Make animation cancelling an option, and bring back herbal or haunch

With the bring back herbal and haunch meta is because, there’s so many food that is useless let’s talk about Herbal or just something else, it takes u very long to regenerate even if u have 5 vitality all u gotta do now is use the healing potion which does heal u really quick (if you don’t get hit of course) so why is let’s say Haunch or other healings in the game if they just heal you really slow basically really useless.

With the animation cancelling as an option is because, there’s no reason to remove animation cancelling it made the player look very smooth and everytime someone does it, it looks very cool lol.

Please bring it back or just make it an option in server settings or general settings ):

Having read both this and your counterpart thread, I suspect that this is where you are having difficulty. From a point of personal preference, I also liked the idea of having animation cancelling in the game, as it made it feel more fluid and intuitive, and helped players to initiate more effective counterattacks. But given the raucous made over it, I doubt they will ever revert this change. Potions, especially Concentrated Aloe Extract and above still heal a decent amount of health, especially if we have the Vitality 4 perk: Receptive. I’m thinking that what may be most likely giving you trouble (correct me if I am wrong…) is that our healing effect is cancelled when we take damage? In which case, I can definately empathise with you on that one.

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It is a feature that makes sense actually as it forces you to get the Vit perk to have reliable recovery in battle. There is a thing called a second wind and I believe it a stretch it only being represented in the game as a Perk only. Potions are in your system as soon as they are drank and should last a defined amount of time regardless of whether you take damage after you took a dose or not.

I’ve said this before and I’ll say it again.

You have to choose ONE action in every given moment in combat. Just ONE. That action could be an attack, a block, a dodge, or a heal.

You don’t get to do two actions. Pick one. Stop trying to attack and heal at the same time. That game is gone, dead, and forgotten. It was inferior.

Same thing with canceling. Once you commit to an action you must face the consequences of that choice. For good or ill. Make the right choice, or simply respawn to try again. That is the game now. Like before, the old way is gone, dead, and forgotten. It was also inferior.

Both situations were crutches. Walk without them. Barbarians die on their feet. Not on their knees begging.

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Don’t quite agree that it makes sense for the reasons you provided below, ie-

It is not even logical that getting hit makes the effect cut out. As you said youeself, it is already in our characters stomach, unless getting hit somehow magically teleports it out of our body. Having to walk around with Vitality 5 just to reliably heal in combat is achievable sure, but it sucks the fun out of the game.

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I respectful disagree with this assessment of of the game or logic of the present games mismechanics when it comes to combat recovery. You should be able to be made immune to poison simply by dosing yourselves over time with the substance (this would NOT be correctly represented by the way the perk system is presented).

DId the combat injury remove your bloodstream from your body? If it did then the Vit perk should not function as well . So unless you have no working body systems connected to your stomach then the recovery potions should NOT be affected by combat damage.

The last line has no bearing whatsoever to the subject at hand.

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Correct answer! :white_check_mark:

Yep, it was just chest beating.

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Lol kk just checking :grin::stuck_out_tongue_winking_eye:

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If we’re going to go with realism, then healing should be done in a bed over weeks and you simply have your character deleted on death.

Come on guys. Its a game, it has rules, and it has mechanics. Its not real. We’re not pooping and getting diseases randomly.

Wait, what??? Animation canceling isn’t doing or trying to do 2 things. It’s a mechanic that allows you to STOP doing one thing. And I would LOVE to have the ability in Conan! As it is now an attack can be a sequence of moves that take a long time to execute. It’s like the character is oblivious to what’s going on around him and not nimble or dynamic enough to stop swinging at the air when the enemy isn’t even there. Animation canceling would solve this - and it IS something that IMO needs to be solved.

Yep, and rules need to make sense and be consistant . Tell me what religion is used the most in pvp currently and for over a year or longer ? We all know what god that is and why. What is being asked for is consistancy and also to break it. Hint: The tltle fo this thread is the one that who (re)break it.

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I am in favor of not canceling the animation … when you push yourself to balance something very heavy, you simply cannot cancel that action without repercussion and in terms of healing I think it should not be interrupted; Maybe delay yes, but interrupt no.

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Delay wouldn’t be bad from a simply game mechanic standpoint.

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I know they didn’t want parry for some reason, but feint would be great and makes battles more interesting to be sure imo. I wish we could have more clanging action though not too accurate as hitting steel to steel is really bad, edge to edge anyway most times.

From a singleplayer perspective I’d like to see animation cancelling return (or at least it’s removal be less heavy handed) (Sure, I get Funcom probably won’t change it back, because Funcom rarely changes things back…)

Even ignoring the utility in combat itself, I find it kinda annoying that so many combats seem to end the same way right now - I kill the enemy, switch to skinning knife (or back to pick if I was mid-harvest run etc), wait, switch to skinning knife again because despite having completed the previous action and killed the enemy the game still won’t allow me to switch immediately to the tool. Then harvest and move on. A couple of seconds each time is no big deal, but it is frustrating to constantly be slowed down in an unnecessary way. (I’m not objecting to there being a delay to represent sheathing the weapon - what bugs me is that it won’t even accept the input, despite the previous action having already finished.)

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Agreed, it does seem a bit less smooth than one might expect especially between weapons and tools . That may be what is glitching the shield wielding and unwielding movements. Hopefully they can smooth them out so it doesn’t seem counterintuitive to hit a weapon or shield and it just doesn’t weird things that a character won’t or wouldn’t do.

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All of them. You can get literally all them by level 5. You’re going on this weird tangent that has nothing to do with the thread. There’s already a religion thread.

Um, no, you are wrong it does have to do with this thread as it should have been obvious as Set religion is the go to religion for one main reason : Anti-venom potions. And that is directly related to removing poison which is a source of damage. Sorry if that wasn’t as clear as it was meant to be.

I’m pretty sure this decision was made because of lag, and the way it would effect timing windows. In the best times CE isn’t as responsive as a fighting game or even smaller multiplayer games.

I’m not saying it couldn’t possibly be done, just that it was too much time and effort to make it work and make it fun.

If the timing on parrying or reversals is off even slightly it could make for a very frustrating experience

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Good points. I can see that being a challenge for sure and agreed it would be frustrating especially in a laggy time on the server.

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