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Old 11/05/07, 11:37 AM   #52 (permalink)
Xarcos
Glass Joe
 
Undead Warlock
 
Jubei'Thos
PvE was almost never an issue with an Oceanic ping. I've played since the beginning and have seen everything, and I have to agree with Falk that the only real troublesome issue that can arise is RoS when interrupting the last spirit shock before deaden, but that still can be circumvented by only getting one person to interrupt (and in turn runs the 1% risk of having a resist). Old Archimonde and Nightbane's 1-second fear was also an issue, but thankfully they have since been 'fixed' to be Oceanic-friendly.

PvP however is the complete opposite. Most of the 2v2s I lose post-2K are completely due to ping, and some of the 3v3s too.

Use of stopcasting, and instant casts taking longer than 1.5s to apply have been minor issues, but the changes on the PTR regarding latency is interesting and I believe is still being developed to work out a few bugs. I did do some testing a few builds back and was disappointed to see that 1.5s casts and global cooldowns were still suffering latency delays. It'd make me very happy if Blizzard somehow fix it.

An idea I've been running through my mind for a bit was to increase melee and spell range, windows of interruption, and even global cooldown by {ping - 100} milliseconds to players from a .au, .nz, .sg et al address. Or better yet, flag a value that when a player's ping reaches over 100, it'll apply the effect. Consider it as a sort of 'anti-handicap' rather than a 'fix' to at least make competative PvP more fair to us latency-handicapped players.
 
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