I was getting used to and enjoyed Classic’s spell batching. That offered a unique feel to the game. Now it’s going to feel like retail
Agreed 100%. In classic the big one is fd/trap in classic (won’t be in tbc). But I also regularly scatter a cast and still get hit by a spell that should have interrupted. My pet breaks scatter from hitting someone before they get scattered. I put my pet on someone, they get cc’d, and my pet breaks it even though I’m spamming for it to come back. I feign death before a cast goes off, and still get hit with the spell. Shoot a warrior and still get charged when I hit him noticably before he charged me.
Played on a private server a few years ago, and the difference is so big. Reacting in time with an instant and having it not go off due to artifical lag is regularly the difference between life and death in pvp.
I get people like to trash on retail, but batching is one thing most people agreed was a mistake to replicate
Artificial lag to emulate garbage net in 2004 was never a good idea
Actually, spell batching windows were one of the features that sold Classic to me.
This is a gross misunderstanding of what batching is.
Nice, so those of us with really good internet can still spell batch EleM or Shatter combo but not get our heals spell batched and watch tanks die because a heal failed to register.
Nice.
I realized that spell batching will change a lot of gameplay. It’ll be harder for casters to dodge interrupts. It’ll be easier for casters to kite melee. It might be easier for hunters to keep targets out of the dead-zone.
Also a major change is how mages boost players through dungeons. All the boosters will have to re-learn how to do the pulls and blizzard AOE. So expect boosting to be significantly declined the first week or so after the patch.
Conversely, there will no longer be a 400ms window of counterspelling a player and having it go through even though I stopped casting anything half a second ago…
…this will actually make it easier to juke a silence.
So it really will be more or less the same difficulty. Because basically what this change will do is narrow the time-window of an interrupt landing on a cast.
So from this:
| ------ 400ms ------ | to this |-10ms-|
It basically means that we’ll get the result of a coin-toss that much faster. The odds are unchanged?
Well good players who actually know what they are doing will find it easier with the tighter server response time, and bad players are going to not care because they mostly don’t understand the spell batching in the first place.
Yeah. It’s a great change for PvP. It will also make PvE easier too.
With batching windows reduced to 10ms, it’ll be insanely easy to fakecast.
The rest I agree with, though.
Depends on the client responsiveness. As long as the cast animation is representative of the actual happenings in game kicking a cast will be more accurate.
It only took them 18 months too long.