
Originally Posted by
Valence
-> Animation delays, like in pve, are an incompressible thing. Most skills in pve have between 0.4 and 0.7s (or very close to it) of animation delay/lock. This doesn't equate to the visual animation FX, which is usually much longer and gets cut if you initiate something else.
-> Server registration is tied to your latency, if your ping sucks, like in many pvp games, you'll be left at a disadvantage.
-> In pvp, cc happens directly at snapshot, so when the server registers your activation of the ability. Again, if your latency is low, cc will insta snapshot on the opponent.
-> Damage resolution happens after the visual animation is considered done, or when the visual impact is shown. This can happen a gcd or more after the snapshot activation.
-> In pve, tank invulns, benediction, etc, are known to go through only after a big delay. Nothing in pvp happens when it comes to cc happens delayed like this. Support abilities can however, like Guardian that waits for the gap closer to be done, etc.
In short, cc will NEVER go through guard. If it does, then it's your latency that sucks and your client showed yourself under guard when server side you were not (slight note, I know that some skills can go on cooldown even though they don't register server side, that happens in pve too and it's a problem).
People need to understand that if damage went through their guard, it's because the skill at the origin of that damage was activated way before they used guard, even if the damage resolution happens after and the numbers show after.