If a battle begins on the server, but takes a while to start on the client (for example if a textbox message must be accepted first), the battle will start the timer when the battle starts, rather than when it receives the message, meaning the player will think they have more time than they really do.
If a battle begins on the server, but takes a while to start on the client (for example if a textbox message must be accepted first), the battle will start the timer when the battle starts, rather than when it receives the message, meaning the player will think they have more time than they really do.