If i spam chains of ice (chillblains) and a warrior spams Charge, Charge always goes first.
Why is this?
If i spam chains of ice (chillblains) and a warrior spams Charge, Charge always goes first.
Why is this?
because warriors
Certain spells have priority effects over others. In case of Charge this is partially due to avoid Charge jumping, that abuses the Warriors range, without them being able to do anything. Same thing happens for example with effects like Blink. If you Blink and someone snares you in the same time, Blink has priority. Etc.
Here's how it goes.
When a warrior charges. The client checks if he can (CCs, path etc) and if he can warrior charges and the client tells server that warrior charged.
When you cast CoI the client checks if you can (CCs, LoS, resources) and if you can you cast it and the client tells server that you cast CoI. Then server tells warrior he is rooted. By the time server tells this warrior has already charged.
It's about how skills are handled by client and server. Applying a debuff takes more time than using a movement ability (charge). Feel free to correct me as im not 100% on this one
This, charge is basically a teleport and has a small delay, as an elemental shaman i used to thunderstorm the second i saw the warrior get in range with charge, but that always missed because the server had not updated his position yet, and i actually have to wait for the charge to fully finish and basically let him use an ability to make sure i'd actually knock him away.
overall charge is very buggy and nearly always goes in favour of the warrior if you're trying to stop it via roots/knockbacks etc.
While I do not mean to outright state that you are wrong, from my knowledge of computer security and how seriously Blizzard takes their games, I would be very surprised if any ability did not have a server-side check on its use. If only the client is doing the checking, then anyone with a modified client (Read: Hackers) can always force a positive result, which presents an innumerable number of potential exploits.
Given that a server-side check is therefor likely, Mr Jones' reply appears to be the most accurate. I will note however, that Mihalik's comment regarding charge's exception cases for handling things like charge jumping may be having an effect on the scenario. Without access to Blizzard's source-code or a confirmation from a developer, we're left without a solid answer on this one.
My 2c.
-Vin-
May have to do with latency, but I have CoI'd Warriors with Chillblains before they charge frequently.
The best is shadowstepping as they charge. You end up at the warrior's original position with a short stun on you. The warrior is over where you used to be with a derp in his eye.
I remember a time when as a mage you could prevent warriors from charging you by casting counterspell on them to get them in combat. It sounds silly today, but back then you couldn't actually use charge in combat and were only limited to intercept which was on a 30 second cooldown. Charge has a 25 yard range while counterspell has a 30 yard reach, so provided when a warrior approached you started running away from him in the same direction as he was coming towards you, and counterspelled him, you could negate the lag window in which he could charge you even though you had put him in combat the second before. One more reason why mages completely dominated warriors during vanilla and actually up to WotLK i believe.
Some explanations sound nice. But id also stick to " just because its warrior". There was also a time it had minimum range and you couldnt just bash keyboard. Also hunters needed range as ranged and couldnt shoot arrows from 1 inch away!
Yeah, the game used to have logical aspects...once
On the interweb, there is no such thing as « at the same time », anyway.
It would feel really bad if you hit charge and have to wait for latency before it goes off (well, these days I have 20ms ish latency so it wouldn't be so bad, but when WoW launched 100+ was standard). Or worse if you hit charge, it seems to go off immediately and then ports you back to where you were because the game decided it failed after all, which would be really disorienting.
I think they made the right choice, even if it is a bit annoying for the other guy sometimes.
I don't think this matters nearly as much as you think it does.