Basically the story of this is:

Quote Originally Posted by Naoki_Yoshida View Post
I’m going to go a little off topic here, but this is something I eventually wanted to talk to the community about.
This issue actually isn’t caused by server lag, but due to how the client program was made. Therefore, it’s currently working by design.
It was designed so that any communication from the server will reflect the UI without any lag.

After I took over, I instructed the devs to change how this works and it was originally planned to go live in patch 1.17.
However, upon implementation, we received numerous negative feedback from the QA team such as “It’s harder to cure” and “It’s more stressful than what it was before.” It took me a while to make the final call, but at the end, we decided not to implement it. The process is currently masked and it can go live at any time.

The current plan was to implement this with 2.0, but if need be, it can be implemented sooner. Would you guys prefer us implementing this sooner in the current state?

The only thing about this is that if it is implemented in the current state, it might actually feel like there’s more lag than what there is currently.
This is due to the server implementing a wait time in order to make sure the damage, motion, and logs are all synchronized.
It may not have been a problem if it was implemented from the start, but since it’s not, the feature may cause more stress for the players.
It’d be great if we could receive feedback regarding this matter (it might be better if a new thread was created specifically for this discussion).
Rep asked us to make a separate thread, so I decided to! Basically the fact that things are out of sync is not due to the server, but client design and they can easily fix it in other words (it's masked but ready to go at any time) I personally feel this should be done because it's quite jarring and also doesn't lend well to with the actual interface delay we experience as well.

This I feel would be a very good step to take in rectifying some of the jarring issues with how things seem to be out of sync, this was one of them that I felt should have been fixed quite awhile ago, it does get stressful "in real time", but that's also what keeps you on your toes in a good fight.