Simple enough problem here; during the first phase of the Roarmulus battle, if you don't manage to stun and deplete the health of both heads with the first volley, you get treated to random duration waiting game. The now moving head is not guaranteed to stop on the middle path and even if it does and you are able to get all three waves of missiles through, the timing of the other head can still prevent it from being stunned. This is obviously very boring and frustrating so it would be nice if a few tweaks could be made just so that we don't have to spend all day waiting for missiles.
Now the new server was surely a step in the right direction, but it doesn't solve the fundamental issue with the battle system of this game. That is, if you have too high latency, certain things become entirely luck based. A major offender of this type is the Devilite, with its projectile able to go from zero to your face in less time than it takes for your client to display it. Taking away their ability to turn while attacking in the same way as the recent Wolver nerf would help here, but the main issue is that it's entirely random if you'll be hit or not by any given attack.
The biggest issue lag causes most of the time has to do with the camera angle, if you are attacked by a projectile from below, in many cases the same problem as the Devilite attack occurs. You can shield the instant you see the projectile on the screen, but by that time you're already hit.
Also, hitbox dissonance seems to be a part of every sword in the game. It appears that a sword swing animation will only be accurate if your character is not moved by performing the attack, but if the attack moves you forwards in any way, you get the eternally frustrating sight of you sword sailing straight through a monster and not hitting it. This is a big problem with heavy swords because the hitbox of the second attack is about the same size as the knockback of the first, meaning if you aren't perfectly lined up and in hitbox contact with the target, the only thing your second swing will do is bring you into range of the enemy attack.
Hitstun also appears to be very weak. There is very little incentive to complete a combo with a heavy sword when a lot of T3 enemies can recover and attack again in less time than you can recover from performing the attack. The lack of hitstun on certain attacks makes some weapons useless as well, such as the cutter series, which cannot complete its combo before an enemy can attack.
And the odd stuff. Jellies display a radial aura when their lunge very much makes the attack directional and you cannot tell where they will attack in a party. Kats' movements when attacking are almost entirely inscrutable in T3. Pulsar is entirely better than all other types of gun. There is far more of this sort of thing that I can't think of at the moment. I encourage others to post minor issues that nonetheless interfere with fair and enjoyable gameplay also.
T3 beryl greaver breaks the game pretty much. There is no way you can approach it with anything but polaris/supernova/shivermist. If it gets close, it's impossible to hit it back without it shooting 4 bullers and creating an almost invisible haze that prevents you from moving with shield up/breaks your shield/shocks you. Try shieldbashing? Get shocked if your shield is not up before it attacks, you will get locked by the haze even if you manage to evade the attack. Other greavers at t3 are kinda the same deal but none of them deliver as annoying status as shock. When you are frozen you can still shield effectively
Also the fact that greavers appear on flocks of 4 sometimes companied by a few healers. Sure they can be beaten with teamwork, they are weak when you outnumber them but one or 2 guys against 4 greavers is kinda hard. Not hard in the good way, hard because there is no counterplay without specific weapon choices which you are forced to take or get wiped out