Whats the purpose of animation cancelling?

IMHO, the animation cancelling should be optional like the "always attack... move". For some skill & playstyle, this do harm than good.
"A game IS supposed to waste your time but it's not supposed to make you FEEL like you're wasting your time:
It's supposed to make you WANT to waste your time."
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Chadwixx wrote:
Honest question.


See these Legion bossfights? (he's uploaded 3 for Legion so far, check his channel) - https://www.youtube.com/watch?v=KWu0ET0I7OU

Those attacks hurt, but are designed to be avoided if you know em'. And they're just the latest incarnation of this kind of boss design.

P.S.: It seems a lot slower and easier to avoid in the vid because he's isolated the boss and constantly pauses the vid to explain each attack. In actual play, you won't always get so much time to dodge.
Cancelling an animation right after the damage portion of it ends, allows for the next skill to be executed faster ultimately increasing DPS overall.
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boyandroid wrote:
IMHO, the animation cancelling should be optional like the "always attack... move". For some skill & playstyle, this do harm than good.
I don't see how this does any harm. If you play a build that requires movement, it makes the game more fluid and controllable. If you play a build that face tanks everything, you won't even notice the change.



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Anakarr wrote:
Cancelling an animation right after the damage portion of it ends, allows for the next skill to be executed faster ultimately increasing DPS overall.
Actually, the 3.7 patch notes explicitly state that this is not the case. You can cancel an attack-animation by moving or using a movement skill, but if that attack dealt damage you can't start another attack until the point in time that your original attack-animation would have finished.

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Patch notes wrote:
You won't be able to use any other skills if you previously cancelled an animation after the point it would deal damage until that animation would have finished playing, meaning you can't use animation cancelling to artificially speed up your rate of attack. You can use a skill immediately after cancelling a previous one if it didn't have a chance to deal damage (or produce a projectile etc...).
Last edited by Limbs#5381 on Jun 25, 2019, 3:24:36 AM
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Chadwixx wrote:
Whats the purpose when most players have 5+ aps.

If we were super slow attks i could understand its benefit, cancel and get out of the fire.

Have you tried new Multistrike with around 1.5 atk.speed weapon ? You should feel what they did for the corresponding part of melee rebalance.
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Last edited by finisterre#5659 on Jun 25, 2019, 3:36:17 AM
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Limbs wrote:
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boyandroid wrote:
IMHO, the animation cancelling should be optional like the "always attack... move". For some skill & playstyle, this do harm than good.
I don't see how this does any harm. If you play a build that requires movement, it makes the game more fluid and controllable. If you play a build that face tanks everything, you won't even notice the change.

For me, sometimes it does. In the past, I'm used to a playstyle where I just hold LMB (move) so that my character always walks to my mouse cursor, then just hit skill (keyboard) & it will attack/cast/trigger the skill fine. But now, sometimes it won't trigger the skill or it will be cancelled before triggering, I have to let go first LMB before hitting the skill.
"A game IS supposed to waste your time but it's not supposed to make you FEEL like you're wasting your time:
It's supposed to make you WANT to waste your time."
"
Chadwixx wrote:
Honest question.



So that casters relying on a spell with cast time for survival (like Cold Snap) can regularly experience the joys of Cold Snap not casting at that vital moment just because they were moving, and instead spending mana for no effect and going on cooldown. A thrilling experience every time. Never gets old.

On a more serious note, animation cancelling was added to greatly lower the skill bar of the game. You can now cancel out of any animation, so there is no risk to performing any skill, any time. Basically it was to make the game easier in general. Especially for melee chars.
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
Last edited by GhostlightX#1022 on Jun 25, 2019, 8:30:42 AM
I'l be honest and say the difference from my experience is so minimal its barely noticeable. I dont really feel any benefit of it through regular play, its more of a downside if anything. But i mean its nice i guess? They gutted the attack speed of pretty much all the melee skills so i guess its more helpful now than it was previously.

The biggest change is simply the more responsive/instant leap slam/whirling blades etc.
You can clearly tell the difference just with the regular attack alone when you start the game.
To acquiesce to the old multistrike complainers, which have now become the new multistrike complainers.
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