Blizzard has asked about what bugs should be brought back.
They’ve also confirmed other old limitations on mechanics are returning. So, it does seem like this would be in. Another thing to consider is they said they don’t want to touch 1.12 data. Depending on how spell batching is coded in, people not wanting the current limit in the game may be essentially asking them to put in effort to change it.
You can control your abilities to work with the server ticks just the same way you can control your crit rating to crit. It doesn’t mean it will always crit, just the same spell batching won’t always align the way you want it to.
No you can’t, you can see what your crit rating is and know exactly how it’s going to work. You can’t see where you are in the current batch or even know where you might end up in it because of network lag in multiple areas.
No it’s not. Spell batching doesn’t turn the spell into an entirely different thing.
Missing the batch is like missing the 99% hit. You don’t have control over the fact that the dice is rolled, but you do have some control over what the odds of missing are.
If you think that’s how crit rating works, you seriously have no idea how RNG works. Just because you have 50% crit doesn’t mean 2 spells will always crit out of 4. You have see the chance it has, but you can’t 100% confirm it will work that way.
No you can’t, but you can time it so it can work in you favor to a certain degree. I’ll explain an easy one for you, when you are a mage you can position yourself to where your frostbolt and cone of cold essentially hit at the same time causing a double shatter effect. Yeah, they may be within 1ms difference and it may not connect, but if you are skilled enough you could get it within an MS difference where it hits most of the time.
It’s more akin to never even knowing the actual % chance of success in the first place, which is what makes it inherently random in a very bad way. Especially when it leads to spells actually not working the way they’re supposed to.
If there is one thing I know about Ziryus, it’s that he will never grasp logic thrown at him no matter how elementary you make it. I don’t know if he just trolls or his bias opinions make him delusional.
If you feel that way then that’s fine; just kindly ignore this entire thread because it does not pertain to you.
Ziryus, there is a tempo to World of WarCraft PVP, and once you get a feel for that tempo it’s no longer an RNG experiment, it’s a trained muscle memory and reflex. You can actually observe and Feel the tempo of the game as you play it.
This is how we were able to use it on the regular.
Again this is your personal inability to make use of the system as it was.
Just to touch on the spell batching and frost bolt shatter combos. I don’t think they’re actually related. It’s been a while, but the reason why shatter combo’s worked was because whether or not it would crit happened after the spell was cast and took advantage that frost bolt had travelling time.
In this case, as the frost bolt was travelling to the frozen target, it would be marked as “crit”. And because frostbolt had travel time, CoC would also be marked as “crit” since the target was still frozen. This all happens because the target is still frozen and the frostbolt hasn’t landed yet.
I believe to this very day, shatter combos still work in retail.
They do still work in retail. Technically spelling batching might create a random window where they might work where they wouldn’t otherwise, but regardless the mechanic that actually let’s them work in the first place is the same.
I wonder if things will be even more like retail where we have spell queueing? I mean you can basically press shadow bolt at what, 90-95% through it’s cast and it will automatically deliver another?
I’m eager to hear what they have for us regarding those instances and dynamics.
We’ll use your number of 10 ms as the smallest possible reaction time.
10ms divides into a 400ms batch is 0.025
In other words: there is, using your numbers, a 2.5% chance that you’ll miss the same batch. On the flip side, a 97.5% totally randomized and completely unpredictable chance of landing in the same batch.
Change the slowest reaction time to 100ms… that still leaves you with a 75% totally unpredictable and completely random chance of getting in the same batch.
In other words, it’s not as random or as unpredictable ad you claims
Spell batching was a part of vanilla and if you pvp’d a significant amount then you knew how to take advantage of it.
One of the biggest uses I had for spell batching was jumping warrior charges. This was something you could do consistently if you knew what you were doing and how to time the jumps. Essentially you jump away from a warrior right as they charge and the warrior would end up where you were when they casted and you would be out of melee range for the follow up hamstring. Super useful for mages so you could leave blink off cooldown.
Another useful time for batching was blinking a cheapshot/gouge/sap. Again you have to time it correctly but it would leave you out of melee range for a significant portion of the CC.
One thing about vanilla was 1v1s would usually follow a certain pattern for most classes which means you learned to predict timings and escapes that were only possible with spell batching.
Another great example is how backstab works. With spell batching the server processes spells on a per tick basis with X ticks per minute or second. This meant that you could technically clip through a mob to get a backstab while jumping/strafing/kiting. An example of how spell batching helped in PVE.
The thing is, at the end of the day, high skilled players will notice a significant change without spell batching.
edit: If a warrior charged and hit me then I knew i screwed up my timing. This was something most high skilled players could do consistently and it was a huge sore spot for warriors.