This isn’t the result of spell batching. Batching is the result of a server tickrate being set to 5. Most MMORPGs set this to 30 or 60. That’s per second. So 5 tickrate translates to every action taking place every 200ms. That’s every fifth of a second. So at most you would see a 199ms delay in pet attacking if you told your pet to attack on 1ms after the last ‘tick’. In case you don’t lnow, 3 to 5 seconds is 3000-5000ms There’s 15 to 25 ticks happening in that amount of time.
This has nothing to do with batching. It would only cause about 200ms longer time after your click. Not 1000-3000ms
Again a second is 1000ms, not 200ms. Knowing you need to get a heal off before the next 200ms tick is not hard to plan for. Just don’t heal by the wire so much.
This isn’t happening if the last point is happening. They are mutually exclusive in regards to tickrates and batches.
This is a mechanic called ‘leeway’. It has nothing to do with batching.
Again nothing to do with batching.
Its rarely but batching can cause this. But being as animations are more than a second long, I think there is something else at play here.
To reiterate. The spell batching as you call it is a technique used by just about any Multiplayer game. It queues up all actions within a timeframe and executes the results on the server and tells the client what to show.
As I said most games set it to 30 or 60. WoW in 2004 had it set to 5. This was to alleviate the server strain. They set it to 5 again in WoW Classic so it DOES react how it did 15 years ago.
So here’s what happens when two mages poly each other to illustrate what’s going on:
0ms start
125ms Mage A casts polymorph.
175ms Mage B casts polymorph.
200ms 2nd tick
400ms 3rd tick
600ms 4th tick
800ms 5th tick
1000ms 6th tick
1200ms 7th tick
1400ms 8th tick
1600ms 9th tick
1625ms Mage A finishes cast
1675ms Mage B finishes cast
1800ms 10th tick, Mage A Polymorph takes effect, Mage B Polymorph takes effect.
As you see with a server tickrate of 5, every action takes effect on every 200ms cycle. On retail the tickrate is faster, with a high priority channel for interrupt abilities that is even faster. This ensures that the likelihood of abilities going off at the same time, despite one supposed to interrupt the other, doesn’t happen. But it can still happen.
In fact most of the issues you listed would not be fixed by a retail style tickrate. Your issue is there is a congestion issue locally in the zone you’re playing in. Or your internet connection isn’t quite as good as you think it might be.
The issues you described are symptoms I only ever see when I’m about to lose my internet connection.
As for removing the entire system. That would turn the game into a singleplayer game. This is literally how most multiplayer (especially Massive Multiplayer) games work.
The issue might be on the server itself and how it handles the information. But as I’ve said. I’ve only seen this issues crop up (with the exception of a double CC incident occasionally) when my internet is about to cut out.
Check your connections, or leave the congested area so you’re not having to send and receive player information on dozens of players.