Animation canceling, Dodging, weaving
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There is no animation cancelling in Ashes.
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No we do not. Again, he answered "yes" before Margaret could even finish saying animation cancelling. And from the past 2 years of watching their streams I know for damn sure that Steven has so much stuff on his mind that he doesn't respond to splitsecond questions. He's asked Margaret to repeat questions multiple times in the past because he was either looking at chat or was just deep in thought. And in that video you can see him looking to the side when she's asking him the question. And right in the middle of "animation cancelling" he says "oh absolutely" and goes on to explain plain dodging mechanics and mitigating abilities.
Your desire for this game to have animation cancelling is the same as Dygz' for it to have such harsh corruption penalties that no one ever bothers him or my desire for those penalties to be balanced in such a way that I can PK a couple people a night (at my own lvl) and being able to remove that corruption in the dungeon where I killed those people, before BHs can catch me. All of those things are just wishes for the game and we have no clue which one will be the reality. Except in Dygz and mine cases it's purely up to balancing of a few number values, while in your case it's a whole damn mechanical design direction that's gotta be built from the ground up. And right now the info we do have is "no animation cancelling"
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Except I'm not changing the answer. I'm saying that he wasn't answering the question you wanted him to answer. But yes, we'll just have to wait till they say one way or the other.
And as for my own feedback on this point. I don't care.
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Another pov on the issue.
https://youtube.com/clip/UgkxNPWLnfqjw67k1ar6hf9-oWgTh8CoSeH2
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A channeling spell can be cancelled midcast because the damage output is drawn out instead of being upfront.
I probably should've asked this way earlier, but how exactly does animation cancelling in BDO work? Or, more importantly, does the damage go through at the end of the attack animation or at the start?
Cause in my experience the attack check happens at the end of the animation so cancelling the animation stops the attack completely. From what I understand from just hearing about it, ESO players used anicancel because attack check was at the start of the animation so cancelling it would prevent you from wasting time on the full animation (correct me if I'm wrong, those who have played ESO). Which one was it in BDO?
Another pov on the issue.
https://youtube.com/clip/UgkxNPWLnfqjw67k1ar6hf9-oWgTh8CoSeH2
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A channeling spell can be cancelled midcast because the damage output is drawn out instead of being upfront.
I probably should've asked this way earlier, but how exactly does animation cancelling in BDO work? Or, more importantly, does the damage go through at the end of the attack animation or at the start?
Cause in my experience the attack check happens at the end of the animation so cancelling the animation stops the attack completely. From what I understand from just hearing about it, ESO players used anicancel because attack check was at the start of the animation so cancelling it would prevent you from wasting time on the full animation (correct me if I'm wrong, those who have played ESO). Which one was it in BDO?
BDO is a game with multihit moves, which can only be canceled at the correct times, like a fighting game.
If you cancel early, the rest of the hits don't happen.
Full Action games are a completely different style of thing than what Ashes is currently trying to be, so I suggest not drawing too many comparisons to what they do.
If we see any signs that Ashes has anything similar, we'll let people know in discussions since it will be important to consider, but for now, just assume it is MOBA style combat (Ashes) vs BDO style combat (its own thing that is familiar mostly to players of Eastern games and modern fighting games)
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And as much as I understand your overall point, I disagree mainly because, to me, using a long cast perfectly is as skillful as dodging an incoming attack after cancelling said long cast.
If I can maximize my damage, while minimizing damage to me, all while using 3-5 second animation abilities - I'm at such a high understanding of the game flow and my current opponent that I can perfectly predict (or setup) timeframes where I can use those long casts w/o them losing their damage value.
One skill takes twitch skills and fast reactions, the other skill takes game knowledge and people understanding. To me those are equally-valued skills. To you, obviously, twitch skills are more important. Ideally Ashes can appeal to us both, but we'll have to see.
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