Hello. I have discovered some very annoying spell queuing bug : when queing certain spells by clicking the spell button and then shift left clicking multiple times, some of the spells can be que’d up but others cant.
Example: for the auto-casting spells of curse, faire-fire, blood-lust and sorceress slow, we have that curse cannot be que’d multiple times, but faire-fire, bloodlust and slow can. All of these spells have a 1 second cooldown on their cast.
Another example of a 1 sec cast cooldown spell that cannot be que’d is the necromancers unholy frenzy spell. However, the 1 sec cast cd spells rejuvenation and purge can be que’d up.
I wil not go through all the spells that can or cannot be que’d since some of them obviously you shouldnt be able to just que up on enemies indefinetly, particulary in the case of queing the spell on the same target over and over. This would make spells like polymorph, cripple, cyclone etc. too strong. But queing multiple spells on the same targets is indeed possible for the aforementioned spells of slow, faire-fire, bloodlust etc. So a single sorc can que up 10+ slows on the same target with an arch mage by their side. Seems balanced.
Can we get some clarification here on the rules or make them uniform, i.e. let unholy frenzy and curse be able to be que’d up multiple times?
The one im most interested in is being able to que up unholy frenzy since that will increase the viability of the spell and subsequently the terrible necromancer unit (curse is already an auto cast spell so its not too necessary but it is also important to standardize the rules for queing actions).
Quickly looking into this in the editor, the thing that stands out to me is that the units where queueing up their spells is possible all have their “Animation - Cast Backswing” set to a value higher than 1.0 seconds. This value determines how long the period of time is in which the unit holds still automatically after using the ability, which can be interrupted by giving another command immediately but otherwise is a short period of idling before the unit takes on the next command in their queue, or starts auto-acquiring targets with attacks again. Banshee and Necromancer have this time period being less than 1 second.
I’m guessing that Banshee and Necromancer therefore try to cast Curse and Unholy Frenzy too quickly, while the cooldown on the ability is still running. Funny how them being quicker there ends up translating into a bit of a “nerf”. Simply raising the Cast Backswing on these units to above 1.0 would be a bit of QoL I suppose, though in return it means that if you queue up a move command instead, they would start moving after their cast later than currently.
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Thank you for looking into this. I suspected it had to do with length of the animation of the ability, but you have shown that there is a hidden value of idleness here that is important. This is interesting. I hope they can make the QoL change. Since unholy frenzy is not autocast it is a pain to use it when you suddenly have to fight, and the ability to not que it just makes it too difficult.
No its not true. How is this true? It will allow the queing of necromancers which is a Quality of Life BUFF! Necromancer are not for dps, they are for casting SPELLS.