Quote Originally Posted by Vrankyl View Post
That in of itself is not always a netcode issue. Many abilities have animation locks, in which the ability is coded to go off AFTER the animation completes. This has been something SE has been steadily moving away from, but has not done so entirely. DRG jumps used to be the epitome of animation lock issues. PLD Hallowed Ground and WHM Benediction are as well. It's just how the ability itself is designed, which would be a separate request to fix and should have been fixed long ago.

Yes the game has netcode issues, though there may well be a reason it hasn't been fixed. It could be that the work to fix it is too much, as others have said we won't know until SE actually tells us. That said, I am for one all for a netcode improvement but I also know that the people responsible for graphical improvement, job design, and other things are not the people in charge of netcode. That's a separate area altogether.

I would also note that many Japanese gaming companies have terrible netcode designs as much of their designs seem to be a bit outdated. Of course that is pure conjecture based on limited personal evidence, but it very well could be they don't see an issue with it at all because that's the norm.
At least some abilities that do multiple things also do so on different server ticks. I don't know if this was ever changed, but the way Superbolide worked in 5.0 was to bring you to 1 HP and then apply the invulnerability on the next tick, so it was possible to get unlucky and kill yourself.