Client server synchronisation is a tricky beast.
Although not entirely clear, it does seem that synchronisation is happening at the high latency end. So, you have a decent latency of about 84ms and come up against someone with 250ms and the server syncs at the slowest. This means that you are spamming skills and nothing happens but the other person sees things smoothly because the sync takes place at the high latency and not the low. This type of client server synchronisation can be exploited by artificially creating your own ping spike. For both these reasons (and more), server admins often have a maximum latency so that everyone playing has a relatively smooth ride and older exploiters would be caught by, for example, PunkBuster. Lately, I can literally tell that there is a high latency group around because my own latency spikes from green to red, and low and behold, there are the purple gremlins.
I often see people ask why a ball group doesn't appear to have any problems. Well, if they are all playing at about the same high latency then they are syncing together. Client side prediction will keep people together in general while people with low latency can get caught in a lag pocket as you wait those 100-200ms to see your actions get processed by the server and at the same time find yourself having to process ball group's batch of remote procedure calls. Put simply, you freeze in place and cannot react to the sudden deluge that kills you.
The best solution to this is to limit latency harshly.