Implementing the spell delay?

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Implementing the spell delay?

by Euphorictinfoil » Wed Feb 11, 2015 4:18 pm

Have you already or are you planning on implementing the so called "spell delay" that existed on retail?

Explanation: https://www.worldofcorecraft.com/content/spell-delay
The last few days I've spent implementing spell delay the way it exists on retail. All the way back from vanilla until today, spells have had a slight delay between the moment they connect with their target, and the moment they do their actual effect. For the most part this is not entirely noticable unless you're actively looking for it. However, it does lead to some very interesting game mechanics. Mechanics that would be impossible to have without the delay, and as such are missing (for the most part) on private servers. These mechanics are:

Vanishing spells (*). This is probably the most recognizable one, that we're all familiar with. Video: https://www.youtube.com/watch?v=TTDbFBbNgyw
Fake-casting. With the delay, the predominance of fake-casting that exists on retail, but has been much less influencial on private servers, will be a thing again.
Simultaneous CC. Two rogues ending up sapped, or two mages finding themselves in each other's polymorph. Video: https://www.youtube.com/watch?v=jj0pvjU7GXg#t=28
Simultaneous displacement effects. Such as two warriors charging each other at the same time, as the stun has a slight delay before it connects (**). Video: https://www.youtube.com/watch?v=0rGdz3PYuwo#t=625



Retail source: http://us.battle.net/wow/en/forum/topic/13087818929?page=6#114 (seems to be dead, will try to find other source))
Last edited by Euphorictinfoil on Fri Feb 13, 2015 9:20 am, edited 1 time in total.
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Re: Implementing the spell delay?

by mrmr » Thu Feb 12, 2015 10:28 am

+12
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Re: Implementing the spell delay?

by Floux » Thu Feb 12, 2015 10:53 am

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Re: Implementing the spell delay?

by Youfie » Thu Feb 12, 2015 1:39 pm

Yep, already done for the most part, check the servers videos and the streams from the test sessions :).
Double Charge, double Sap, double Gouge, Blink + Gouge etc. work fine. Didn't test the Vanish on instant spells though.
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Re: Implementing the spell delay?

by Trolle » Thu Feb 12, 2015 2:03 pm

Is this related with being able to agro a mob, stealth and then open up with a cheap shot as a Rogue?
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Re: Implementing the spell delay?

by Euphorictinfoil » Thu Feb 12, 2015 4:15 pm


That's not spell delay at all.

Youfie wrote:Yep, already done for the most part, check the servers videos and the streams from the test sessions :).
Double Charge, double Sap, double Gouge, Blink + Gouge etc. work fine. Didn't test the Vanish on instant spells though.

Spell delay is supposed to be on every single spell/ability in the game,
What they have done is not proper spell delay, it's like a ghetto fix of it.

here for example:
https://www.youtube.com/watch?v=1qHsxM4 ... be&t=2m12s

They have "hard coded" a delay on the charge stun, when with a proper spell delay system it is supposed to be anywhere from 0-0,4 sec delay from when you used charge, and any other spell for that matter too.

Look at old videos for example, you'll notice that even the damage is delayed, that's how it is supposed to be.
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Re: Implementing the spell delay?

by Kes » Thu Feb 12, 2015 9:42 pm

I tested vanish a bit during the test session and it was working perfect. Here's an old video of them showing it off on Nos.
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