Mag7spy wrote: » Skill ceiling and fluidly in combat is not a hassle. The same way you can break out of a cast time in tab target, is the same way you should be able to cancel animations into dodges at the bare minimum. Else movement for cast times should keep you still as well, which would be the opposite of being fluid. The only reason not for animation cancelling is if you want people to be locked in animation, which in the end will feel more clunky if you don't have highs and lows of control with a character. Only reason is tab target players want an advantage against players that use action skills freely being able to cancel all their skills if cast times are involved.
234Graph wrote: » Mag7spy wrote: » Skill ceiling and fluidly in combat is not a hassle. The same way you can break out of a cast time in tab target, is the same way you should be able to cancel animations into dodges at the bare minimum. Else movement for cast times should keep you still as well, which would be the opposite of being fluid. The only reason not for animation cancelling is if you want people to be locked in animation, which in the end will feel more clunky if you don't have highs and lows of control with a character. Only reason is tab target players want an advantage against players that use action skills freely being able to cancel all their skills if cast times are involved. In what way does animation cancelling add fluidity to combat? It just makes your skills trigger faster, speed ≠ fluidity. Having to live through like 0.2 seconds of the attack ending sequence is not going to kill you, nor does it somehow make combat clunkly. I'd argue that if you need animation cancelling to defeat your opponent, then said persons skill level really isn't that high in the first place
234Graph wrote: » Having to live through like 0.2 seconds of the attack ending sequence is not going to kill you.
Mag7spy wrote: » 234Graph wrote: » Mag7spy wrote: » Skill ceiling and fluidly in combat is not a hassle. The same way you can break out of a cast time in tab target, is the same way you should be able to cancel animations into dodges at the bare minimum. Else movement for cast times should keep you still as well, which would be the opposite of being fluid. The only reason not for animation cancelling is if you want people to be locked in animation, which in the end will feel more clunky if you don't have highs and lows of control with a character. Only reason is tab target players want an advantage against players that use action skills freely being able to cancel all their skills if cast times are involved. In what way does animation cancelling add fluidity to combat? It just makes your skills trigger faster, speed ≠ fluidity. Having to live through like 0.2 seconds of the attack ending sequence is not going to kill you, nor does it somehow make combat clunkly. I'd argue that if you need animation cancelling to defeat your opponent, then said persons skill level really isn't that high in the first place 1. Animation cancel shouldn't be used to make your skills trigger faster, its either it does the dmg or it does not do the damage. 2. If you are doing a spinning attack where you are standing still for 1 minimum that is a lot of time in a pvp fight. Not having control of your character adds a clunky feel if you feel you are constantly rooted and never have an escape. 3. That isn't how skill level work, you don't get a higher skill level game by making it so a person has to sit still at all times. You have a higher level skill game when you have multiple choices when to use the dodge, when to bait someone , knowing when to hold your resources and when to spend them effectively. What you are saying is the opposite as you are trying to have more forced opening, on the player so they can't react.
Mag7spy wrote: » So you should only be able to stop tab target abilities during cast time??? Animation cancel does not make gameplay look like garbage just because you can roll out of the spin and cancel it early as an example. I don't see where you are getting this from, what exact part looks like garbage and why? The spin is the same besides it ending early and you are just doing your dodge, nothing about that is out of the ordinary?
Otr wrote: » Mag7spy wrote: » If you can dodge / parry mid animation , that is good enough for me. Then you should edit out from the thread title the "Animation canceling" expression.
Mag7spy wrote: » If you can dodge / parry mid animation , that is good enough for me.
Mag7spy wrote: » How is animation cancelling harmful to fluidity of combat? Being stuck in every ability without being able to cancel or dodge out of it will make the game feel clunky, akin to new world. And that depends on the length of the animations. If they are short it won't be as bad. But the hammer one and spinning ability there is no reason to not be able to dodge roll out of that and have control of your character. So you should only be able to stop tab target abilities during cast time??? Animation cancel does not make gameplay look like garbage just because you can roll out of the spin and cancel it early as an example. I don't see where you are getting this from, what exact part looks like garbage and why? The spin is the same besides it ending early and you are just doing your dodge, nothing about that is out of the ordinary?
Dolyem wrote: » Mag7spy wrote: » How is animation cancelling harmful to fluidity of combat? Being stuck in every ability without being able to cancel or dodge out of it will make the game feel clunky, akin to new world. And that depends on the length of the animations. If they are short it won't be as bad. But the hammer one and spinning ability there is no reason to not be able to dodge roll out of that and have control of your character. So you should only be able to stop tab target abilities during cast time??? Animation cancel does not make gameplay look like garbage just because you can roll out of the spin and cancel it early as an example. I don't see where you are getting this from, what exact part looks like garbage and why? The spin is the same besides it ending early and you are just doing your dodge, nothing about that is out of the ordinary? Bad ability design does not mean you should use another bad form of gameplay to remedy it. Ability animation locks should only be reserved for particularly powerful abilities, and in their own way they are a channel. As stated by another in this thread, ability canceling is stopping animations to gain lost time by utilizing the affect of an ability but shortening it by canceling the animation. That being said, some abilities will make complete sense to be able to roll out of/dodge while in the middle of an action, others should have more of a commitment so people are wary of using them at the wrong moment even though they may be a powerful option, risk vs reward. Animation locking is neither good nor bad, it simply needs to be utilized properly. True animation canceling in its own right is exploiting the combats design. The dodge/roll mid-action you want is entirely plausible, but there should be exceptions based on ability designs, and a focus on making sure the abilities dodged out of performing don't have the intended effect once canceled. And to maintain fluidity I would maybe require a sort of manual cancel of an ability prior to the roll. that way you aren't seeing people doing a blurred whirlwind one second and then instantly they fly off the screen in a roll lmao.
Otr wrote: » Mag7spy wrote: » Otr wrote: » Mag7spy wrote: » If you can dodge / parry mid animation , that is good enough for me. Then you should edit out from the thread title the "Animation canceling" expression. Title as dodging and weaving as well, kept it together since someone mentioned it in another threat. And you are still technically cancelling a animation, the point is if you don't do systems properly you can get damage off if what people are worried about. What does mean "you can get damage off"? I see they are worried that the game will look bad if the animation canceling is used. Another worry might be what you mentioned before: Mag7spy wrote: » The only reason not for animation cancelling is if you want people to be locked in animation, which in the end will feel more clunky if you don't have highs and lows of control with a character. Only reason is tab target players want an advantage against players that use action skills freely being able to cancel all their skills if cast times are involved. What does mean "highs and lows of control with a character"? While Steven tries to sell this new style of combat, I think his comments apply to exactly this style, melee vs melee. Maybe some spells will lock down the spell-caster but if the spell triggers, it will cause quite a big damage compared to other spells which allow movement. If such a spell will ever be useful in one vs one PvP fight, melee vs spell caster, depends on how things are balanced, what resistances against magic the melee fighter has, how much health the caster have...
Mag7spy wrote: » Otr wrote: » Mag7spy wrote: » If you can dodge / parry mid animation , that is good enough for me. Then you should edit out from the thread title the "Animation canceling" expression. Title as dodging and weaving as well, kept it together since someone mentioned it in another threat. And you are still technically cancelling a animation, the point is if you don't do systems properly you can get damage off if what people are worried about.
Mag7spy wrote: » The only reason not for animation cancelling is if you want people to be locked in animation, which in the end will feel more clunky if you don't have highs and lows of control with a character. Only reason is tab target players want an advantage against players that use action skills freely being able to cancel all their skills if cast times are involved.
Mag7spy wrote: » Dolyem wrote: » Mag7spy wrote: » How is animation cancelling harmful to fluidity of combat? Being stuck in every ability without being able to cancel or dodge out of it will make the game feel clunky, akin to new world. And that depends on the length of the animations. If they are short it won't be as bad. But the hammer one and spinning ability there is no reason to not be able to dodge roll out of that and have control of your character. So you should only be able to stop tab target abilities during cast time??? Animation cancel does not make gameplay look like garbage just because you can roll out of the spin and cancel it early as an example. I don't see where you are getting this from, what exact part looks like garbage and why? The spin is the same besides it ending early and you are just doing your dodge, nothing about that is out of the ordinary? Bad ability design does not mean you should use another bad form of gameplay to remedy it. Ability animation locks should only be reserved for particularly powerful abilities, and in their own way they are a channel. As stated by another in this thread, ability canceling is stopping animations to gain lost time by utilizing the affect of an ability but shortening it by canceling the animation. That being said, some abilities will make complete sense to be able to roll out of/dodge while in the middle of an action, others should have more of a commitment so people are wary of using them at the wrong moment even though they may be a powerful option, risk vs reward. Animation locking is neither good nor bad, it simply needs to be utilized properly. True animation canceling in its own right is exploiting the combats design. The dodge/roll mid-action you want is entirely plausible, but there should be exceptions based on ability designs, and a focus on making sure the abilities dodged out of performing don't have the intended effect once canceled. And to maintain fluidity I would maybe require a sort of manual cancel of an ability prior to the roll. that way you aren't seeing people doing a blurred whirlwind one second and then instantly they fly off the screen in a roll lmao. If you are manually cancelling a skill before a roll that is when you get janky broken animation cancelling and clunky gameplay. You are purposely making it more confusing then it needs to be when it should be simple. If you roll it cancels your animation if you haven't hit it stops and you can evade an attack. Risk vrs reward is not taken away because you can dodge roll in a animation or parry if they added that with a skill. If you can only roll for a i frame every 7 seconds or so then its on CD. Its not making you dodge anymore then you already are. Nothing wrong rolling out of WW that holds you in place and using your dodge putting it on cd.
Dolyem wrote: » Mag7spy wrote: » Dolyem wrote: » Mag7spy wrote: » How is animation cancelling harmful to fluidity of combat? Being stuck in every ability without being able to cancel or dodge out of it will make the game feel clunky, akin to new world. And that depends on the length of the animations. If they are short it won't be as bad. But the hammer one and spinning ability there is no reason to not be able to dodge roll out of that and have control of your character. So you should only be able to stop tab target abilities during cast time??? Animation cancel does not make gameplay look like garbage just because you can roll out of the spin and cancel it early as an example. I don't see where you are getting this from, what exact part looks like garbage and why? The spin is the same besides it ending early and you are just doing your dodge, nothing about that is out of the ordinary? Bad ability design does not mean you should use another bad form of gameplay to remedy it. Ability animation locks should only be reserved for particularly powerful abilities, and in their own way they are a channel. As stated by another in this thread, ability canceling is stopping animations to gain lost time by utilizing the affect of an ability but shortening it by canceling the animation. That being said, some abilities will make complete sense to be able to roll out of/dodge while in the middle of an action, others should have more of a commitment so people are wary of using them at the wrong moment even though they may be a powerful option, risk vs reward. Animation locking is neither good nor bad, it simply needs to be utilized properly. True animation canceling in its own right is exploiting the combats design. The dodge/roll mid-action you want is entirely plausible, but there should be exceptions based on ability designs, and a focus on making sure the abilities dodged out of performing don't have the intended effect once canceled. And to maintain fluidity I would maybe require a sort of manual cancel of an ability prior to the roll. that way you aren't seeing people doing a blurred whirlwind one second and then instantly they fly off the screen in a roll lmao. If you are manually cancelling a skill before a roll that is when you get janky broken animation cancelling and clunky gameplay. You are purposely making it more confusing then it needs to be when it should be simple. If you roll it cancels your animation if you haven't hit it stops and you can evade an attack. Risk vrs reward is not taken away because you can dodge roll in a animation or parry if they added that with a skill. If you can only roll for a i frame every 7 seconds or so then its on CD. Its not making you dodge anymore then you already are. Nothing wrong rolling out of WW that holds you in place and using your dodge putting it on cd. If what I am proposing is clunky, yours would be an extremely floaty proposal. My manual cancel suggestion would just make it look better, sure its not the fastest possible gameplay, but that doesn't mean it will be clunky, its meant to be a fluid transition instead of something instantaneous. It looks better than every person on the screen flailing and rolling around mid-attack and just not looking in any way organic. Go outside and swing a sledgehammer like you're trying to cause some real damage and then try to either stop it mid swing or roll away mid swing. I am thinking you're going to hurt yourself or at the very least, you'll have to over correct in an inefficient way. As far as keeping the gameplay fun while remaining fluid, this is honestly where making basic attacks tab targeting helps a lot. Leaving the big action abilities to being able to be canceled or not, purely based on how each ability works. Not all should be locked in, but not all should be able to be instantly rolled out of on a whim. Your choice to use the ability knowing there is a lock on the animation is a calculation and can even be argued as a skill cap when knowing how and when to use that ability or go against it. And if an ability is designed in a way that would require someone to over-exert themselves or go off-balance to attain more power, that should sacrifice ones mobility.