The client/server interaction that goes on when you activate this skill seems prone to failing in various ways. If any network/server lag is present, the skill’s implementation often fizzles, with results like:
With the fire trail being so buggy, it’s also quite hard to combo it reliably with Arcane Wave or something like that. I’d expect the server to be able to control this better, but it almost looks like it’s the client handling the movement part, effectively making this skill’s effectiveness depend on a split-second latency dice roll.
Any chance the netcode’s behavior with this skill could be improved? The skill would be great if it was more precise.
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