Siohwenoeht wrote: »It is quite irritating, but I'm afraid if they allow us to mount while in combat it would lead to a whole new problem. Can you imagine the sshow if your in cyro fighting and your opponent mounts up to kite or outrun a ranged attack? For most it would be a death sentence to try to mount while actually in combat but think about how popular that craftable set in shimmerene would become!
Alienoutlaw wrote: »not really viable open to too many exploits, instant cc removal, stun removal, to name 2 most obvious
Wasn’t there a meeting with class reps recently where ZOS basically threw their hands up and said they have no friggin idea how to fix it? So don’t expect a fix anytime soon. Absolute amateur hour.
Alienoutlaw wrote: »not really viable open to too many exploits, instant cc removal, stun removal, to name 2 most obvious
Why would mounting give you any of that?
Alienoutlaw wrote: »Alienoutlaw wrote: »not really viable open to too many exploits, instant cc removal, stun removal, to name 2 most obvious
Why would mounting give you any of that?
not saying it would saying its open to that type of exploit is all.
as for the dungeon doors i totally agree.
unfortunately the game needs to have an on/off combat system to work
DreadDaedroth wrote: »Cannot it be reverted to previous condition where it was less bugged?
The only way I can accept this is if mounting in combat immediately reduces your mount's Stamina to 1 and it will have stunted regen until you leave combat. That way a single hit from anything will kick you off, and you won't be able to Sprint with it either.
Thunderclap wrote: »And let us use the transit shrine. It is absolutely stupid to stand at the base and not be able to port because of this bug.
The only way I can accept this is if mounting in combat immediately reduces your mount's Stamina to 1 and it will have stunted regen until you leave combat. That way a single hit from anything will kick you off, and you won't be able to Sprint with it either.
visionality wrote: »Maybe not everybody is aware, but the current state of 'stuck in combat' is an intentional change ZOS made approx 6 months ago (you could look up the patch notes where they mention it) . Before that change, there was a milder form of stuck in combat, where healers and healing-up players might not get out of combat while mutagen/rapid mending was ticking. But the general rule was simple: If you neither did nor took damage for 7 seconds, you would be out of combat. Point. Your state of combat would also not influence your group members.
ZOS declared that the 7-seconds-cooldown to combat was opening options to exploit (e.g. you could get out of damage zones while in a keep fight, wait 7 seconds, change your skills and gear and reengage) and reprogrammed so that now you are in combat as long as either you or the enemy you engaged/that engaged you is alive. They also added some nasty programming that the in-combat-status of one single group member would instantly put the whole group in combat, with little or no relation to where they were located on the map. So now the proverbial snapping wolf can keep a 24-man-group in combat until they wipe.
I have never seen any exploit with the old combat definition, nor did I ever think it harmful to change gear or skills after a 7 second cooldown. But ZOS decided otherwise.
The problem is that ZOS' new definition of combat is now so all-encompassing that indeed there is no fix for 'stuck in combat' as long as ZOS sticks to the basic definition.
visionality wrote: »Maybe a new thread instead: "Hey ZoS, what the hell do you care if somebody changes their skills or gear mid-battle anyway?"