Allow Turning off Animation Cancelling on a Per-Skill Basis - I NEVER Want to Cancel an Offering

Infuriating! Makes offerings and spells with slow cast times feel so damn clunky.
Mercenaries: 95
SC: 95 97 96 100 95 96 97 98 95 97 96
HC: 96(dead)
Character archive: view-thread/963707
Last edited by unsane#5479 on Sep 14, 2019, 1:29:44 PM
Last bumped on Sep 21, 2019, 1:37:24 AM
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Vaal skills are even worse. Ever tried to summon a vaal skeleton army then try to run away? If you click too early, you might cancel the animation and waste the entire cast, putting you on a cooldown and then need more souls.
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Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

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I very much agree. Hopefully this topic is noticed.
in this vid:
https://www.twitch.tv/videos/475372312?filter=all&sort=time
they acknowledged it. But it did not happen.
I am wondering what happened to their alleged fix to vaal skill cancelling that was mentioned on Baeclast.

With that said, there needs to be a better, more widespread fix to pre-effect animation cancelling like the toggle OP is suggesting.
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Pizzarugi wrote:
Vaal skills are even worse. Ever tried to summon a vaal skeleton army then try to run away? If you click too early, you might cancel the animation and waste the entire cast, putting you on a cooldown and then need more souls.


this
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
i never want to cancel any skill before it goes off.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Snorkle_uk wrote:
i never want to cancel any skill before it goes off.

If I put my portal on a hotkey that I hit by accident, I'm happy to cancel it ...

that said, it's the only example that I can think of, and with the new ctrl-hotkeys, it's better off somewhere so it's not an actual problem (anymore).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
lol, those portals do have a long cast, u need the 23% quality one or its torture.


i just dont get this cancelling a skill before it goes off, no offence but its the sort of change that feels like someone who doesnt really play the game thought it up.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
I rather not finish my attack than dying because of bad positioning
I rather finish certain specific skills where I risk dying if I position myself badly.

I hated original MultiStrike lock when bossing if I haven't reached some kind of crazy 15+ APS. Doing shaper and getting smacked with instant ball to my face while still being locked in animation was no fun.

But ye, interrupting something like Blink arrow with movement is just silly implementation
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I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
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Marxone wrote:
I rather not finish my attack than dying because of bad positioning
I rather finish certain specific skills where I risk dying if I position myself badly.

I hated original MultiStrike lock when bossing if I haven't reached some kind of crazy 15+ APS. Doing shaper and getting smacked with instant ball to my face while still being locked in animation was no fun.

But ye, interrupting something like Blink arrow with movement is just silly implementation


This complaint of animation locks has more to do with the after-effect window which is perfectly fine. No one likes dying to a long animation even if they put themselves in that position. The pre-effect cancellation window is not the solution to this however.

The pre-effect window is so small that you would have to be a time dilating super human to take advantage of it on reaction.

The pre-effect cancel is still passively impactful (read: detrimental) on gameplay, namely for people who are used to high attack speed builds in which activating movement asap is ideal muscle memory or low attack speed builds in which cancelling asap after the primary effect is ideal. In the former, players will frequently stutter their skill casts and in the latter, players will sometimes cancel early and not attack despite sitting through a considerably longer animation. In both cases, the pre-effect cancellation window is the issue and not the after-effect cancellation window.

Edit: Not to mention that different builds have different animation speeds and a good chunk of players like to play multiple builds in one league. It is impossible to have perfect muscle memory for taking advantage of the pre-effect window.
Last edited by Diskthree#4565 on Sep 19, 2019, 1:28:39 PM

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