Again, I see both sides here. I’m not necessarily defending changing batching. Just pointing out how much I disliked that argument in particular and why. But I’ll address your post’s points anyhow.
don’t wait until they have 5% hp before you cast a heal then complain that they died because of spell batching. They should’ve never been that low to begin with.
You 100% shouldn’t be. But we all know there WILL be situations where that will happen. Lay of Hands comes to mind, and there are certainly other healing examples. Not “perfect world” scenarios mind you, but I just don’t know how I feel about a player dying when you technically healed them, all because of batching.
Even if it’s “right” it doesn’t seem or feel right to me, if you know what I mean. I feel like if you hit the button in time, it should heal in time.
I don’t know if “double sheeping” is worth it.
But I wholly admit I could be wrong. I don’t know.
But I also feel like there’s a happy medium here. Perhaps there would be a way to alter the way health loss is displayed during batching without altering the way it’s handled, so it doesn’t feel quite so cheap. I don’t even know if that’s possible without altering batching itself which seems to be the issue, but if there was a way to do it, it could fix the major contentious issue here:
Because suddenly it wouldn’t feel like you just saved a dying guy (who died and now your CD is wasted). But you could still have those double-charge moments, etc.
Honestly though, I doubt we’ll see changes here. The team has been pretty stalwart about these kinds of things. I just hope the work the kinks out. Atm people’s complains seem to be that the batching timing is off. It’s too high on the beta. I’m not in, so I don’t know if that’s true or not, but who knows.