The structure of this change was definitely in the right direction. However, the problem with the change was ultimately the recovery delay. The delay will occur if you attempt to cast two spells in a row before the second spell if you do not wait 2.2 seconds after the first spell. This part of the patch is hundred percent concrete with a multitude number of articles to back it up. The problem ultimately with this patch was the recovery delay itself when the problem was ONLY the disrupt delay to begin with. The problem with adding a static disrupt delay is the fact that this requires you to interrupt spells later into the casting process to receive better results... However, we all were taught early on when playing this game that interrupting spells quickly as possible was the goal when interrupting spells not doing it as slowly as possible... This tells you right there that the problem was the disturb delay not the recovery delay. Disrupting a spell early on shouldn't be a reward to your opponent, but that holds true when you use a static delay.
Think about it this in the previous system using the default 0.75 delay...
If you hit someone casting a greater heal spell that sits at 1.25s long at 0.25s into the spell they would be able to cast again at 1.0 seconds. Add another 1.25s onto that and they can heal again in 2.25s. Now try doing the reversal using an interrupt that hits at 1.0 seconds instead of 0.25 seconds. Your opponent wouldn't be able to heal again until 3 seconds. This type of system using a static delay rewards those that get interrupted early on when it should be the complete opposite... That is totally wrong and incorrect.
The fix to this was simple instead of adding that HUGE delay to all spells... Keep the previous system but alter the disrupt delay with the addition of the processed spell when interrupted. I will show you some examples of someone casting greater heal while being interrupted below ...
This rewards those that interrupt their opponents earlier into the spell casting process. The game always worked this way when casting, not the complete opposite... Having a static delay for spell interruptions simply harms the skill in pvp horribly. This has been one of the main reasons dexers fall short here when fighting too. Spell interruptions clearly has no reward here compared to the way that it was on the true OSI servers.Recovery Delay - 0.75 Seconds
- Interrupt a greater heal spell at 0.25 seconds early on into the spell.
- Take 1.25s(casting delay) and subtract the 0.25s processed time into the spell receiving a delay of 1 second long.
- You would add the time that was left over into the spell into the recovery delay of 0.75 seconds to receive an interruption delay of 1.75 seconds long.
- Interrupt a greater heal spell at 1.0 seconds later into the spell.
- Take 1.25s(casting delay) and subtract the 1.0s processed time into the spell receiving a delay of 0.25 seconds long.
- You would add the time that was left over into the spell into the recovery delay of 0.75 seconds to receive an interruption delay of 1.0 seconds long.