Canceling animation for hit skills's (not spells)

A famous french Twitcher gave a simple suggestion about the game.

He is playing only ARPG : Twitch

He said that the player should be able to cancel any hit, to cast a spell, or to move.

Canceling a hit can’t be abused : you would just make zero damage.

I think this guy has right, you should consider the cancelling of animations. It would make the game’s sensations more nervous.

IMO no action put in should be cancleable. All the skillcanceling and animationcanceling from games make me sick because they simply remove the skillceling and make games far easier. If you start to cast a spell with a 1 sec skilltime it should keep you in place and animation for 1 sec. If you start an attack animation you should be forced to finish it instead of clipping the anmation as soon as the dmg is done. I know my oppinion is’nt popular because every game is catering to animation canceling but I realy hope LE will be different but I have no high hopes.

This is a really hot topic. This is a double-edge sword.

Pro: Makes the combat flow alot smoother(especially melee builds)

Con: Does make combat a little less “strategic”, because one can simply cancel and dodge out of enemy skills

I think this should be balanced on a skill-to-skill basis. Melee attacks and generally “faster” attacks should be able to be canceled.
While some of the more powerfull skills/spell, especially big cooldown skills should have a certain timeframe where you are not able to cancel it.

All of this should be “adjustable” with speccing into attack speed/cast speed respectively.

I think with the recent adjustment of general animation frame windows devs already took a step into the right direction. And i would not call this a real “ISSUE” in the current state of the game. But things like this need to be constantly observed and adjusted, when needed.

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