UPDATE:
This thread is now obsolete as both the animation clipping and queuing system were removed last patch.
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Currently you can start an action such as a block or a new swing before the swinging animation has finished completely.
This has led to people further criticising the queue system in place that allows you to queue up attacks or blocks while still swinging.
I am of the opinion that the queue by itself is not problematic, but the ability to cancel the animation early to start a new action is where the real problem lies.
Fixing that, the only argument left against the action queuing is that it lowers the skill ceiling by a very small margin, in favor of combat fluidity. I don't believe the trade off is worth it in that situation.
I think the potential for annoyance resulting from attempting to parry or start a swing but having it not work because there was still 0.1s left on your attack animation is much worse than the skill ceiling lost by keeping the fluidity.
I would also argue that the skill required to attack quickly without having your inputs ignored by an ongoing animation is not a very valuable skill, at least not one that should be held at a higher value than the fluidity of combat.
In short, fix the animation clipping and then the action queuing can be assessed honestly.
This thread is now obsolete as both the animation clipping and queuing system were removed last patch.
_________________________________
_________________________________
Currently you can start an action such as a block or a new swing before the swinging animation has finished completely.
This has led to people further criticising the queue system in place that allows you to queue up attacks or blocks while still swinging.
I am of the opinion that the queue by itself is not problematic, but the ability to cancel the animation early to start a new action is where the real problem lies.
Fixing that, the only argument left against the action queuing is that it lowers the skill ceiling by a very small margin, in favor of combat fluidity. I don't believe the trade off is worth it in that situation.
I think the potential for annoyance resulting from attempting to parry or start a swing but having it not work because there was still 0.1s left on your attack animation is much worse than the skill ceiling lost by keeping the fluidity.
I would also argue that the skill required to attack quickly without having your inputs ignored by an ongoing animation is not a very valuable skill, at least not one that should be held at a higher value than the fluidity of combat.
In short, fix the animation clipping and then the action queuing can be assessed honestly.
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