Mag7spy wrote: » as long as they have good animation / transition and make sure it feels fluid it would be fine.
Dolyem wrote: » Mag7spy wrote: » as long as they have good animation / transition and make sure it feels fluid it would be fine. Agreed, but theres nothing fluid about dodging mid-attack no matter how much your argue it. Dodging after it is finished? Yea you can make that fluid. But proposing this....its not great
George_Black wrote: » Dolyem wrote: » Mag7spy wrote: » as long as they have good animation / transition and make sure it feels fluid it would be fine. Agreed, but theres nothing fluid about dodging mid-attack no matter how much your argue it. Dodging after it is finished? Yea you can make that fluid. But proposing this....its not great Why not dodge mid attack? The attack animation should be cancelled as well as the damage output. Otherwise you dont dodge. You get hit in the face.
JamesSunderland wrote: » Lineage 2 had stats that would influence the animation speed of skills, those being attack speed(for physical skills) and casting speed(for magic skills), above a certain threshold of those stats some skill animations would simple not keep up with the speed the skills would apply its damage and that + no GCD gave the impression of visually animation canceling.
Dolyem wrote: » George_Black wrote: » Dolyem wrote: » Mag7spy wrote: » as long as they have good animation / transition and make sure it feels fluid it would be fine. Agreed, but theres nothing fluid about dodging mid-attack no matter how much your argue it. Dodging after it is finished? Yea you can make that fluid. But proposing this....its not great Why not dodge mid attack? The attack animation should be cancelled as well as the damage output. Otherwise you dont dodge. You get hit in the face. Because it looks stupid. Now if you make the transition from the attack to the cancel to the dodge fluid, that'd be fine. But just having it be instantaneous breaks the fluidity.
George_Black wrote: » Dolyem wrote: » George_Black wrote: » Dolyem wrote: » Mag7spy wrote: » as long as they have good animation / transition and make sure it feels fluid it would be fine. Agreed, but theres nothing fluid about dodging mid-attack no matter how much your argue it. Dodging after it is finished? Yea you can make that fluid. But proposing this....its not great Why not dodge mid attack? The attack animation should be cancelled as well as the damage output. Otherwise you dont dodge. You get hit in the face. Because it looks stupid. Now if you make the transition from the attack to the cancel to the dodge fluid, that'd be fine. But just having it be instantaneous breaks the fluidity. One more transition would be nice. A quick one. But they wont spend the time and money for it 100%. It's an mmo combat, not a singleplayer game. So it should be acceptable not to be the best looking. The other thing about eso is that, besides the cost increase, you can spam dodge and block as often as you want, making the combat look stupid. But dodge and block needed be as accessible in AoC. But they must cancel the attack animation and output quickly and reliably, otherwise they are no use. That way the combat will still look good, unlike esos.
NiKr wrote: » JamesSunderland wrote: » Lineage 2 had stats that would influence the animation speed of skills, those being attack speed(for physical skills) and casting speed(for magic skills), above a certain threshold of those stats some skill animations would simple not keep up with the speed the skills would apply its damage and that + no GCD gave the impression of visually animation canceling. Love me some "fireball" Sorcerer, where Prominence's animation was so damn fast that you just had a ball of fire in front of the character
Blindside wrote: » Animation cancelling to shorten cast times and fit in extra abilities is bad. A keybind for canceling attacks to prevent yourself from hitting counters or blocks is good.
Mag7spy wrote: » Animation cancelling works in a few ways, in the broken way it lets you skil some animations to deal dmg faster which is not good. In the good way you stop your skill and go into another skill, so the stopped skill doesn't deal dmg. So you would use the other skill or cancel the animation by dodge. Edit Which helps since you can stop a long animation so you can react to something else. Its not something you should be able to spam every second though as everything has cooldowns.
Otr wrote: » I see that the wiki has contradicting information One from 2017 says: Animation cancelling will not be a combat mechanic.[39] And a newer one Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[3][4]
Treefrog wrote: » It's really bizarre reading some of these replies. I'm curious, what MMO have any of you played that didn't have cancelling? It's literally been in every mmo I've ever played. The game where it was least impactful was probably FFXIV, but even then you could start moving before the endlag of casts was completed. And frankly, that game essentially has 0 pvp, so its w/e. Giving players the ability to reduce endlag by weaving into their next ability or movement skill simply promotes more freedom of skill expression and unique interactions. Forcing every single animation to ride out the entirety of its endlag is a massive slog, it essentially makes it fast turn based combat. Obviously bad examples of this are block cancelling from ESO, it was obviously a silly mechanic that was far too strong, but imo basic weaving is essential to having exciting combat in 2022. It's been staaple in mmos for near decades.
Mag7spy wrote: » Doing more dps from animation cancelling is not what I'm talking about in this thread. Those are issues you need to make sure are iron out through the game. Also having points where you can animation cancel helps deal with that issue of exact timing and abusing. Ie Can only animation cancel at a certain time before hammer fully swinging, ie only being able to animation cancel in spin. *if you can put something that lets you knock back or up a target from upper cut on spin some moves should flow well into it so you can do a combo. If they have things like that Aoc will have very high tier combat.
Mag7spy wrote: » Ie Can only animation cancel at a certain time before hammer fully swinging, ie only being able to animation cancel in spin.
PenguinPaladin wrote: » Mag7spy wrote: » Ie Can only animation cancel at a certain time before hammer fully swinging, ie only being able to animation cancel in spin. This i wouldnt mind, being able to cancel a skill at certain times all dependent on the skill itself. However, i would want this to still put that skill on cooldown