The Netcode itself isn't the thing thats flawed here.
I see 2 ways to at least improve the performance of skill chaining for players with less good pings:
1.) At least for the standard attack, the attack should be casted as long as the mouse button keeps being pressed. At the moment it looks like an attack is made, then server asks client if button is pressed, then the next attack will be done when it's confirmed. It would even lessen the things the server has to do, if he could just wait for a Button:released.
2.) Skillqueue or nextcast. Simply being able to determine a follow up ability a bit before it actually can be used should get rid of the issue too.
Still there would be a certain issue with movement, but at least you aren't doing only half the damage any more.
I see 2 ways to at least improve the performance of skill chaining for players with less good pings:
1.) At least for the standard attack, the attack should be casted as long as the mouse button keeps being pressed. At the moment it looks like an attack is made, then server asks client if button is pressed, then the next attack will be done when it's confirmed. It would even lessen the things the server has to do, if he could just wait for a Button:released.
2.) Skillqueue or nextcast. Simply being able to determine a follow up ability a bit before it actually can be used should get rid of the issue too.
Still there would be a certain issue with movement, but at least you aren't doing only half the damage any more.