So you're compensating for a lack of responsiveness inherent in the game's client->server structure.Moving into an AE is actually a pretty reliable way to avoid the AE because you can always count on the lag preventing you from succeeding. On Demon Wall I'm always moving in a way where I'm attempting to catch up to the last ground AE, but due to the inherent lag of this game, I know I will always be too late to get hit by the AE and thus ends up avoiding all the AEs! Too bad you can't always do that on every AE in the game.
That's a problem that needs to be fixed at best; and at worst horrible design.
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