SundarahFr3akinrican wrote: »Most people that take this game seriously, whether it be pve or pvp, like animation canceling. I am one of them.
No, keep light attacking weaving as it is, that’s the core and one of the best things in the combat system.
PeacefulAnarchy wrote: »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.
Ravenshadow6513 wrote: »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.
LootAllTheStuff wrote: »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.
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.
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.
Thumbless_Bot 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.
Necrotech_Master wrote: »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?
Thumbless_Bot 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?
Thumbless_Bot 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.