Animation canceling
How does it make it "better"? How is it more "competitive"? How does shortening the period of time which you are frozen in place playing an animation for, make the game easier? You're just mitigating the entire point of cast timers by reducing them to a degree where they no longer negatively impact you and the decisions you've made in approaching a situation.
Also making awkward/abrupt transitions between animations for no reason other then "Other games do it". Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Feb 9, 2013, 11:00:21 AM
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I like when the games are "play better to win", right now skill in this game is about gearing/specing correctly and having good decision-making in battle. There are no control-related things whatsoever
ofc introducing animation cancelling should come along with making the game harder, like increasing movement speed and projectile speed of mobs for example IGN: FifthCIShadow (HC League)
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"The game is fast enough, adding animation cancelling and making it even faster paced will just turn it in to a Torchlight 2 clone lol. Making the game faster paced also makes it notably worse for those not living in the same country as the servers. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Feb 10, 2013, 12:00:17 AM
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" 65 ping threshold is enough for making the game a bit faster, actually mob movement speed is pretty damn slow - if you could kite with animation cancelling then this absolutely would need a buff still the fact remains that melee specs (that are not based around boosting stun threshold through the roof to permastun everything) suck big time especially on hardcore, not defensive stat mechanic is an issue here but lack of mobility in close combat - unless you spam dmg from whirling blades or leap which is very bad and gets you killed faster than you get to kill anything on harder difficulties attacking while moving is pretty natural real-world mechanic in almost any kind of combat, both martial arts and fencing, being bound in one place with animations is gimmicky - not the other way around IGN: FifthCIShadow (HC League) Last edited by thormond#6054 on Feb 10, 2013, 6:00:07 AM
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" Indeed. I wasn't really digging the idea. Suddenly, holding the attack button would be very inefficient as opposed to tricking against the animations. Maybe if it only existed in a certain PvP league it could be cool, but in the normal game? In order to keep up with better players we'd all kinda have to learn to do this, and if the enemies were boosted to compensate, then we'd *really* have to do it. Rather than just playing. Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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" Ill translate this, it says: "Rather than learning how to play games in order to be able to contest game content on harder difficulties and have fun from progressing as a player, it's better to just faceroll content with some cookie cutter ranged builds and get dem mad currencies !" it hits the nail I guess IGN: FifthCIShadow (HC League) Last edited by thormond#6054 on Feb 10, 2013, 6:35:02 AM
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" You can't cancel cast animation in Torchlight 2. Just saying. |
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" It was a bad analogy/example from me. What I mean is that increasing the speed of the enemies and stuff will greatly increase the chances of them going out of sync with the client unless you have 150ms or better connection with the server and in such cases yes, there is leg room to make them faster with minimal issue. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Feb 10, 2013, 11:13:53 PM
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I actually agree, I think the game would be more fun with animation canceling. Or at least with being able to cancel the backswing (the animation that goes after the spell has already been cast).
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" What I mean is, I don't want to be FORCED to play in a way that tricks out the animations just in order to have a viable build, which would be likely to happen if the method were introduced. There are games that may do this, and they may be great, but this game was never about that, and it should not change to become that way. Now, if there's a way to do it without this issue arising, then maybe it's not so terrible. Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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