Revert Zanga Trinkets (Mark Of Conquest Heroism) ICD Discussion

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Hey guys! Let's dive into a discussion about reverting the internal cooldown (ICD) on Zanga trinkets, specifically the Mark of Conquest and Heroism, within ChromieCraft. This is a pretty crucial topic for those of us who enjoy optimizing our gameplay, so let's get into the details.

Current Behavior: The Internal Cooldown Implementation

Currently, in ChromieCraft, trinkets like the Mark of Heroism and Mark of Conquest have been given an internal cooldown (ICD). This change came about after the implementation of a specific issue fix ( https://github.com/chromiecraft/chromiecraft/issues/5423 ). For those unfamiliar, an ICD essentially means that after the trinket's effect procs, there's a set amount of time before it can proc again. This mechanic was intended to balance the game, but many players feel it deviates from the original, Blizzlike behavior of these trinkets. This change has sparked quite a bit of debate, as it significantly impacts how these trinkets perform, especially for healers and those relying on consistent healing output. We need to really understand the implications of this change and whether it aligns with the intended game experience. This implementation has changed the dynamic of how these trinkets are used in various scenarios, from PvE encounters to PvP battles, and it's essential to ensure that these changes reflect the intended game balance without overly restricting players' strategies and builds. This is a vital aspect of maintaining the integrity and enjoyment of ChromieCraft. Understanding the current behavior is the first step in addressing whether a reversion is necessary for the overall health of the game. It is crucial to analyze the data and player feedback to determine if the ICD has improved or detracted from the gameplay experience. This can help inform any decisions regarding future adjustments or reversions of this mechanic.

Expected Blizzlike Behavior: No Internal Cooldown

The core of the issue lies in the expected behavior of these trinkets. Based on various sources, including player discussions and observations from the original Wrath of the Lich King (WotLK) era, these trinkets are not supposed to have an internal cooldown, especially on the healing component. This means that the trinkets should, in theory, proc whenever the conditions are met, without any artificial delay imposed by an ICD. The absence of an ICD allowed for more dynamic and responsive gameplay, as healers could rely on these trinkets to provide consistent healing output when needed most. This is particularly important in high-pressure situations where every heal counts. The lack of an ICD also influenced player strategies and gear choices, as it made these trinkets highly valuable for certain classes and builds. This is why the current implementation feels off to many players who are familiar with the original behavior of these trinkets. It's essential to consider the historical context and player expectations when evaluating changes like this. The Blizzlike experience is a key aspect of many private servers, and deviations from this can significantly impact player satisfaction. Therefore, reverting to the original behavior would align ChromieCraft more closely with the authentic WotLK experience and potentially enhance the overall gameplay for many players. This alignment is critical for maintaining the server's reputation and attracting players who value a faithful recreation of the original game.

Source Evidence: Wowhead and In-Game Observations

To back up the claim that these trinkets shouldn't have an ICD, we have several sources. Let's break down some key evidence:

Wowhead Comments and Discussions

Wowhead, a reputable source for World of Warcraft information, has numerous comments and discussions about these trinkets. Players from the WotLK era often mention the absence of an ICD on the healing component. For example, comments on the Mark of Conquest (https://www.wowhead.com/wotlk/item=27920/mark-of-conquest#comments) and the Darkmoon Card: Heroism (https://www.wowhead.com/wotlk/item=19287/darkmoon-card-heroism#comments) explicitly state that the healing effect should not be subject to an internal cooldown. These comments serve as a valuable historical record of how the trinkets functioned in the original game. Players often shared their experiences and strategies, and the consensus was that these trinkets were reliable because they lacked an ICD on the healing proc. This reliability was a crucial factor in their popularity and effectiveness, particularly for healers who needed consistent burst healing. Analyzing these historical discussions is essential for understanding the intended behavior of the trinkets and ensuring that ChromieCraft accurately reflects this behavior. The player feedback and shared experiences on Wowhead provide strong evidence against the current ICD implementation. By referencing these discussions, we can better advocate for a reversion to the original, Blizzlike functionality of the trinkets.

Visual Evidence: Screenshots

The screenshots provided further illustrate the point. They highlight discussions and comments where players explicitly mention the absence of an ICD. These visuals serve as concrete evidence, reinforcing the textual claims made in the Wowhead comments. Visual aids like these are incredibly helpful in conveying the information and making a compelling case for the reversion. Screenshots can capture the context and tone of the original discussions, allowing viewers to see firsthand the player consensus regarding the trinkets' behavior. This can be particularly impactful when trying to convince others who may be unfamiliar with the specifics of the issue. By presenting both textual and visual evidence, we can create a more persuasive argument for reverting the ICD. This multifaceted approach ensures that the issue is well-documented and clearly presented, increasing the likelihood of a positive outcome. The combination of Wowhead comments and supporting visuals paints a comprehensive picture of the expected behavior of these trinkets.

Steps to Reproduce: Testing the ICD

If you want to see the issue firsthand, it's pretty straightforward to reproduce. Just follow these steps:

  1. Equip the Darkmoon Card: Heroism. It's a classic trinket for healers!
  2. Equip the Mark of Conquest. Another staple for healing and support.
  3. Attack a dummy or enemy target. Get into combat so the trinkets can proc.
  4. Observe the ICD. You'll notice that after one trinket procs its healing effect, there's a delay before it can proc again. This delay is the internal cooldown we're talking about.

This simple test demonstrates the current behavior and highlights the difference between what we're experiencing now and what the trinkets should be doing based on historical evidence. By reproducing the issue yourself, you gain a better understanding of its impact on gameplay and can contribute more effectively to the discussion. This hands-on approach is invaluable for anyone interested in the technical aspects of the game and how changes affect player experience. The ability to reproduce the issue also allows for more thorough testing and analysis, which can be used to support arguments for reversion or adjustments to the current implementation. Understanding the steps to reproduce the problem is a critical part of the problem-solving process.

Extra Notes: Addressing Previous Discussions

I actually argued against this change back when the pull request (PR) was originally made. It felt like we were reaching an understanding, but the PR went through anyway. This highlights the importance of continued discussion and advocacy for changes that align with the community's understanding of Blizzlike behavior. It's essential to revisit these discussions and ensure that all viewpoints are considered. Sometimes, changes are implemented despite valid concerns, and it's crucial to bring those concerns back to the forefront. This not only helps in rectifying potential issues but also fosters a more transparent and collaborative development process. By referencing previous discussions, we can build upon the existing arguments and present a more cohesive case for reversion. This historical context is invaluable for understanding the nuances of the issue and ensuring that any proposed changes are well-informed and thoroughly vetted. The goal is to create a game environment that is both enjoyable and faithful to the original design, and this requires ongoing dialogue and a willingness to revisit past decisions.

Technical Details: AC Rev. Hash/Commit and System Information

For the tech-savvy folks, here's some relevant technical information:

Having this technical information available is crucial for developers and anyone looking to delve deeper into the issue. The commit hash allows for precise identification of the changes made, making it easier to track and revert if necessary. The operating system and module list provide context about the testing environment, which can help in troubleshooting and ensuring consistency across different setups. By providing these details, we can facilitate a more thorough and efficient resolution to the problem. This level of transparency is essential for maintaining the integrity of the development process and fostering trust within the community. The technical information serves as a valuable resource for anyone interested in the inner workings of ChromieCraft and how changes are implemented. It also ensures that any proposed solutions are technically sound and compatible with the existing infrastructure.

Modules List: A Comprehensive Overview

Here's a list of the modules I have installed. This might help identify any potential conflicts or interactions with other systems:

This extensive list provides a comprehensive overview of the modules currently running on my ChromieCraft setup. Sharing this information is crucial for transparency and helps in identifying any potential conflicts or interactions that might be contributing to the issue with the Zanga trinkets. Each module can potentially impact the game's behavior, and by listing them, we can ensure that all aspects of the server environment are considered. This level of detail is particularly valuable for developers who are investigating the problem and seeking to implement a solution. The module list also serves as a reference point for other players who may be experiencing similar issues. By comparing module setups, we can potentially isolate the root cause of the problem and develop effective troubleshooting strategies. This collaborative approach is essential for maintaining a healthy and stable game environment. The list includes a wide range of modules, from arena and battleground enhancements to experience modifications and Lua scripts, providing a holistic view of the server's functionality.

Customizations and Server Information

  • Customizations: None - This ensures a baseline for testing and comparison.
  • Server: ChromieCraft - The specific server where the issue is occurring.

By stating that there are no customizations, we establish a baseline for testing and comparison. This means that the issue is likely present in the core ChromieCraft setup rather than being caused by any custom modifications. This simplifies the troubleshooting process and allows developers to focus on the core game mechanics. Specifying the server as ChromieCraft is also crucial, as different servers may have different configurations and implementations. This ensures that the issue is being addressed within the correct context. The combination of no customizations and the specified server provides a clear and concise picture of the environment in which the issue is occurring. This clarity is essential for effective communication and collaboration in resolving the problem. By eliminating potential variables, we can streamline the process of identifying the root cause and implementing a solution. This also helps in ensuring that any proposed fixes are compatible with the standard ChromieCraft setup and do not introduce any unintended side effects.

Conclusion: Let's Revert the ICD!

So, guys, based on the evidence and observations, it seems pretty clear that the Zanga trinkets (Mark of Conquest and Heroism) shouldn't have an internal cooldown on their healing component. Reverting this change would bring ChromieCraft more in line with the Blizzlike experience and make these trinkets more effective and enjoyable to use. Let's keep the discussion going and hopefully get this reverted! What do you think? Share your thoughts and experiences below!