The problem with answering this is it requires someone to have built a fairly mechanically complete and performance sensitive multiplayer game to really answer it. I’m a small part of the way there, with a couple dozen abilities and a couple dozen status effects - I can only share my experience. Network performance is proving to be problematic with 20 bots randomly firing skills at each other on a dedicated server, but it’s very difficult to tell if that’s mistakes and inexperience on my part or limitations of the system. I see a lot of dropped packets resulting in abilities not firing, and in the logs I can see “LogNetPlayerMovement:Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)” coming up from time to time.
My hunch is this is due to issues in my code or how I’ve structured effects/cues, since when I think of Paragon there are creep waves + 10 players, so there’s in theory quite a lot of AbilityComponent avatars on the field.