don't even know what a GCD is, or that there's multiple of them in this game.
  • dazee
    dazee
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    I dont have a problem with normal light attack weaving. For one thing if you DONT do it you get some bad sustain issues anyway. for another, I'm talking more about how when you fire off endless hail, if you do it optimally the animation will not play at all.

    Perhaps it should have a much faster animation, but why are we expected to cancel animations the devs spent time to make? how can that be intended?
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • imno007b14_ESO
    imno007b14_ESO
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    StaticWave wrote: »


    2) AC is a glitch/exploit or unintended


    2) Wrobel and pretty much everyone in the development team have confirmed that while AC is an unintended mechanic, it is NOT an exploit/glitch. In fact, Wrobel even encouraged players to practice AC during a live stream. Below is the link to that stream

    http://https//www.youtube.com/watch?time_continue=8&v=ThZtwhYkKSs&feature=emb_logo

    Not only that, but ZOS released a patch that increased light attack/heavy attack damage to encourage weaving them with normal skills. It is only cheating when ZOS says it is, but AC is clearly supported by them, so I think there is nothing to argue here.

    I haven't read the entire thread to see if anyone else has pointed this out - I'm sure they have - but surely you must realize that this is a classic example of "making the best of a bad situation." Just as you say it's only cheating if ZOS says it is, it's also NOT an exploit/glitch only because they say it isn't. Whether you call it an exploit or an "unintended mechanic," it remains nevertheless a screwup. The fact that they've encouraged people to exploit it - cough! I mean to work around it - and increased light/heavy attack damage to encourage people to make the best of their screwup, only confirms what people have been saying for years: that they are either unwilling or unable to fix it. (I suspect the latter.)
  • StaticWave
    StaticWave
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    dazee wrote: »
    I dont have a problem with normal light attack weaving. For one thing if you DONT do it you get some bad sustain issues anyway. for another, I'm talking more about how when you fire off endless hail, if you do it optimally the animation will not play at all.

    Perhaps it should have a much faster animation, but why are we expected to cancel animations the devs spent time to make? how can that be intended?

    Well light attack weaving is also a form of AC, and is what significantly increases your DPS. That’s why you usually see light attacks as 2nd/3rd/4th place on combat log.

    It should have a faster animation, but you’d still be limited by the 1 second GCD of skills. Say if endless hail has a 0.2ms animation duration, but is instant cast, you’d still have another 0.8ms of GCD where you can’t cast any skill. You see, if you just cancel a skill you’re not increasing your DPS.

    It is unintended because light attacks and block bash also have their own GCD. ZOS didn’t intend for them to be weave-able, but players figured it out, so now they are fully supporting it as a feature.
  • StaticWave
    StaticWave
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    StaticWave wrote: »


    2) AC is a glitch/exploit or unintended


    2) Wrobel and pretty much everyone in the development team have confirmed that while AC is an unintended mechanic, it is NOT an exploit/glitch. In fact, Wrobel even encouraged players to practice AC during a live stream. Below is the link to that stream

    http://https//www.youtube.com/watch?time_continue=8&v=ThZtwhYkKSs&feature=emb_logo

    Not only that, but ZOS released a patch that increased light attack/heavy attack damage to encourage weaving them with normal skills. It is only cheating when ZOS says it is, but AC is clearly supported by them, so I think there is nothing to argue here.

    I haven't read the entire thread to see if anyone else has pointed this out - I'm sure they have - but surely you must realize that this is a classic example of "making the best of a bad situation." Just as you say it's only cheating if ZOS says it is, it's also NOT an exploit/glitch only because they say it isn't. Whether you call it an exploit or an "unintended mechanic," it remains nevertheless a screwup. The fact that they've encouraged people to exploit it - cough! I mean to work around it - and increased light/heavy attack damage to encourage people to make the best of their screwup, only confirms what people have been saying for years: that they are either unwilling or unable to fix it. (I suspect the latter.)

    If you take the matter that way then let me ask you this question: How would you remove AC without completely screwing over the game? I’m talking about all types of AC, including defensive AC, light/heavy attack AC, and skill AC?
  • VarisVaris
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    ive come to conclusion after reading so many of these threads most of the Anti-AC players are bad players who dont wanna take the time to learn how to do it so they want it removed
  • precambria
    precambria
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    LOGIC that is really what people are going with? This will be a HUGE buff for the mid tier DPS who play this game, because in the end it's other players that drive competition not NPCs and mechanics.
  • imno007b14_ESO
    imno007b14_ESO
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    VarisVaris wrote: »
    ive come to conclusion after reading so many of these threads most of the Anti-AC players are bad players who dont wanna take the time to learn how to do it so they want it removed

    Uh, yeah, but that's exactly the kind of thing you'd expect a person to say, who's spent who knows how much time exploiting - or making the best of - an "unintended mechanic." Now that you've put all that work into it and gotten good at it and it gives you a competitive edge over some others, why would you want to get rid of it?

    But when you look at from the perspective of a new player, what's your good argument for why they should also have to do the same, after you've also told them that it's a well-known fact that the whole mechanic is an admitted screwup on the part of the devs...?
  • imno007b14_ESO
    imno007b14_ESO
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    StaticWave wrote: »
    StaticWave wrote: »


    2) AC is a glitch/exploit or unintended


    2) Wrobel and pretty much everyone in the development team have confirmed that while AC is an unintended mechanic, it is NOT an exploit/glitch. In fact, Wrobel even encouraged players to practice AC during a live stream. Below is the link to that stream

    http://https//www.youtube.com/watch?time_continue=8&v=ThZtwhYkKSs&feature=emb_logo

    Not only that, but ZOS released a patch that increased light attack/heavy attack damage to encourage weaving them with normal skills. It is only cheating when ZOS says it is, but AC is clearly supported by them, so I think there is nothing to argue here.

    I haven't read the entire thread to see if anyone else has pointed this out - I'm sure they have - but surely you must realize that this is a classic example of "making the best of a bad situation." Just as you say it's only cheating if ZOS says it is, it's also NOT an exploit/glitch only because they say it isn't. Whether you call it an exploit or an "unintended mechanic," it remains nevertheless a screwup. The fact that they've encouraged people to exploit it - cough! I mean to work around it - and increased light/heavy attack damage to encourage people to make the best of their screwup, only confirms what people have been saying for years: that they are either unwilling or unable to fix it. (I suspect the latter.)

    If you take the matter that way then let me ask you this question: How would you remove AC without completely screwing over the game? I’m talking about all types of AC, including defensive AC, light/heavy attack AC, and skill AC?

    I'm not sure, but not my problem to solve. Let me ask you this question: how are they going to rework the CP system, which they've admitted they plan on doing, without also adjusting all the end-game content, and do it in such a way that it doesn't feel like they're giving the middle-finger to all the players who've spent a gazilliion hours leveling up to 810, with all the work that goes with that, including getting all the various sets, etc.? I don't know, and it won't easy, and it will almost certainly result in a lot of players rage quitting the game, but they still plan on doing it....
  • iCaliban
    iCaliban
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    VarisVaris wrote: »
    ive come to conclusion after reading so many of these threads most of the Anti-AC players are bad players who dont wanna take the time to learn how to do it so they want it removed

    Uh, yeah, but that's exactly the kind of thing you'd expect a person to say, who's spent who knows how much time exploiting - or making the best of - an "unintended mechanic." Now that you've put all that work into it and gotten good at it and it gives you a competitive edge over some others, why would you want to get rid of it?

    But when you look at from the perspective of a new player, what's your good argument for why they should also have to do the same, after you've also told them that it's a well-known fact that the whole mechanic is an admitted screwup on the part of the devs...?

    For the last time, you are taking what the devs said way way out freaking context.

    Defensive animation cancelling was always intended. Ex: block casting, bar swap cancelling. What was not intended but subsequently embraced to the point of even being ON A LOAD SCREEN TIP, is light attack weaving.

    It has been over 5 years. It is fully accepted by the current dev team which is not even the same dev team that started the game. Get over it.
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