That hit is when the mobs/server take notice they are past their leash. If the player turned around and did damage to them at that point, before they did damage to the player, the same thing would happen.
That hit is when the mobs/server take notice they are past their leash. If the player turned around and did damage to them at that point, before they did damage to the player, the same thing would happen.
Sure, but the player can't see the end of the leash. So you'd have to develop a feel on where to drop the AoE. Too early and it won't help.
And also, the irritating part is that it blocks certain actions, like using a Wayshrine or worse, interrupt you harvesting a node. Turning around still prevents you from doing what you were trying to do.
From a code point of view it's logical that stopping combat is in the combat code, but this particular part should be in the chase code - there's plenty of checks being done during a chase, like having to change direction, collission checks and so fort that can do a leash check and stop combat.
NordSwordnBoard wrote: »I make the guards at Harlun's do laps as I siege from the grassy knoll.
Some of the leashes do need to be tightened, nobody is kiting mobs in zones over their level its not 2015.
That hit is when the mobs/server take notice they are past their leash. If the player turned around and did damage to them at that point, before they did damage to the player, the same thing would happen.
Sure, but the player can't see the end of the leash. So you'd have to develop a feel on where to drop the AoE. Too early and it won't help.
And also, the irritating part is that it blocks certain actions, like using a Wayshrine or worse, interrupt you harvesting a node. Turning around still prevents you from doing what you were trying to do.
From a code point of view it's logical that stopping combat is in the combat code, but this particular part should be in the chase code - there's plenty of checks being done during a chase, like having to change direction, collission checks and so fort that can do a leash check and stop combat.
Maybe. I was trying to figure out how this was an issue to begin until you mentioned the wayshrine. In that rare situation, I tend to turn around and attack, and it is over. It may cost me a couple seconds of time at the worse.
I also run with the passive that reduces agro chance when mounted which may be another reason why I do not see a problem here. I suggest it for every character one regularly plays and it comes from the dark brotherhood.
That hit is when the mobs/server take notice they are past their leash. If the player turned around and did damage to them at that point, before they did damage to the player, the same thing would happen.
Sure, but the player can't see the end of the leash. So you'd have to develop a feel on where to drop the AoE. Too early and it won't help.
And also, the irritating part is that it blocks certain actions, like using a Wayshrine or worse, interrupt you harvesting a node. Turning around still prevents you from doing what you were trying to do.
From a code point of view it's logical that stopping combat is in the combat code, but this particular part should be in the chase code - there's plenty of checks being done during a chase, like having to change direction, collission checks and so fort that can do a leash check and stop combat.
Maybe. I was trying to figure out how this was an issue to begin until you mentioned the wayshrine. In that rare situation, I tend to turn around and attack, and it is over. It may cost me a couple seconds of time at the worse.
It's not a bug at all, it's their feature. Since one tamriel, every player lvl 1-50 can "do" every content, and because of that, mobs are not challenging in fight, but their only purpose is now to slow us down as much as possible. It's their marketing strategy - spending as much time in game as possible, no matter if this is enjoyable to us or not. I first noticed that with introducing of the Clockwork City - where hags instead of putting snare debuff on us, they pull us to them, wasting seconds of our movement. Respawning mobs in blackwood/deadlands, "in combat" "bug" all over tamriel etc. Get used to that, it will be only worst.
Or ... it's just a bug, many years old bug, and will be fixed in .... no time
FlopsyPrince wrote: »It's not a bug at all, it's their feature. Since one tamriel, every player lvl 1-50 can "do" every content, and because of that, mobs are not challenging in fight, but their only purpose is now to slow us down as much as possible. It's their marketing strategy - spending as much time in game as possible, no matter if this is enjoyable to us or not. I first noticed that with introducing of the Clockwork City - where hags instead of putting snare debuff on us, they pull us to them, wasting seconds of our movement. Respawning mobs in blackwood/deadlands, "in combat" "bug" all over tamriel etc. Get used to that, it will be only worst.
Or ... it's just a bug, many years old bug, and will be fixed in .... no time
Well, ZOS moved it to the Bug Reports area....
FlopsyPrince wrote: »It's not a bug at all, it's their feature. Since one tamriel, every player lvl 1-50 can "do" every content, and because of that, mobs are not challenging in fight, but their only purpose is now to slow us down as much as possible. It's their marketing strategy - spending as much time in game as possible, no matter if this is enjoyable to us or not. I first noticed that with introducing of the Clockwork City - where hags instead of putting snare debuff on us, they pull us to them, wasting seconds of our movement. Respawning mobs in blackwood/deadlands, "in combat" "bug" all over tamriel etc. Get used to that, it will be only worst.
Or ... it's just a bug, many years old bug, and will be fixed in .... no time
Well, ZOS moved it to the Bug Reports area....
It doesn't mean it's really a bug/bugs. They may not admit it. These bugs are here for so long ... Stuck in combat - the game knows that combat is over (enemy mob is cleansed of all debuffs you put on him and run back to his spot), yet you are still "in combat". And sometimes it takes more than this is some kind of server-side optimization (check every x seconds if someone is still in combat) (besides, this game is event-based, it should be done by this way).