@therippyone said in Will Animation Cancelling become a combat mechanic one day?:
revolves around people being more familiar with the lower levels to perform an effective feint to get the skill out. It's a Batman Gambit move, in essence - you make a play based on what you know the opponent will do, because the previous two levels trained them to do the single worst thing they could against this one, run away.
That's taking advantage of conditioning. While feinting also takes advantage of conditioning, the act of doing so is not necessarily a feint. Feinting is telegraphing an action and then changing that action.
And that would be the point - the ability to craft a viable custom skill set, that plays in a way that the player likes, while at the same time preventing any build from being "the best" build. Having animation cancels to produce feints is one option, but it is far from the only one - what needs to happen, is that the devs need to decide what they want the balance to be - animation cancels encourage faster play, while locked animations require more precise play (because a miss leaves you more vulnerable when you can't get out of it). One isn't better than the other, though I'm sure everyone will have a preference.
I'm actually not necessarily advocating for animation canceling to be in Fractured, I don't mind either way. I'm just addressing the fact that animation canceling can be an intentional and viable way to balance a combat system. Everyone here seemed to have some preconceived bias against the notion of animation cancelling and it was a little shocking to me. A lot of great combat systems use animation canceling and it can be used for more than just increasing DPS.