Quote Originally Posted by FinagleABagel View Post
Not having this issue. Human reaction time is barely faster than 0.3s anyway. If I slide cast my last .3s so be it.

There have been issues with lag spikes during peak times, but...that's not exactly surprising or particularly concerning.
As I said in another topic,
[…] while I can always "feel" at least the .3s positional check, sometimes it gets much worse than that. Not saying that I find .3s acceptable unless they implement some form of interpolation so as to minimise felt latency, but it doesn't even seem to be the only issue […]
Often, it's not just a .3s, it's more in the vicinity of a whole second, since people can complete Esuna (1s cast) while running…

For more details, please consider the following post (and the sources I'm using, a simple overview of Fast-paced Multiplayer from Gabriel Gambetta and Valve's take on the issue) which I think paint a fair picture of the shortcomings of ARR's netcode.