Will this method of countering latency work?

so I made a script that when you fly particles appear but the problem was that the particle was made on the client side but if I were to create it on the server side there’d be a bit of a delay depending on the client’s ping which I do not want, so I came up with a method to counter the latency. when the player flies the local script will create a temporary particle and then fires a remote function, once the server finishes creating the particle the client will disable the particle wait a few second then destroys it. I haven’t tried it yet but I want to know if there’s any problem with this method that I’m not seeing

Just do the particle on the client side and remove the server side particle on the client so it won’t have any latency for the client