Spell batching needs to be removed

I get why they added it, to make classic feel “authentic” to vanilla but it isn’t working As intended and is causing bugs. On top of that there wasn’t endless lag everywhere you went in vanilla it was only it congested areas or when the servers were full. Or if you had slow internet at the time.

Hunters pets don’t respond to commands for seconds like 3 to 5 seconds of no response to any command.

Feign death doesn’t disengage from combat most of time or takes seconds to do so.

Healing players to have them die a second later by an attack where the healing animation went off but the heal didn’t register

Players going into negative health then getting healed and surviving

Being attacked meters away, even if a mob is rooted, and sometimes they can hit you the second the root breaks from 30 meters away.

Buying from a vendor takes forever and sometimes is so slow that even when you buy the stuff it is loading into your bag for seconds after you walked away or it bugs and you have to go back and buy again.

Being attacked by dead mobs or being able to attack a dead mob even after the death animation is finished.

The list goes on and on and on

The ”spell batching” which let’s call it for what it is, artificial lag, is extremely buggy and causes so many issues.

It was supposed to last like half a second not 3 to 5 seconds or longer. most of the bugs I’ve been experiencing now I never experience in vanilla, and I believe they are mostly caused by the artificial lag in the game.

I have seen both of those, I lay on hands at the last second, it ate the cd and I died anyway

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/le-sigh

Another one of these huh?

It’s never going to happen, the entire game would be literally unplayable if it were removed. I’m not even going to bother listing sources because they are smattered all over the 1000 other posts of this kind.

BTW- What you’re complaining about is not legit at all, that’s just real-world lag taking place and carpenters blaming their tools.

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They failed so hard at emulating the old vanilla spell batching system.

WHatever they’ve come up with is nothing like vanilla used to play.

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I totally agree it should be removed, along with leeway… but that just isn’t going to happen.

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The argument that FD doesn’t remove you from combat is laughable. There is only one way that FD will work hunters (assuming it isn’t resisted and that’s a real thing) you have to pull your pet out of the fight before you can attempt the feign.

It’s really just that simple pull back your pet Feign (by the way that couples secs allows you to hit the mat and sell it, very vanilla) and you are ooc. The retail hit the button with pet in fighting pop up in a half sec was not the vanilla way.

This is the way that feign works in vanilla/classic deal with it.

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Imagine being so un-observant that you actually think this is how vanilla played.

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.

It literally IS how vanilla played.

Either you’re dumb, bought the bandwagon, trolling, or your memory has changed. the VAST majority of the “issues” being caused by SB were present not only through Vanilla, but also most of TBC and Wrath.

Quit blaming your tools you shoddy carpenter.

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The only way for feign-trap to work is by spamming the macro. If you spam it, the macro will work 100% of the time if you’re not resisted. Unfortunately, this is a very clunky method that removes some of the fluidity of combat.

It would be nice if they changed it so that you don’t have to spam it, but I’m grateful that it at least works. It would be game breaking if I had absolutely no way to drop a trap after entering combat.

Perhaps for you if your internet was two tin-cans attached with a string and your computer was potato.

My game played nothing like this in vanilla. (It’s close, granted but lots of little differences)

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For me ice blocking has become hard when mass pulling mobs, even if I wait for a big hit stack on my floating words pop up I still encounter often myself getting one shot. There’s a small jump in DM north where you pull all the dogs and what you’re supposed to do is jump off after blocking then blizzard them for gold and such. Instead you jump off and as you hit the ground spell batching kicks and you suddenly take extreme damage and instantly die. Very frustrating.

An enemy attacking me while under a stun close to 3 seconds into the stun.

Anyone getting less than 200ms before 2007 had a good connection. Anyone less than 100 had a ridiculously superb one and had to live within 150 miles of the data center where the server was physically housed.

Untrue. You act like 2006 was the Stone Age. My brother would get around 100 MS and that was with a cheap high speed connection. Others would get around 60-80 MS.

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My least favorite thing about vanilla is probably melee leeway. It really sucks being a full 20 meters and still being whacked by a bird or whatever, especially when I’m playing a class that is supposed to kite.

Look, I played casters in 2006 on a cable internet connection in Florida with 150 ms and spell and melee quirks were nowhere near this bad.

Additionally I’d hope that the game would benefit from the advances of modern technology and I wouldn’t have to deal with that kind of nonsense now. I can’t imagine why anyone would want it.

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Less than 1/2 of metro and even suburb areas in 2006 even had access to an Ethernet connection in 2006 dude.

The vast majority of players that were playing wow had 200+ MS at all times with spikes as high as 600 being totally normal.

So we should all suffer like them now that it’s 2019? What kind of BS is this, lol.

#nochanges bro

It sure changed for me, though.