Character animations should be interruptible

I am sure many have noticed this, but I couldn't find a corresponding thread here. SO here goes:

Please let our animations (especially attack animations) be interruptible. Otherwise this combat style doesn't really work with the kind of arpg Wolcen is. While your attack animation is playing out, there will be many a time within the span of a minute where you need to switch to a different attack, move, or do whatever it is you need to do. Surrounded by mobs and entrenched in fast paced battles, we don't have the luxury to commit to every single swing of our weapons. I am not sure what can be done to ameliorate this - whether there is a particular order of action-priority or something - but there has to be a way to just cancel our current action and queue a different action in order to keep up with the game's pace. Animations are superficial elements, next to the statistical effect of the actions and movement in terms of priority.
Think of a fighting game, for instance. If Street Fighter, MK or KoF was Wolcen, then combos wouldn't be usable in the slightest because one punch wouldn't be thrown until the previous action animation has completed its cycle.

Replies: 2

Created: 4 years, 1 month ago

Category: Feedback & Suggestions

i believe many have voiced their frustration with this, i for sure have.

it makes the total playstyle now rather clunky and very slow to say the least.

Another major isseu is that as melee guy rage generation is broken.

Created: 4 years, 1 month ago

I stopped playing this game now because of this.

I can ignore everything else but to die because it waited for an animation to finished?? gtfo

Created: 4 years, 1 month ago

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