Getting hit before monster attack animation finishes
We normally encounter this bug from bosses like Kelvin, or similar frost giant bosses. The boss' attack animation when he's about to use the icy circle swipe around him, there is a charge up animation of about 2-3 seconds before he actually does the attack, then an icy explosion around him occurs after. All of us melee players die to 1shot at the exact moment kelvin or similar frost giants do this attack during the charge up animation (which aren't supposed to do damage) because it's a prep move. Supposedly giving players a few seconds to move out. But instead we just die instantly due to extremely high damage for no reason. We aren't playing sekiro. Fix your game. Even sekiro gives a couple of hits before you go down even though the boss damage is really high. Not to mention the fact that the damage occurs before the actual damaging attack happens. We have no chance of even dashing away.
This is an ongoing problem that i'm sure many players have experienced.
Part of the issue is due to connection issues when playing multiplayer online, if the lobby host has a bad Ping/connection to the server, the rest of the party members would also have bad connection, and in fact worst than the lobby host.
For some reason that you guys made multiplayer online have somewhat of a shared connection so everyone is suffering together for no reason.
You need to make each player individually connected to the server, not to the lobby host and server consecutively. Basically whatever the player's connection to the server is when playing solo should be the same as when they are playing multiplayer. So whoever in the party have a good/strong connection won't be held down by another player with a bad connection.
For example, I host a public lobby with 33 ping. Other players join and i jump up between 100~200 ping for no reason.
Another example, i joined a public lobby with host having 100 ping, I would somehow have 200-300 ping for no reason. FIX IT!
There should be no reason for players to share their ping with everyone else. Each player should be separately connected to the server based on their connection through dedicated server location. Not based on another player's location or whatsoever.