I was fighting a mob and it was gouged (incapacitated). Both the mob and I had very little health left. While incapacitated, I backstabbed the mob and killed it with my backstab. Yet it swung its weapon from the grave and killed me.
1.) A mob going immediately from incapacitated to stunned or killed should not have an auto attack.
2.) A mob should not be able to attack you from the ground.
This is how it was working before. This is part of classic.
In the past, back when servers had less computing power than phones nowadays have, these windows could be very large, with some games having up to 200ms windows of batching, including WoW. With better technology and servers, this system was improved over the years and, while it still exists, and effects from it can still be seen, the windows are much smaller, being 20ms wide for abilities in retail WoW. This means that abilities cast within 20ms of each other are considered simultaneous in the eyes of the retail WoW servers, while this window was about 200ms during Vanilla.
Where they messed up was ability cancellation. Stuns, interrupts, and death should cancel the stunned or dead player’s ability to attack or use spells. If I execute somebody and they are dead, they should not be attacking or casting.
Same thing if I interrupt them with a kick or a shock. This should not allow them to continue casting.
that’s not true, recently i was able to attack a dead mob after his death animation, and i’ve been hit by dead mobs, its not some 200ms spell batch these are full seconds 1000ms+
this was not how classic worked, idk what they did but its quite annoying and affects many things.
just recently i was hit by a non moving mob over 25yards away, it was rooted by a friend i pulled agro with a heal and it just hit me from ways away, i wasn’t moving, it wasn’t moving it just swung a 30 yard melee attack, thats not leeway either
then a teammate in a dungeon died by a hit after my cast went off and the full heal animation went through, the guy then got hit and died because the health never went up
and my favorite, my friend went into negative health, yes negative on his health bar and then healed with a potion and survived.
all these things are way beyond a 200ms spell batch these are all full seconds or more.
The abilities cast within 200ms of each other are considered to be simultaneous. Since, I you don’t have a video, I assume they were swinging at the same time you backstabbed.
Edited: Just saw the new post above me. But, I’ll leave this one anyways,
I kind of feel like the batching is a little off, but I can’t confirm with a specific memory. I will say, though, that spell queuing, something that wasn’t in 1.12, is a huge QoL improvement.
Yes, the devs intended for all bugs to be preserved in perpetuity so that classic would be 15 years later released with them intact, as well as new bugs that would be introduced.
That’s why they fixed them later, rather than taking the time to work through them during vanilla.
No. They didn’t get around to fixing a lot of bugs. It had absolutely zero to do with the original intent of the devs to create vanilla as a museum piece for later generations, bugs they didn’t have time to fix until later intact.
Spell batching is not working as it did in vanilla. I don’t know why so many people think that bugs that weren’t introduced until 2019 should be perpetuated as a sacred part of the game.
I’m noticing it more and more with stuns / interrupts.
I’ll go to stun an NPC towards the end of the cast, it’ll get stunned, then literally 1 second later while stunned their totem / spell goes off… (ok maybe not a full second but their cast goes off while they are stunned).
Same deal with earth shock, I’ll go to shock their heal spell, it’ll get interrupted but a half second later I’ll hear the sound of the heal and their health go up…
It’s almost like you can’t rely on the cast times of npc’s anymore, you have to make sure you stun or interrupted a half second quicker.
The spell batching system, while intended to emulate Vanilla (and it comes MUCH closer to it than the live version) isn’t a perfect emulation.
I’d be happy to see it be closer to Vanilla, but I don’t think the OP’s complaint would be solved by those fixes. Simultaneous deaths like this were, indeed, possible in Vanilla; they’re more likely in Classic due to the nature of the spell batching fix used, but they were still possible even back then.
Here’s the thing. A lot of these strange things COULD happen in vanilla, but they were pretty rare such that you’d go “Oh wow, look at that!”
In classic it’s all the freaking time that I get hit once more by a feared mob on it’s way away from me. So many times my succubus attacks out of invisibility the mob evade-resets because it still doesn’t see her as visible that I just stopped running invisibility on her.
TImings of so many things isn’t happening at all like it used to.
I agree. The system definitely isn’t perfect, the batches are much larger than they were in Vanilla and as a result things that used to be rare but possible are happening all the time.
I’m not sure why Blizzard set the batch size to 500 ms, it seems arbitrarily large. The core mechanics are functioning fine, they just need the actual batch size to better match Vanilla.
I’m not sure they even are. Feels like things are staying batched that should have been discarded.
For instance I was in an ice-bock from a mob and my pet and dots killed it. 4 seconds later when the iceblock broke, my character attacked the dead mob with a batched melee swing. I think some things are messed up with the system besides the latency.