my opinion is that all mmo players really wanted for action combat was the ability to block and roll dodge on demand. Eso ran with the action combat theme at the time to an offensive way to improve damage ( animation cancelling) that involved alot of clicking and practice training, at least for those who didnt find a way around it.
do you think they went to far in the quest to provide action combat? You cant have a real discussion on the eso site because of all the aggressive defenders they have there so ill post it here instead.
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is it that hard to hold your heavy attack the hit a skill? Lmao go back to wow.
swing giant sword dont even feel like your connecting with something other than air.
Its combat system and auction house or lack of ruin whats IMO the best mmo out there, world, lore, visuals, storylines are all absolutely superb utterly destroyed by uninspiring classes (aside warden) terrible combat and a few fundamental mmo features being missing
Any game with a global cooldown has animation cancelling. So you must believe that an awful lot of developers were lazy yes?
As for "legitimate exploitation" then you probably have a point. Games e.g. WoW do indeed have macros designed to cast the next "power" exactly when the global cooldown expires.
Ironically there is a strong argument that things that track gcds and say cast now etc. are not common in ESO. There is no gcd so no need to track that. Nor can you simply "chain cast" since casting is driven by resource and your ability to replenish it. Stuff to track how much damage etc. you do does exist but that is more a "training" aid rather than a "do it for you" aid.
As for anyone wanting "deep combat" - as @cameltosis says - you should be playing other games.
I suppose where one draws the line on animation locking is a matter of taste.
Nor is there anything to stop people waiting until the animations play out. Now there may be consequences. More deaths maybe but if you are solo no big deal if that is how you want to play. Multi-player though - yeah: "Why did't you heal me?", "I was just waiting for the animation for that buff I cast to finish", "Wtf!".
Which is why you get macros that track gcds.
Also, when I returned, that redesigned new player experience was just dreadful. Because, you know nothing screams true action combat like babysitting a little girl for half an hour.
I think it could be better of course, but the way you can literally build any type of character you can imagine is amazing.
Also, what type of combat? You are talking melee? I agree then, Melee could be better. There are other parts to ESO combat though. We only see this same argument come up about Melee animations.
The sneak style is amazing, the bow and arrows are decent, the magic is fantastic. The fact that you can have a character that mixes the three is amazing.
The best MELEE combat I've seen in an MMO was BDO. I hate that game but their melee is top-notch. Imagine ESO with that Melee.. 10/10 game. Right now its like 8/10. ESO is still the best MMO on the market IMO.
BTH Bethesda's combat systems have never been that great, so I say props to Zenimax for "retaining the charm" of Bethesda's RPGs but adding something new to it. I like it.. could be better, but I like it.
"The Society that separates its scholars from its warriors will have its thinking done by cowards and its fighting by fools."
Currently: Games Audio Engineer, you didn't hear what I heard, you heard what I wanted you to hear.
Action combat can be managed different ways and it's all about execution.
There's combat where using certain skills/attacks have responsive risk versus reward (what many of you button mashers call animation locking or rooting) implications. Heavy/Medium/Slow or Run/Walk/Stand.
Then there's the more free form style where you press what you want, and more or less something happens. This is mostly found in FPS games and reticle based/skill shot games. Those have more to do with the speed/velocity/size of projectiles.
Both executions have been done outside of MMORPGs with excellence. They even throw in scissor, paper, rock meta.
The problem isn't the style that is being used, it's that MMORPG developers typically SUCK at integrating action combat AND there is a player base (Walter Mathau & Jack Lemmon ) that still demand tab targeting and macros.
TERA was decent but the issue is that under the hood it still had tab target mechanics. This is clearly visible when the game had to deal with projectiles aka magic bullets. BAM and BOSS fights were pretty good though. It was a breath of fresh air for those who came from an arcade background. Not so much for you Leisure Suit Larry, Space Quest, Black Cauldron mf'ers (I kid... sorta).
The problem in ESO is the combat is a poorly put together version of masked tab targeting + the freedom of that FPS reticle style.
It's not about taking action combat too far, it's about taking it too wrong.
¯\_(ツ)_/¯
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
ESO is a hybrid tab/action MMO simply because you can either click on something to lock the target or even use the tab key to cycle and lock just like you can in WOW. If you don't, it'll target whatever is closest to the crosshairs at the center of your FOV IF the ability needs a target. That's the action targeting part of the hybrid.
But it's more action oriented because the vast majority of offensive or defensive skills are not single target and don't need to be targeted on a player or NPC.
It has more cone and ground targeted AOE skills than any other MMO I've ever played. And if you heal you know that even 99% of healing skills that are neither ground targeted nor cones still don't require a target because they use "smart heal" and heal the one or 2 group mates that need it the most or don't have that HOT already on them. The only exception I can think of is the Psijiic skill that toggles your basic weapon attack into a targeted heal.
The whole game is designed to be fast paced. Not only is specific targeting only needed when trying to pick one target out of dense group (just looking at them will do it otherwise) but all buffs and debuffs are of very, very short duration compared to games like WOW and all its tab-target clones. This is a good thing.
Aggro in ESO is also short duration and single target only. That's deliberate and made so that all party members need to stay active avoiding damage. Most bosses, even in the easiest content, also have specific aggro-ignoring mechanics. Tank'n'spank fights with bosses are few and far between.
Active defending is also a big feature with everyone having the ability and need to block and bash with whatever weapon they use - not just shields. Moving, dodging and blocking are things that every player - not just the tank - need to do. And oh yeah, everything you can cast can be cast while moving - no horseshit self-rooting as in WOW. This is also good.
All of this put together creates a combat mechanic that is 100 times more engaging than WOW combat (speaking from very recent experience since I've been playing WOW, not ESO, for the past couple of months.) Does it have issues? Sure. Melee impact is not as impactful as it should be. But overall the whole combat system ranks a lot higher than most MMOs out there.
Where I think it needs to be more action combat oriented is in the feel and aesthetics of the actions. That's an area where the tab-target part of the hybrid shows its ugly teeth. They say they're reworking that (again lol) so we'll see if any positive changes come out of that.
Oh and my apologies for not attacking or defending animation cancelling in my post. It's such a tired and much misunderstood subject that ESO tourists like to obsess about. So sorry to disappoint you if that's what you really wanted to talk about... it was, wasn't it?
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
As an aside... just how many of you commenting in this thread completed vMA (that's the veteran version of Maelstrom Arena)? I know he did and so did I
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
What action combat is all about is in the blah blah blah you apparently don't know shit about.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
But personally I thought the combat was fucked up when they forced Animation Cancelling as a REQUIREMENT for end game content to parse higher DPS. This is also the reason why the stupid company kept doing huge balance changes almost every major patch and many people got fed up with this and quit. Talk about a fallout...
The blame for this is squarely on the devs who endorsed Animation Cancelling to parse higher dps and then build the end game around THAT <- how fucking stupid.
So basically you don't know how to animation cancel, you cant play end game content because no progression guild will ever let you in because of your "lower" dps.
btw I parsed 45k+, which was ok and was acceptable for end game content but most players was struggling to hit 20k+ because they couldn't get the animation cancelling down + rotation.
And then the idiot devs kept "balance changing" the whole racial passives + every fucking main skillset for a class almost every big patch cycle. You can imagine how this didn't take very well with most of the playerbase (except maybe newbies who didn't know shit)
So this is why ESO is a dying game at the moment.
Oh and yes I myself quit this game cold turkey about 2 months ago. Best decision I ever made in/for a game