2.4 PvP Changes Makes the game less fluid and less enjoyable

we using light meta atm

I disagree. You, as before, can cancel attacks using dodging.
I consider the flaw in the form of canceling the animation or switching weapons during a strike to be a bug. The lingering animation is great as a balance for weapons (and for some weapons it looks logical, because heavy weapons should have inertia.). (play Warframe if you want to land 5 hits per second).

Do you mean you could get 5 attacks in 1 second in conan when using the unwield/wield button or switching weapons?

Siptah PVE perspective: not having animation cancelling while performing a greataxe spin attack (or any other long animations) on a fire breathing illigor is quite the risk.

Looks like I am late to the party on this one. But I will put my two cents. This may surprise some, but I support the OP on both aspects, and I stand in solidarity with my PvP bretheren on this issue. I support the removal of the offhand animation cancel, however not the removal of the wield/unwield cancel.

So what is my rationale for this decision? I am not a PvP player, I am a Offline Singleplayer, although I have had numerous forays into PvP in the past on a friends console. Now for Singleplayers and online Solo players (especially those who seldom use followers such as myself), we walk the razors edge every time we battle superior opponents or large groups of NPCs. We dont have clan mates or followers to draw aggro, so animation cancelling helps level the playing field to a small extent. No, we are not utterly doomed without it, but what it did do was help us to ‘shave a little off the sides’ and remain competitive.

People can make the argument that it is an exploit, and perhaps it is, albeit a fairly benign one. The simple fact is that many, I would even go as far as to say most, games on the market have the ability to use animation cancelling; I use it often in Survival Horror games to help level the playing field. What some call an ‘exploit’, I call gaining mastery of the game, and having a clear comprehension of the games parameters, and a sound understanding of its movement dynamics. I like think of it in these terms:

I also agree with the OPs stance on Ambrosia, we need at least one ‘instant’ heal item. Ambrosia was stronger than food, but weaker than Aloe potions. Transforming it into just another food is a bad call, and one which will have a negative impact on all modes of play. Please revert this change.

I having experienced the 2.3 changes to the healing system I also support the call to not nerf ambrosia now. There is basically no healing now other than ambrosia that can be done whilst moving. Even bandaging must be done completely immobilised. I’ve been relying quite heavily on Ambrosia since the update and am NOT looking forward to the 2.4 changes. I’m starting to understand why pc pvp players that are already playing with no on the move healing are frustrated. I hope that the devs either let ppl use bandages whilst walking (not sprinting) as I’ve seen in quite a few games or reverse the ambrosia decision.

I can’t support such a low level and trivial cost item being used for such a purpose. I’ve suggested something being crafted using various lotuses to facilitate someone traveling around the map to build up their reserves however. But I haven’t got much support on either side for it. Its a fair compromise.

I could get on board with ANYTHING that allows the player to heal whilst still at least moving albeit slowly. I don’t mind if it requires a STACK of farming. This compromise would work for me at least.

Aloe potion? Last time I checked, it reduced your movement speed during the animation, but you could still move.

They have like a three second animation which is a bit heavy IMO they unequip both hands and are interrupted by enemy attacks. Not ideal. These would work for me with a little tweaking with timing and how they are interrupted. They are what I’ll be using due to a lack of any real in combat alternative. Bandages have a really great heal amount but with the way enemies are leashes now they just wouldn’t work. Let’s say from a pve perspective you have nearly killed a mob but take a good couple hits and need to heal. Aloe potion is not an option I’m gunna get hit, it will be interrupted and it won’t heal me. If I run far enough to get a bandage down than the enemies will unleash, return and fully heal nearly instantly and I’m stuck in a loop. It’s going to be interesting whatever they decide. I’ll make something work lol I just think it will end up affecting my enjoyment of the game, even in pve which is my chill game time, and that would be a real shame.

It won’t heal you only if it gets interrupted during the drinking animation. I found that in PVE combat, it’s not too hard to drink aloe potion, by using the terrain and/or timing things right.

But yeah, it would be nicer if healing potion animation didn’t reduce the movement speed so drastically. Or even better, they could make the animation shorter, like 1 sec.

(EDIT: Added that last sentence.)

Yes, this exactly!

Aloe potions are good, but you always have to create a chance to use them, and you never want to become aloe pot reliant. It’s doable in a 1v1 against a boss if you cripple them a lot and then put some distance between you while they are mid-animation.

It’s far less doable against a player who won’t sit and wait for you, or fall for your tricks. You’re more likely to get killed trying to heal than to actually heal. As the number of players against you increase, your chances plummet. In a group fight, I can see your friends making opportunities for you to use it; but solo, it’s probably not happening. In their present state with how much they slow you down, pots are equivalent to dodge rolls: They should really be used for emergencies only.

Ironically, I think healing with food (with Feasts specifically) is still the best option for the majority of combat situations, be they PvP or PvE. With Vit 40, an exotic or pork feast will recover half your health in about 40 seconds, so you just need to avoid getting hit (and avoid burning too much stamina) for those 40 seconds. If you settled for Vit 30, it takes about 50 seconds to recover half your max health.

If you can afford to constantly eat food as you fight, then it is effective. But if you are trying to conserve your stack of feasts and use them economically, the pressure will be on to run for your life.

Yes, I know that. That’s why I said “in PVE combat” in my reply to Darkzombie’s post about PVE combat.

A very heated discussion. 90% of the pvp community of Konan against the new combat system. I hope the developers will listen to the opinion of pvp-oriented players. Otherwise, they don’t care about their community.

Aye but that is not movement as I understand the definition. That its probably the equivalent speed of a senior citizen moving around a nursing home. Although I generally do not like to use realism arguments when it comes to games, because realism should not come at at the expense of fun. However, I will now because the movement penalty is neither realistic nor fun. It is just there to purposely gimp players.

The simple fact of the matter is that is just not that hard to drink while running, and even less so jogging. Heck I have done it plenty of times myself. Example

If anyone would like a further example, then just pull up footage of an Iron man (triathlete for the American folks) drinking a bottle of water or gatorade, or eating a banana or cookie while in partaking in an event.

Exactly. And this is the second, often unknown aspect which impacts console players. Due to the design of the radial wheel, what ever that movement penalty is for PC players, add an additional 1-2 seconds to that for us, as when the radial wheel opens we lose all ability to attack, to dodge, and to block using a shield. Then it auto closes after each item is used, so if we use or equip an additional item, then we must repeat the process each time. There is none of this one click auto consumes 3 healing items business for us.

Ps-this is not intended as an attack on you @CodeMage, I am just trying to point out why this is a bigger issue for console players due to the design of the system; both radial and healing.

I do agree it’s more clunky with the wheel, but you can still move.

Actually youre right there idjiit, I thought it was the left analog used to select the item. Checked, confirmed, and corrected in the above post!

I’m pretty sure this is what all of us would want… If Funcom implemented this as it should be instead of a walking animation…