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Bleed is similar as well. You still get the sound queue, but the attack did 'technically' register. Even if they don't take the damage, the bleed bar will still go up as if they did get hit. (That's been a thing in all the souls games, minus Dark Souls 2) And since bleed always staggers, if the bar gets filled up while mid roll, they still won't take the damage, but be staggered regardless.
High latency is a serious problem when people start their pvp journey but believe me , as long as its not completly horrible , you get used to it and you know what to expect.
The players that are actually lagging and its not just the typical delay , those ye , u cannot expect anything and its mostly out of your control
An entirely separate balance scheme, but... no data published to help guide the interaction. All trial and error or community deep-diving. PvP is effectively studying a spreadsheet for dozens of hours, accompanied by thousands of hours of play time.
Ask me how I know.
Australians are notoriously a pain to fight in fromsoft games being from the bottom of the globe.
The first sentence almost got me but after reading the rest of your comment, it makes sense now lol
I guess this is sth I have to live with, thanks for the explanation
I'm trying to get myself used to the delay patterns, but if that doesn't work out I might just go back to PvE. PvPing against latency is especially harder with all the new ashes of war...
I wouldn't daresay I've played PvP "a lot" but yeah most of it feels like just reading the opponent's patterns(L2 spam, roll attack after enclosing, etc) and trying your best to counter that