Get rid of spellbatching

If a tank is getting hit by a boss, a normal person would react with a large drop in his hitpoints with a Lay on Hands.

Without 400ms spell batching, as long as you react and hit that button before the next hit happens, your tank will rightfully survive to keep on fighting.

With 400ms spell batching, sometimes you will react to a sudden drop in hitpoints with a lightning fast Lay on Hands, your tank will survive. Other times he will die and your LoH will go on CD.

There’s not much else to say, you can talk about skill and all this crap about casting heals but that’s not what I’m talking about. I’m talking about the random nature of heals falling in the same window as lethal damage and you having no way to know where in the window you are, unless you have something tracking it.

Except in the instance of LoH, an instant cast full heal. You could cast it and have it delayed by almost half a second, leaving your tank dead even though you cast. Wouldn’t that be healing before taking fatal damage? yes it would. The game just batched it and you were on the wrong end of the batch.

2 Likes

Vanilla spell batching is 400ms.

And sometimes your tank would survive because you cast your LoH on the end of a batch, instead of the start of a new one.

(random)

Why were you waiting that long to heal them?

Why not heal them before they’re low enough to take fatal damage from the next attack?

Only if the boss is attacking every 400ms, give or take a few milliseconds based on your own reaction time.

It’s not random.

Nope. It’s healing AS they took fatal damage. You know how spell batching works in vanilla. Adjust your gameplay accordingly.

When should a player cast Lay on Hands?

Ok so then since you want lag for authenticy sake…
please go grab a crt monitor, play through multiple VPNs, and set your framerate to cap at 10 fps…

cause those were authentic…

you gotta have that 150ms+ latency, the low res screens, and low framerate.

Or

we could acknowledge that the hardware is better and let it run faster to to avoid stupid buggy interactions from bad luck with the artificial lag.

1 Like

I’m wracking my brain and I can never remember a time when a tank was basically killed within a GCD unless it was just really bad parry haste luck or something. If your healers are playing right, there’s otherwise never a time when this would even be a problem.

I didn’t get far enough into Naxx to do Patchwerk, but the only times I can think of where tank damage spiked that much is Nef + WF totems not being killed (fault of the raid, LoH doesn’t apply), and the Twin Emps.

So all that to say, the only situations that a tank death would require an MLG elite twitch press of LoH are either preventable or not recoverable in the first place.

No its not healing as they took. You aren’t understanding that boss damage isn’t batched or not batched with player-player interactions. its basically a half second delay on application not processing but application.

or if they have multiple mobs on them…
but tanks NEVER tank 2 things at once do they…

Are we talking dungeons or raids? Because, again, in raids, I can’t think of a single encounter where even multiple mobs do enough damage to require super-fast LoHs to prevent a tank death.

Maybe my guild’s other healers and I were just really good, I dunno. This was 13 years ago.

Both…

This isn’t an everyday occurrence, its just a dumb interaction that is being handled poorly because they opted to artificially lag the servers.

Still not RNG. Avoid the obvious continually all you want, but you’re still not describing RNG.

Depends on the caster’s HP and the target’s missing health. Generally any more than 30% overheal is too much, but ideally less than that.

It also depends on if you have mana remaining, and time to cast a proper heal.

It’s not lag, it’s larger spell batches.

Those are not changes to the game. Nice try.

I played well below 150ms in vanilla. Maybe play on a server located closer to your area?

Exactly.

Then you should be timing your heals to go off give or take 400ms before the next hit.

Generally if you’re tanking two things, it’s going to be two things that aren’t going to one shot you.

If your tank is dying to spell batching on heals, you were waiting too long to heal them and it’s your healers’ fault.

It’s not lag. It’s larger batches.

And that’s how it was in vanilla. If you don’t like it, don’t play Classic. No changes.

Exactly.

These issues are not random, but the result of bad gameplay decisions.

Right, and my point is, after a wipe, you don’t go back to the drawing board saying, “if only LoH went off”. There’s almost always another, legitimate reason the wipe happened.

1 Like

Such as… the healers shouldn’t be waiting until the tank is low enough to need LoH to save them.

1 Like

yes but wipes due to bugs feel terrible…

ESPECIALLY when you know that bug only exists because it was added back in artificially.

Also @Ohshiftson
please go look up lag… larger spell batches is larger lag. sorry this concept is too difficult for you to grasp you might wanna go continue your education before talking with adults.

@Galbados
while not RNG its still random, the same way stopping a slot machine wheel is random. Sure you could technically stop it at the right time, but in practical sense its random.

What about parries increasing the speed of next attack? You can’t determine when a parry will happen so how do you account for that?

For the record I don’t care if its in. For play-ability I’d rather it not be in. For recreation sake it should be in.

Exactly. You can’t call LoHing at the last second a “skill shot” and neglect the, um, lack of skill of the other healers.

1 Like

Sorry usually mana efficiency is a key part of being skilled as a healer…
Which is why you want to use your LoHs when they are as low as possible so you dont overheal as much which is one of the signs of a bad healer.

So letting them get low to get maximal value out of a heal while you might be doing something else like say dispelling group members knowing you can pop a LoH and keep them up in time, then finding out that they took that hit at the start of a new Batch window and your heal had to wait an extra 300ms to process and 200ms later he gets hit and dies makes you pissed cause you know you landed that heal in time and the game screwed you. If that had been halfway through the Batch window he would have been fine in the exact same situation so it was a coinflip that he died. A coinflip which only existed because the devs thought it was a good idea to make the game more laggy.