Yeah, I mean Runemage spells are just really hard to do in general with the way we did them as a mechanic. With any other projectile, we know immediately from the time you fire it exactly what path it is going to take, and we can show that to all other clients 100% accurately (and of course the server knows as well).
If I fire an arrow and it looks to me like the arrow hit someone, but they had actually teleported away before it hit them from the server’s perspective, you just see them take no damage. If the same thing happens for a spell, then they take no damage and the spell blows up…so if we want to fix that the only options are either a) make it so that the spell doesn’t blow up until the server says it did, thereby introducing a delay between you seeing a spell hit something and you actually seeing an explosion, or b) I guess we “resurrect” the spell or something and let it keep flying around? Which seems like a terrible idea.
But again, this is why I don’t want to jump to conclusions, because this behaviour affects all classes to some degree, not just mages. And it’s entirely possible there is another bug causing it (like, maybe there is a collider on the other player the spell is hitting that isn’t counting for some reason), since the server does have some degree of “leniency” with the whole movement thing – a small movement like sliding or teleporting a short distance shouldn’t cause you to miss. So I think we should compile some examples of it happening so I can analyze what’s going on.