So I’m sure I’m not the only one to experience this, but for a while now I’ve suspected there to be a bug with interrupts and fakecasting where there is some kind of lag, where if you stop casting a spell and, within a certain time window, the enemy uses an interrupt the lockout still lands.
You can be locked out from casting without ACTUALLY being casting when the interrupt hits you. I’ve showcased it in a video below in the hopes it will gain blizzards attention and they will somehow address this bug. It is one of the most frustrating things to deal with as any kind of caster, to fake an interrupt but get locked out anyway…
It’s prob the same “issue” as the Greater Pyro -> Sap trick. There will always be some overlap (/delay), since there is a limitation in how fast (actually, how frequent) events are being handled.
The Kick most likely just hit in the spell-batch where you were still casting.
The same bug exists the other way, I’ve been in scenarios where I kick Polymorph or Fear at the very end of the cast, my kick goes on CD, and I’m in Poly regardless.
There are tons of weird bugs and things related to this. There’s also a video of pikaboo killing a mage, he visually has like 800hp, the mage is dead on his screen and then it says defeat.
There’s bugs where you try to fake and get kicked, where you kick and both spells go off (e.g. you kick fear but get feared and kick is on CD). You can be kicked on instant casts as well
That is partly true. However, Blizzard have always done some funky stuff in their netcoding ever since the merge of battlegroups.
It used to be much more messed up back in MoP and WoD, but it was addressed by a one-time “fix” together with a long post by Holinka (after it had already been a thing for years, so don’t think of him as a hero), where he talked about how they had worked on making servers alleviate the issues better.
But for example, the game doesn’t really show the same punishments in gameplay even if your ping is 200, have you ever noticed that? When compared to stuff like FPS games, that is.
Plus, I highly doubt the ping display in-game shows the ping to the instance server, which is what really matters for instanced PvP.
its not a bug its just a latency/delay issue. I almost never experience something like that on live but I played some beta where EU has 200ms and it happens all the time. Nothing Blizz can to about to be honest.
They can do a lot of things.
Thing is, spell batching, if the ping exceeds the spell batch window, would just register the cast in a spell batch window after, since basically all you do is happening server-side after the ping duration is covered. So if you start casting with 200 ms, you’re not starting that cast until 200 ms later on the server side.
What Blizzard did to their netcoding back in MoP however, to get rid of the region boundaries and so on, was to make it more tolerant of big latency differences to instance servers.
The problem is that these “under the hood”-changes caused a lot to be really messed up.
For example, even though someone plays with higher ping, the server should still be the point that synchronizes events and the one with too high ping should have a hard time seeing things in psuedo-real time, right?
What happened instead was Blizzard using some really weird netcoding that actually desynchronized events between the players.
So you would see things like characters gliding while stunned to behind LoS (while STUNNED!), some people you just couldn’t trap at all as a hunter until they were stunned and standing still, and some could attack you from up to 20 yards away on your screen, in melee range. Was also things like targets, despite you standing inside of them as a melee, would still show them as being out of your range. Oh right, and my personal favorite was being interrupted by enemies on the other side of the pillar. That was hilarious. (Not talking about locks.)
But as I mentioned, they addressed these issues (for the most part) after most of WoD was over, but there was always a few funky things like that left behind. The problems just wouldn’t be as huge, and not occur as often.
But yeah, servers desynchronizing events is a thing in WoW. Back then, the most common was the hitbox being displaced away from the characters actually being shown to players.