For me I can just say that the way it is designed, castbar starts -> telegraph appears -> castbar ends - damage gets evaluated now -> telegraph fades out + attack animation starts is very poor concept. It is unintuitive, because people do not understand taking damage they seemingly escaped (the animation is the most visible part of the workflow to the player) and it creates perception of lag even when there is none. The server tick being very poor also adds to that perception most likely, but changing the synchronization of cast, telegraph, animation and damage evaluation can do a great deal to defeat the perception of lag/delay without any backend improvements whatsoever. That's something they should definitely look into. The intuitive thing is to get damaged when the animation ends and you can literally see yourself taking the damage, simple as that.
 
		
		 
			 
			
 
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			 Originally Posted by Elissar
 Originally Posted by Elissar
					

 
			
 
			 
			
 
			 
						
 
			 
 
			


