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The single best way to replace light attack weaving

Nyseto
Nyseto
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Since there’s word of reworking combat this year:

I want to preface by saying that animation cancelling started off as an unintended bug that was later embraced. Ever since, ZOS has tried to build around this bug which is more akin to treating the symptom rather than the cause. It’s time we move past light attack weaving especially since more players are going to be coming to ESO as a result of all the great changes to come. Who would not want those new players to know what's going on in combat sooner rather than discovering light attack weaving many eons later?

The single best way to replace light attack weaving would be to introduce a built-in timed input system tied directly to abilities, where each skill creates a short, visible timing window that rewards precise follow-up inputs with bonus damage, faster animations, or resource return. Instead of relying on animation canceling and inserting light attacks between every skill, players would focus on hitting these timing windows to “chain” abilities together efficiently, preserving the high skill ceiling while making the system more intuitive, consistent across different ping conditions, and free from addon dependence. This approach keeps the core idea of rewarding rhythm and mastery but turns it into something intentional and readable, rather than a hidden mechanic that players have to learn indirectly.


Edited by Nyseto on April 9, 2026 1:09AM
  • SundarahFr3akinrican
    Most people that take this game seriously, whether it be pve or pvp, like animation canceling. I am one of them.
  • danko355
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    No, keep light attacking weaving as it is, that’s the core and one of the best things in the combat system.
  • Nyseto
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    Most people that take this game seriously, whether it be pve or pvp, like animation canceling. I am one of them.

    I specifically mention in my post that the alternative would still preserve the high skill ceiling that those who take this game seriously seek.
  • PeacefulAnarchy
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    I don't care for light attack weaving but I also don't think it's a big deal. This "solution" however sounds terribly annoying. Most people who hate la weaving hate it because it's annoying to have frequent extra clicks that require precise timing, and your solution is to add even more power to precise timing that would now have more variability so we can't even commit it muscle memory. No thanks.
  • Nyseto
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    l
    danko355 wrote: »
    No, keep light attacking weaving as it is, that’s the core and one of the best things in the combat system.

    The alternative I mentioned still preserves the high skill ceiling and at least it would be an intentional feature rather than a bug. Animation cancelling started out as an unintended bug. The reasons for those who support light attack weaving would still remain intact.
  • Orbital78
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    Velothi-ur or even handicapped heavy attacks. Arcanist really isn't that hard. I do hope they learn from how popular heavy attacks and beam metas were during the rework of classes.
    Edited by Orbital78 on April 8, 2026 2:38PM
  • Nyseto
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    I don't care for light attack weaving but I also don't think it's a big deal. This "solution" however sounds terribly annoying. Most people who hate la weaving hate it because it's annoying to have frequent extra clicks that require precise timing, and your solution is to add even more power to precise timing that would now have more variability so we can't even commit it muscle memory. No thanks.

    The criticism assumes the new system is just “more of the same,” but that’s not really accurate. Light attack weaving demands a constant extra input between nearly every ability, which creates a high APM requirement that’s physically repetitive and punishing if you fall out of rhythm. The proposed system doesn’t inherently require more clicks, it can use the same inputs you’re already pressing, just with better timing on ability chaining rather than inserting additional actions. That’s a key difference: it shifts the skill from “add more inputs” to “optimize the inputs you’re already making.
  • Ravenshadow6513
    The reason light attack weaving works is because abilities have a built-in global window; allowing you to light attack and use an ability in the same time window. Changing the system from this global window to a different timing, and having to chain attacks to be effective, would just complicate the system, instead of making it easier. I also don't think that combo-like gameplay really fits with the style of Elder Scrolls or the way classes are currently structured.
  • Nyseto
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    The reason light attack weaving works is because abilities have a built-in global window; allowing you to light attack and use an ability in the same time window. Changing the system from this global window to a different timing, and having to chain attacks to be effective, would just complicate the system, instead of making it easier. I also don't think that combo-like gameplay really fits with the style of Elder Scrolls or the way classes are currently structured.

    You’re right that light attack weaving works because of the shared global window, that’s exactly why it feels smooth once mastered. But that doesn’t mean it’s a good system overall, because it achieves that smoothness through something the game never properly teaches: animation canceling and hidden timing interactions. So while the underlying GCD structure is elegant, the way players are expected to interact with it is not. It can be refined.

    The idea that a new system would “complicate things” assumes it adds another layer on top of the current one. It doesn’t have to. If anything, it can simplify the input model by removing the need to constantly insert light attacks between abilities. You’d go from: Ability → light attack → ability → light attack
    to: Ability → ability (baseline), with optional optimization

    The highest level of play depends on something that looks and feels disconnected from the game’s visual logic. Rather than defending how the system currently functions, I’m looking at whether it’s the best possible expression of that design.
    Edited by Nyseto on April 8, 2026 2:55PM
  • SolarRune
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    Shouldn't we wait for the class refresh and see if we do end up with all classes have a good low APM/CPM beam type alternative to LA weaving before asking for it to be culled and alienate more people?
  • LootAllTheStuff
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    The variable latency different players experience is going to play havoc with the proposed system, which is very much like how chaining attacks and building combos works in some of the single-player Star Wards games (Force Unleashed I and II for example). The latter works because all the timing is managed on the local client, so you can reward precisely timed inputs. But when all that is handled server-side, it's going to be difficult to be that precise.
  • Nyseto
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    The variable latency different players experience is going to play havoc with the proposed system, which is very much like how chaining attacks and building combos works in some of the single-player Star Wards games (Force Unleashed I and II for example). The latter works because all the timing is managed on the local client, so you can reward precisely timed inputs. But when all that is handled server-side, it's going to be difficult to be that precise.

    Well weaving itself is not latency-neutral either:
    -Higher ping already makes it harder to maintain perfect weave timing
    -Desync can cause dropped light attacks or clipped skills
    -Many players rely on addons specifically to compensate for this

    So the comparison isn’t: “Perfect offline combo system vs broken online system”. It’s: “Current latency-sensitive, hidden timing system” vs “Potentially more forgiving, explicit timing system”
    Edited by Nyseto on April 8, 2026 3:32PM
  • Malyore
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    I think this is an interesting take on the idea. I wouldn't mind light attack weaving so much if it didn't seem like it broke animation fluidity. I think if they even just tried to adjust the animations, that would do well too.

    What uses would light attacks have if the proposed change was implemented? Ultimate generation?
  • CatalinaWineMixer2
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    Can I weave? Yes. Do I like it? No. I wish it would go away. Can I live with it still being in the game? Perhaps but Id rather see them restore cleave to HA builds or some other things in combat.

    Not everyone can do weaving for various reasons of which there are many so its not entirely fair. If you were one of those people, you would agree with me. Ive seen people who were gatekept because they can not do this. Id rather see those people included in the game than see it stay.
  • SkaiFaith
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    Agree with OP - I don't have an issue with the concept of weaving staying in game, my issue with weaving is that right now it looks like a glitch, something "that breaks the game" and not intentional; "animation canceling" is what needs to go away because, let me say it, is dumb, a bad design that makes the game look worse. Weaving, if done right, keeping animations unbroken, could be awesome. OP's idea is in the right direction.
    Edited by SkaiFaith on April 8, 2026 6:34PM
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
  • Malyore
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    SkaiFaith wrote: »
    Agree with OP - I don't have an issue with the concept of weaving staying in game, my issue with weaving is that right now it looks like a glitch, something "that breaks the game" and not intentional; "animation canceling" is what needs to go away because, let me say it, is dumb, a bad design that makes the game look worse. Weaving, if done right, keeping animations unbroken, could be awesome. OP's idea is in the right direction.

    This is a good take.
  • ceruulean
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    ZoS is already doing this with DK breath and leap combo. They would need to add more 1-3 second channels for variety. Like templar jabs, the 2h Wrecking Blow spammable, or bow snipe spammable. Maybe buff the scribing destro staff skill while they're at it.
  • Tannus15
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    Omg let it go. There are so many other ways to play that game that don't require light attack weaving now.
    You don't like it, I get it. Don't do it. Embrace one of the many ways provided that minimise the importance of light attacks while compensating you for it.

    It's not difficult to light attack weave if you have latency less than 300ms. ask me how i know.
  • AScarlato
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    I just do Velothi/beam builds or Oakensoul builds and since I don't do anything super high end it really doesn't matter.
  • spartaxoxo
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    The best way to fix light attack weaving is to not.

    There's nothing wrong with having it. Bugs can become features. That's what has clearly happened here.

    The should instead continue to offer alternatives.
  • Thumbless_Bot
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    This post is answering a question that doesnt need to be answered.

    It's the equivalent of saying what is the best way to mow a sidewalk.
  • Necrotech_Master
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    they already have alternative options for light attack weaving:
    • oakensoul (heavy attack build)
    • velothi (beam build being primary use, or really any build you dont want to rely on weaving as heavily)
    • any other form of beam build (yes beam builds can be done without mythics, though they might have slightly reduced effectiveness without velothi)

    why force a game wide change on everyone just because you dont like some aspect of it?
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Nyseto
    Nyseto
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    spartaxoxo wrote: »
    The best way to fix light attack weaving is to not.

    There's nothing wrong with having it. Bugs can become features. That's what has clearly happened here.

    The should instead continue to offer alternatives.

    Yeah bugs can become features, but that doesn't prove that light attack weaving should stay-it only explains how it ended up here. All light attack weaving does is make player skill about executing a hidden exploit consistently, not about engaging with the combat system in a meaningful, readable, or fun way. Let's say that all of these changes ZOS is making with the class refresh, etc. is going to bring many new players to the game. Would you not want those new players to know what's going on in combat sooner rather than discovering light attack weaving many eons later?

    My solution shifts the experience from "Do tis perfectly all the time or fall behind" to: "Play normally, optimize when you can"
    Edited by Nyseto on April 9, 2026 1:08AM
  • Nyseto
    Nyseto
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    This post is answering a question that doesnt need to be answered.

    It's the equivalent of saying what is the best way to mow a sidewalk.

    What makes weaving good design, rather than just something players adapted to?
  • Nyseto
    Nyseto
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    they already have alternative options for light attack weaving:
    • oakensoul (heavy attack build)
    • velothi (beam build being primary use, or really any build you dont want to rely on weaving as heavily)
    • any other form of beam build (yes beam builds can be done without mythics, though they might have slightly reduced effectiveness without velothi)

    why force a game wide change on everyone just because you dont like some aspect of it?

    If many more new players will be coming to the game, would you not want those new players to know what's going on in combat sooner rather than discovering light attack weaving many eons later?

    People are complaining about the new DK refresh being overpowered because ZOS hasn't yet gotten around to refreshing all the other classes. If combat is reworked where it would help increase the player base and retention which in turn increases profit, perhaps ZOS would then have more working capital to complete the class refresh sooner along with other impactful changes you would want them to make.
    Edited by Nyseto on April 9, 2026 1:18AM
  • Vaqual
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    Nyseto wrote: »
    This post is answering a question that doesnt need to be answered.

    It's the equivalent of saying what is the best way to mow a sidewalk.

    What makes weaving good design, rather than just something players adapted to?

    > 3 independent input timers (ability, LA/HA, bash) are more engaging to manage than 1 GCD pipeline
    > larger number of required inputs adds complexity and thus personal challenge
    > you can modulate pressure intensity based on resources or opportunity (e.g., to set up dots in PvP without letting the opponent feel pressure potential)
    > parallelizes LA/HA, bash and ability damage, so that all can be balanced independently without generally forcing mutually exclusive choices for GCDs --> combat feel livelier because more diverse actions are being mixed in freely (as opposed to e.g., beam spamming)
    > weapons remain meaningful to the roleplay even if no weapon abilities are chosen*

    *The last point would still be fulfilled by your system. In the current version the contribution of weaving is by and large linear. If what you propose has any scaling effect on combat, it would impact performance much more than imperfect weaving or slow execution. As the idea isn't fleshed out, there is no reason to discuss that though.

    Essentially, you prioritize animation integrity over fluidity and liberty. Personally, I would not make that trade, as abilities are transitioning reasonably well and most effects are readable. I am a stickler for animation quality, but that I genuinely don't feel bothered by the weaving cancels.

    The system you propose is basically reminding me of Age of Conans combo system. That game has however other ways of increasing combat complexity, and therefore the system makes sense there. I don't think that this would per se be bad, but I also don't think that this would be a net improvement. Barely different from a roleplay POV, a bit more restrictive and slower, possibly more punishing — overall not better.



  • Jestir
    Jestir
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    The "only way" to replace LA weaving is to use the opened up slot for a 6th skill on the bar and maybe skills get "heavy attack" version for holding down the key

    But please, the game is 12 years old and LA weaving ain't going away at this point
  • Alp
    Alp
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    I just personally think it looks kinda bad. So either fix the 'cancelled' animation or do something else.
  • Nyseto
    Nyseto
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    Vaqual wrote: »
    Nyseto wrote: »
    This post is answering a question that doesnt need to be answered.

    It's the equivalent of saying what is the best way to mow a sidewalk.

    What makes weaving good design, rather than just something players adapted to?

    > 3 independent input timers (ability, LA/HA, bash) are more engaging to manage than 1 GCD pipeline
    > larger number of required inputs adds complexity and thus personal challenge
    > you can modulate pressure intensity based on resources or opportunity (e.g., to set up dots in PvP without letting the opponent feel pressure potential)
    > parallelizes LA/HA, bash and ability damage, so that all can be balanced independently without generally forcing mutually exclusive choices for GCDs --> combat feel livelier because more diverse actions are being mixed in freely (as opposed to e.g., beam spamming)
    > weapons remain meaningful to the roleplay even if no weapon abilities are chosen*

    *The last point would still be fulfilled by your system. In the current version the contribution of weaving is by and large linear. If what you propose has any scaling effect on combat, it would impact performance much more than imperfect weaving or slow execution. As the idea isn't fleshed out, there is no reason to discuss that though.

    Essentially, you prioritize animation integrity over fluidity and liberty. Personally, I would not make that trade, as abilities are transitioning reasonably well and most effects are readable. I am a stickler for animation quality, but that I genuinely don't feel bothered by the weaving cancels.

    The system you propose is basically reminding me of Age of Conans combo system. That game has however other ways of increasing combat complexity, and therefore the system makes sense there. I don't think that this would per se be bad, but I also don't think that this would be a net improvement. Barely different from a roleplay POV, a bit more restrictive and slower, possibly more punishing — overall not better.



    My system is essentially light attacking weaving in function, but the hidden requirement is removed. What would be the downside to having all the benefits you mentioned, but with the system being fully visible rather than hidden?

    Towards the end when you summarized, you mentioned fluidity and liberty. My point is that the fluidity and liberty you're talking about currently only exists in theory, it's overstated. In practice, the system is mandatory and repetitive. Players don't really choose when to weave, they weave every skill to avoid losing DPS. That's not liberty, it's more of an execution tax disguised as freedom. I don't think animation integrity would be a trade-off to fluidity and liberty, it just turns hidden skill into readable choice which should enhance liberty for all players. I think the liveliness you are describing from light attack weaving is partially illusory, I don't see why readability would not enhance engagement.




  • randconfig
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    I think adding the mod Combat Metronome to the game in some simple form is all they should do. Light attack weaving is fun and should stay.
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