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Just for those that don't know what animation canceling is: Animation Canceling is when you use a skill in a game and then use another ability, skill, move, etc to cancel the animation. Doing so you still get the damage from the skill, but don't have to wait for the animation to finish before using a new skill. (just a few games this is used in- ESO, GW2, EQ2, Lineage 1 & 2, AIon, Archeage, SWTOR?, and many more)
Many of our games have this unintentional "feature" built into them. Making the "skill" gap between those that know about it, and abuse it, quite great compared to those that do not. I feel like it's time to address this tactic in some way. One easy way to address the use of animation canceling would be to give reduced effect to skills depending on how long the animation was allowed to go. ie. if you are using a skill that has a 1 second animation, and you only allow .5 seconds of the animation to fire, the skill will only do 50% of the damage intended, or effects will only last 50% as long etc.
Is there anything else you guys can think of that could be done to address the use of this "feature"? As a potential future dev myself, I am quite curious about this topic, among many other things.