Quote Originally Posted by Guesswhat View Post
A bit off topic, but It seems to me the game has gotten better at justifying what is actually on your monitor vs what is actually happening. If you compare early PvP with PvP today, it's clearly better. Before I had trouble with melee to actually deal damage at times. Even if I sprinted and locked on to the target I couldn't damage the target, while they seemingly had no problem damaging me. Nowdays I usually never get that problem anymore. I dunno maybe it was my ISP that got bette lol.

Of course, the philosophy should be that whatever is on my monitor is true. Knockback and drawin effects are the most deceptive ones in that regard. For example, fluid aura has the exact same problems as deorbit, in a reverse kinda sense. You try to push a target seemingly standing still off a cliff in shatter, only to find out that the target was actually moving on their side, resulting in you pushing the target the opposite direction of what you wanted. I rarely get it to work as I intended because the position and movement of the target on my monitor, is not the real position and movement of the target.
This is exactly why I'm pretty sure that player position information is "favor the shooter" now in their net code. This is how you die to things like Fire IV after you're safely out of line of sight, and things like that. And it's exactly this that makes deorbit awful to use, the design flaws with the skill aside. When it comes to server lag, the enemies are the ones who benefit because it takes so long for the target's position to change on their screens, and they don't have to ask the server where the target is first when activating abilities.

Overwatch solved these kinds of problems in a couple ways:
1) Increase the tick rate! When individual machines are more tightly in tune with the server, timing issues between clients are less apparent (less dying to casting spells after you're safely out of line of sight, less activating abilities or heals on a corpse etc.)
2) Give different rules to different abilities in the net code. Make things like "Hallowed Ground" "favor the player". So if you aren't dead on your machine when you pop it, any damage updates from the server should be nullified.

I will go back to the design of the skill and say, even if they improved their net code and infrastructure, deorbit is just a bad skill that needs to be buffed or re-designed.