Muskel wrote:This is an issue that really bothers someone like myself, but might not bother other people. When the poison procs on the target the rogue does a cast animation, wich wasnt the case in vanilla (for the most part) you can look up old school vanilla rogue pvp videos and see that it does not occur.
https://youtu.be/MMlp3emQaOs?t=96He gouged and his poison procced resulting in that animation. It happened in Vanilla it just wasn't as clear because it wasn't as pronounced usually because your swing animations would take priority on animation.
Examine that very fight a bit further and when poison procs he's mid attack animation so he gets the particles instead because the client is committed to displaying that animation instead.
I think the reason it happens is because the game doesn't want to cancel mid animation or else a lot of things would look poorly made and generally clunky. So in the event of poison proccing in a swing it just did the particle in addition to the animation of the actual attack. Particles being the puffs of green smoke.
Though things like gouge don't have conflicting animations with the instant cast animation, which is why sometimes on gouge or eviscerate for undead males you got that weird outstretched hand character spin if that attack procced a poison. At least that's my thought on the matter.
Keep in mind poison procs happen on attack, so generally you'd have an attack animation already being played so it wasn't noticed. If I had to say, it'd be the client has a built in line or code to only play one animation at a time, though on vanilla emulation that isn't really there. Just a thought, in no way is it fact for sure but it's the best example I've got.