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Animation canceling: why is this valid?

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Greetings fellow forum dwellers.

Back in my gaming prime, I was all about pushing games to their limit, finding the tricks to gain an edge against the competition. What combination of actions would break the balance?
From Super Smash Bros. wave-dashing to Warhammer 40k: Space Marine roll dashing, I've tweaked my share of games for a competitive edge.

Now past my prime and lacking the same amount of free time I find that such techniques, while valid, are evidence of broken programming.
Before I continue, I will admit that I utilize animation/weapon-swap canceling.

My problem is as follows: If one is to reach 'top tier', one has to sacrifice many aesthetic and/or immersive aspects in the game. It comes to the point that when you have 40 'top tier' players, it doesn't look like a fantasy battle at all. Its a whole bunch of hopping, random instantaneous weapons swapping, (visually) incomplete spell casting etc.
Immersion broken.

In my opinion, spells have specific animations and animation times for two reasons: one is immersion, two is balance. If, sans-cancel, another skill can not be cast until the animation of the first cast skill is completed, then it was intended that way.

I'd like to see the animation canceling removed. Thoughts?

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