Originally Posted by
rawker
This can be circumvented by treating all summoned abilities as if the SMN casted it but the casting range will originate where the pet is located. This and just the pet plays an animation. Why? Us performing oGCDs abruptly terminates a previously playing animation to make way for the pressed oGCD's animation to play. So why not do the same with summoned pets?
Look at when we're having connection issues, the animation of the skills, even cast times, still play but the damage does not register.
Also to make it more responsive, pet movement should be faster than the players, even when we're under Sprint.
This change can also be done with SCH... and get rid of Seraph (Yes, I literally hate it but I'm forced to deal with the jank).