Right now the projectiles for hatchet, spear, lifestaff, bow, firestaff, and ice gauntlet are ping based. A player with 100+ms ping will see their projectiles get stuck for a moment before it gets shot out. This issue is exacerbated by higher pings.
I have a friend from NA West, and I have a friend from NA East. If we settle on either region, one of the players will have significantly higher ping and have their projectiles get stuck. I am playing from Central, and going to West even affects me. Now imagine a player playing from Asia who does not have their own servers suffering from 150 to 300ms ping. Projectiles will get stuck for a much longer time making any ranged class outside of musket unviable for them.
Simply localizing servers is NOT a solution as the inherent delay of projectile spawn is still there and adds inconsistency. Fundamental combat mechanics should be consistent. A person with 30 ping and a player with 60ping, albeit low, will STILL have their projectiles stuck. This is a fundamental flaw with how the game currently does projectiles.
Solution: make projectiles spawn immediately based on the client side priority and not server latency buffered. Think about how Apex Legends does their projectiles (all of their weapons are projectiles). I am using Apex Legends as an example, because it does not matter where you are in the world and your projectiles will not get stuck or be hindered by ping.
If this is unable to be implemented, it is an architectural issue and shows the lack of innovation in the engine needed for modern multiplayer constraints.