ExistingRug61 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.
ExistingRug61 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.
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.
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.
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.
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.
ExistingRug61 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?
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.
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.
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.
ExistingRug61 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.
rager82b14_ESO 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.
rager82b14_ESO 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, 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.
ExistingRug61 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.
rager82b14_ESO wrote: »rager82b14_ESO 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.
rager82b14_ESO wrote: »rager82b14_ESO 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.
ExistingRug61 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.
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 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?
imno007b14_ESO 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.)
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
StaticWave wrote: »imno007b14_ESO 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?
imno007b14_ESO wrote: »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...?