I know it is what the #nochanges was voting for and a lot of people didn't want any changes in classic (in the fear that Blizzard would screw up a game we knew was already good).
Spell batching just makes the game feel a little bit laggy and annoying sometimes for me personally.
What do you guys think about it?


Undead | Fading Sanity
Armory for Classic WoW at ClassicRaider.com

I think I don't fully understand what it means. Care to explain?
Vennrick - Human Warrior
Keatts- Human Rogue
Grobbulus - US

The server processes spells in larger batches compared to retail, which means that it's more easy for things to happen at the same time, such as two mages polymorphing each other

I am sympathetic to the argument that spell batching was useful during Vanilla but not optimal in Classic due to differences in computing and network technology then and now. At the very least, they should increase the frequency of spell batch processing.


Ty for the concise explanation. I can see how this would be annoying in certain situations, but it also allows for better shatter combos if I decide to play a mage again. I can't really think of any other way this would be good or useful though. No changers at it again I suppose.
Vennrick - Human Warrior
Keatts- Human Rogue
Grobbulus - US

Spell batching is awful. It feels awful and it takes away from the game. I dont think it suits Classic well.
2000 IQg0bledyg00k wrote: ↑5 years agoNever making a single investment again until I 100% know it pays off.

I kind of feel the same and have heard that from a lot of people which is why I made this topic. Maybe they should tune it down a little and it could please both crowds? Not sure if they dare to change too much though.Stfuppercut wrote: ↑5 years agoSpell batching is awful. It feels awful and it takes away from the game. I dont think it suits Classic well.


Undead | Fading Sanity
Armory for Classic WoW at ClassicRaider.com

I feel the same way. I'd like to see them slowly dial back batching and leeway until its at a reasonable level that adds value to the game. In its current state, spell batching rewards sloppy gameplay and is far too apparent. If a system like batching or leeway or layering can be recognized by the players, so much so that they are intentionally and constantly manipulating it to remain competitive, it defeats the purpose of the system which was intended to smooth or improve gameplay in the background. When these systems become the focus of the player it detracts from the game as a whole.
2000 IQg0bledyg00k wrote: ↑5 years agoNever making a single investment again until I 100% know it pays off.


I remember a rogue vs rogue video where they almost copied each others spells having both in gouge, and all kinds of stuns at the same time. The duel didn't go anywhere lol, quite amusing.
But yeah, I think it can be used in unfair advantages at times too. I think if you pop Elemental Mastery and do a chain lightning and immediately a Earth Shock, both will have the 100% crit chance. Hence why Ele shamans have sick burst with that talent. (Correct me if I'm wrong)
Ten Storms EU Alliance
Finnigan - Dwarf Hunter Lvl 30
Portalmaster - Gnome Mage Lvl 19
Shaelur - Dwarf Paladin Lvl 22
Shaelus - Night Elf Druid Lvl 50

BUT NO CHANGES BRO YOU DON'T EVENStfuppercut wrote: ↑5 years agoI feel the same way. I'd like to see them slowly dial back batching and leeway until its at a reasonable level that adds value to the game. In its current state, spell batching rewards sloppy gameplay and is far too apparent. If a system like batching or leeway or layering can be recognized by the players, so much so that they are intentionally and constantly manipulating it to remain competitive, it defeats the purpose of the system which was intended to smooth or improve gameplay in the background. When these systems become the focus of the player it detracts from the game as a whole.
Vennrick - Human Warrior
Keatts- Human Rogue
Grobbulus - US

Is spell batching the reason I can land a heal on a tank while they have health and they die while I’m casting my second heal but they gained no health from the first?

Playing a mage and occasionally doing a few AoE pulls while farming, I've too many times had mobs sprint through my Blizzard without being slowed. So yeah, it's annoying.
Changes - Human Mage - Gehennas EU

Yes. It's also the reason why "the heal did land" is a meme. You can land a heal, see the animation and the tank still died. Damage & heal happened in the same "tick", killing the tank in the process.RavagerAffinity wrote: ↑5 years agoIs spell batching the reason I can land a heal on a tank while they have health and they die while I’m casting my second heal but they gained no health from the first?


Not sure that has to do with spell batching. Spell batching is more that if a mage were standing on top of you and casted poly, and just as she finish casting you put down a trap and trap her and you get polied at the same time.
Ten Storms EU Alliance
Finnigan - Dwarf Hunter Lvl 30
Portalmaster - Gnome Mage Lvl 19
Shaelur - Dwarf Paladin Lvl 22
Shaelus - Night Elf Druid Lvl 50

As a druid, spell batching is probably the most annoying "addition" to the game. So many times I will cast bear form, or cat for or something, it doesn't go off, so I press it again, and I switch to cat form, and then out of cat form to caster form. So much wasted mana man... Infuriates me.

I always thought that every spell batch the server checks if a player is standing on a trap / there is a player on top of a trap. But I've got no proof it works like that.
I'm just a salty hunter, I need to blame something :P

It very likely works exactly that way, which is why you can blink over traps or just use your mount to "jump" over them.
