randconfig wrote: »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.
I want to preface by saying that animation cancelling started off...
The single best way to replace light attack weaving would be...
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: »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?
Same thing that makes a sidewalk a good design.
karthrag_inak wrote: »if only there were some gameplay alternative that could serve folks who were not so interested in weaving. Perhaps this could be accomplished via a mythic - something fhat made light attacks less important while providing a reasonable alternative damage source.
if only....
Point is, animation-cancelling is inherent to video games, "unintended bug" or not.HatchetHaro wrote: »I genuinely hate how people keep throwing around this "animation cancelling" buzzword and calling it an exploit of some sort without understanding what "animation cancelling" actually means.
Almost all combat animations in any game have cancel-able components. There's the wind-up (anticipation - usually short), the action (when the damage happens), and the wind-down (the animation that's usually cancelled). If the player has to wait for the wind-down animation to complete before they can cast another combat action (aka no animation cancelling), that combat would then feel slow and clunky. Animation-cancelling is the very core of how combo systems work in many video games - they cancel the wind-down animations from each attack so they flow into the other combo animations.
Same goes for ESO - being able to attack between abilities is just part of its "combo system", and at just 2 combat actions per second, it's not even unrealistic.
I would very much like to tackle this point in particular.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 is technically true, but I would like to point out some nuances with this line of logic.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.
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.
Thumbless_Bot wrote: »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?
Same thing that makes a sidewalk a good design.
Would you not want new players knowing how combat works sooner rather than finding out about an unintended hidden bug like light attack weaving many eons later?
Thumbless_Bot wrote: »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?
Same thing that makes a sidewalk a good design.
Would you not want new players knowing how combat works sooner rather than finding out about an unintended hidden bug like light attack weaving many eons later?
Freelancer_ESO wrote: »Personally, I'd suggest adding a buff that allows players to weave and otherwise disabling it.
Players that like weaving can use item sets/skills that provide the buff.
Players that don't like weaving can avoid item sets/skills that provide the buff.
Right now, abilities and items are balanced frequently on the assumption that people will be weaving.
As a result, for players that aren't weaving many of the abilities/items are not of even value.
For example, Velothi has roughly your usual ~ 2.3 set bonus value that Mythics have by offering Minor Force + Pen. It then has a kiss/curse of having + 15% damage to monsters and a -99% Light and Heavy Attack damage. The thing is, if someone isn't weaving the -99% Light/Heavy Attack damage frequently is not costing them all that much leaving the Mythic in a state where it easily overpowers other Mythic items.