Remove spellbatching already!

Blizzard please be reasonable for once. I keep getting killed by polymorphed targets. I keep getting killed by mellee classes after I blink 20 yd from them. My counterspell is often late even if I use it timely. It makes PVP a joke…

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And leeway, dont forget that, get rid of that too >.>

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Yeah… that too… not really sure if the game was balanced about mellee classes having the same range as my spells lol…

mage tears - always delicious :slight_smile:

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Thanks for constructive feedback!

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as if auto cast felhunter needs a buff. the only positive thing about removing batching is that two people can’t cc eachother and warriors can’t force enrage.

Spellbatching is here to stay, it has always been a thing and will always be a thing. You’re literally asking for retail batching with its priority settings to emulate real-time (which failed horribly when they removed region locks and battlegroups, and stayed broken for years, and although it’s better now it’s still something that belongs in retail; not in classic.).

Since we first announced World of Warcraft Classic, we’ve seen questions about spell batching. While we never really eliminated spell batching in WoW, we did change how (and how often) we process batches of actions coming from players, so you’re less likely to notice that processing in today’s game. We’ve been working to ensure that in WoW Classic, the gameplay of activating spells and effects will not differ from the experience of playing original WoW.

It was relatively common in the original game to see a warrior Pummel a mage who simultaneously and successfully Polymorphed the warrior. The mage suffered Pummel damage but no spell-school lock, because the mage didn’t get interrupted. This could seem paradoxical, but it could happen because the Pummel and Polymorph were both in the same batch, and were both valid actions at the start of the batch. For the most part, things like that don’t happen in modern WoW, but they still can. We’ve made improvements to batch frequency, and the game is much more responsive than it used to be. Still, if you manage to get both a Pummel and a Polymorph into a tiny processing window in modern WoW, you’ll experience the same behavior as in original WoW.

As with many other areas of WoW Classic, authenticity is our primary concern. It used to be the norm that combat flow and PvP balance were defined and tuned in a game where spell messages were resolved less frequently. There was a single game loop that processed all messages sent and received every server tick. Nowadays, the game processes multiple loops for messages of differing priorities. Spell casts are high priority, and have been for a long time.

For WoW Classic, we’re moving spell casts to a low-priority loop that will cause them to be processed at the frequency that best fits how the game actually played in version 1.12. Two mages will be able to Polymorph each other somewhat reliably, resulting in two sheep nervously pacing around at range. Two warriors will be able to Charge one another, and the end result will be both warriors standing stunned in each other’s original location.

We think it’ll be fun to see those sorts of things happening again.

In other words, you just need to think further ahead of time. Blink earlier. Polymorph earlier. So on and so forth. Git gud the vanilla way.

Spell batching is still only every 0.2s tick server-side, so if you only blink in that last 0.2s window or get a poly out that last 0.2s window, then that’s you playing bad.
If you want that emulated real-time feedback loop, then go to retail.

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They won’t

Happy Christmas

Hp

Batching and Leeway get out!

DAMN 0.2 seconds?
That’s slow as crap, what the hell?!
They could at least speed it up to 0.1 seconds, 100ms is still slow but much smoother than 200ms for sure and still offers enough leeway to have simultaneous actions happen regularly.
It would promote a more skill expressive playstyle while keeping that vanilla spellbatch feeling.
Then again, PVP ranking isn’t really about skill anyways so who even cares.

You seem to be misunderstanding the way it works. I said server-side. That means your actions can be used at any point in time in this 200ms window, and then it’ll count on the server in the following 200ms tick. So if your command gets received by the server at 199ms in the batch window, it’ll only take 0.001s until the server registers that action.
Get it?

You seem to be thinking of something called lag tolerance, but that’s client-side.

https://gaming.stackexchange.com/questions/12328/what-is-and-how-does-world-of-warcrafts-custom-lag-tolerance-setting-work

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Fixed it for you ^

authentic would be giving the average person a 5 second gcd and swifty and alike a 2s gcd and u have 2006 gameplay again, also disable mouse movement with the people on a 5s gcd

That’s actually false, the engine required less back then to match the “regular” consumer level of computers. So there wasn’t that kind of excessive lag as you went extremely hyperbolic with.

i’m not talking about lag, i’m talking about player performance

ofc spell patching was in vanilla but it was never working as the same spell-patching we have for classic! I’ve played 3000hours in vanilla & i never had this obvious artificial intended lag which blizzard call (classic spell patching)

Also the leeway mechanics was never in vanilla, i believe tauren can hit you from 20y range while running after you which is funny tbh.

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What? I am chosing my spells based on what my opponent does. And I react immediately. I can´t see the future so I can´t cast my spells any earlier. Often I just cast as soon as I can e.g. when silence or stun ends etc. So yeah… I must be very bad player if I don´t start casting my spells when stunned lol…

And PVP is very quick and intense. And 0,2s is a LOT. PVP should be about who´s quicker. If I land my final blow on my opponent and he gets heal 0,1 sec after I killed him, I don´t see a reason why he should live… it simply does not make any sense… or counterspelling healer just before he finishes the cast but yet he is able to heal himself… this is really killing PVP and it makes quickness, responsivness and timing a joke. I can understand it might have been usefull back in the day when people were having 200ms+ latency, but implementing it now simply does not make any sense. It´s like limiting FPS just because PCs back then were not that strong… why don´t we have FPS limit set to 30? On the other hand - Blizzard does not really see issue in having 4 x bigger population compared to original servers… This proves they don´t understand a thing about Vanilla. If they did, they would have removed spell batching and limit the player population per realm.

If you’re not at the level where you can anticipate actions done by opponents, then yes, you’re still bad. It’s a thing in retail with its emulated real-time spellbatching the same way you need to do it in classic as well.
You just need to control more finer details in classic than you do in retail.

As with many other areas of WoW Classic, authenticity is our primary concern. It used to be the norm that combat flow and PvP balance were defined and tuned in a game where spell messages were resolved less frequently.

This statement is absolutely hilarious given that classic is everything but authentic. What a joke that they would justify keeping spell batching by saying that “it defined how things were tuned” while at the same time implementing talents and gear from a version that’s not supposed to be out yet with content that’s not tuned for them at all.

Obviously it’s because Blizz didn’t care about recreating vanilla, they just wanted classic to be out asap to get that sweet nostalgia money.

Though one could also argue that it was because it made more sense to have spell damage in right away. After all, without it there would be much less incentive to play casters. But if that makes sense, then why not remove the debuff limit for all the specs that can’t be played because of it ? If that makes sense, then why not remove spell batching which makes the game feel unresponsive and clunky ?

When rogue stuns me out of stealth, I could not have blinked 0,2 secs earlier as I simply did not know rogue was there. Also many abilities cannot be avoided e.g. warlock death coiling or shadow priest silencing… and even knowing that it will come does not really address issue with spell batching as I can´t really start casting before these spells end.

Also I am not really talking about duels where basically there is agreed order of spells and abilities. Everyone knows what the other person will do in duels. That does not really make you a good PVPer… and you know you are not good PVPer, otherwise you wouldn´t need to hide behind your retail character…