I just wanted to point this out, but they are spending all this time and effort to redo animations and animation skins.......What is it worth in actual combat? Combat is so bloated with hundreds of random inconsequential proc effects and particles going everywhere that you can hardly see any important animations.
I feel like back in the day you would have very simple animations and little particles for generic skills. Then you would have more flashy animations for CC or ultimates to highlight the game changing moments. Whereas now we have things like valkyn skoria does the meteor ultimate animation. Cmon, a 1-3k damage proc doing the same thing as an ultimate. We could probably eliminate half the complaints with things like charm and Rush of Agony if people could see the important animations. At the same time who cares about the inconsequential undodgeable run of the mill proc set that someone in the 30 man zerg chasing me is using? (just talking about animation use here, we could go on for days about how charm should be tied to an ultimate like green balance thicket instead of a "minor" scribing skill buff)
Making design choices unmoderated like this for years, yet we wonder why the server lags?
Examples:
- Surprise attack - spammable - simple animation
- Dawnbreaker - game changer - fancy animation
- Negate - game changer - fancy animation
- Chain/pull effects - game changers - fancy animation
- Abysal impact - giant aoe spammed all the time - THIS SHOULD BE A SIMPLE ANIMATION
- Undodgeable procs - should be simple animations
- Streak - game changing high cost 5th skill in treeline - this skill COULD have a fancy animation.
- Whip - spammable - Im sorry, this shouldn't have a fancy animation
Offbalance stun literally has no telegraph animation, it can trigger off any medium/heavy attack from any random player. I remember zos's original justification for changing dizzy swing was because players couldnt see the swing charge up animation during group combat......yet somehow guessing who of the 30 enemy players is going to animation cancel their invisible medium attack is better.
Any CC in the game should follow a simple formula: Fancy animation for a telegraph > 0.7-1s window to counterplay > succeed animation > followup response window. Look at Rush of agony issues, they could all have been avoided from the start.
- Rush player gap closes
- Then ROA animation throws chains at affected players
- Affected players have 0.7-1s to CC break free or block once the chains hit them
- Failure to break free or block results in being pulled and stunned at the origin point. Which can then be CC broken
- Success results in you not being pulled and stunned.
Edited by ZOS_GregoryV on January 7, 2026 11:10PM I only use insightful