If I had to guess a number, probably 100ms or 30-35% going by what my fingers and eyes tell me.
Trying to analyze the feedback loop without measuring from frames is hit or miss but I’ve done enough actual measuring in development to guesstimate in the ballpark.
Not an exact science. I’m also connecting from Chicago so I’m not expecting the best results going in. Still, it just feels heavy to me.
My biggest gripe is that it doesn’t feel like vanilla used to at all. It feels like a poor man’s attempt.
Case-in-point: Seal of righteousness damage ticks.
In vanilla SoR numbers would come up at the exact same time as my melee hit. With this dumb iteration of attempted spell batching, it applies in two distinct ticks, to the point where I can’t even tell if it’s procing every swing properly or not.
I’d much prefer they either actually forcefully limit hardware or just remove it altogether. This middle ground is garbage.
They don’t need to limit hardware, batching was implemented due to a hardware limitation but didn’t have to exist. It was a software solution to a hardware problem.
Since it’s a software solution, hardware doesn’t matter. Batching can be ignored altogether or use smaller slices. It’s entirely possible Blizz’s numbers are correct but there’s no telling what could be going on in the back end when you port/translate old code for newer systems. Executing the batch is more than likely the issue.
OR
And here’s a plot twist: batching is working fine, the front-facing feedback isn’t. By that I mean damage numbers, animations, effects, etc could be receiving an added delay or some type of issue that is causing a desync between the batch and the visual feedback loop.
Not a single true vanilla player that PvP’d back then would agree to this. This is absolutely vital to vanilla pvp gameplay, and would ruin a lot of how the game was played back then. This is why Blizzard announced this so extremely early, welllllll before Classic launches. They understand that as well.
If the current batch process were utilized, it would make PvP in Classic so foreign to Vanilla players, the game would quite literally not be Classic.
It’s nice to know what the causes could be, so ty for the explanation and I agree with those possible fault points, but I also don’t really care which thing it is. It needs to be fixed before it goes live, and I highly doubt it will be at this point.
Not true reread the blue post. There were different batches for different things. Casting spells on yourself is a different batch than casting on another player. If it was all the same than healing yourself would be delayed but it wasnt.
And you could press your heals before someone died, and they would still die.
Mob damage to players was on a different batch than player-player interactions.
The blue post covers this. you cast the spell spell completes, cast finished mana taken. Due to batching delay the tank takes damage before heal is applied and dies. That isnt casting your spell as the tank dies, its casting it before and batching delay screwing you in the pooper.
Quoting myself because its a /thread moment. They announced this well before beta and release date for a reason. If you played Vanilla, you’d understand how detrimental keeping the retail version of spell batching would disrupt the feel of Vanilla.
It is RNG unless you have something that is accurately tracking the batch windows. If you see someone take a large hit and react with a Lay on Hands as fast as humanly possible and they die after it casts because the fatal blow landed in the same window (AFTER you cast LoH), that’s RNG.
Human error, rofl. Imagine thinking that reacting to visual indicators that the game gives you is human error. No no no, you’re supposed to ignore the tank’s health and PREDICT that it’s going to drop so your heals land before he takes the damage but actually heal him after he takes the damage.