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NO!! "While grouped, you can no longer leave an instanced area while in combat."

allochthons
allochthons
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> While grouped, you can no longer leave an instanced area while in combat.

While I see why this might be desirable, it's extremely problematic for certain fights. For instance, Sunspire. It's pretty common when getting wing-slapped by the dragons to be thrown to a place where you either can't be resurrected, or are stuck in a wall; even if you are resurrected, you can't get back into the arena. The ONLY way to re-enter the fight, or make your body resurrectable, is to leave instance and travel back in.
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  • Soarora
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    I fully understand why this is a thing… though yeah, leaving and combing back doesn’t really help much outside of avoiding bugs. Yes, you don’t have to spend time ressing but in a dungeon situation you’ll probably be too far behind in the fight and it’ll be unrecoverable anyway… from experience.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Heal/Tank), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
  • Soarora
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    TKo_ROUSE wrote: »
    Honestly I want to know why they think this is a good idea? Was something being abused in pvp? Like who cares if someone leaves a PvE instance in combat? Are they trying to prevent groups from skipping mobs for easy dungeons that people just run to boss.

    1. Dungeons are going to be a mess because you missed a mob at the beginning or it got glitched into a wall. You now completed the dungeon and can't leave. Why? Literally happened to me in falkreath hold last night.

    2. Resetting for trifectas is going to be a pain. Considerably slows down the reset process as the group needs to wipe to reset the instance. Hopefully eject will still work?

    Leaving the group should still work since you wouldn't be grouped anymore.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Heal/Tank), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
  • ShawnF
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    TKo_ROUSE wrote: »
    Literally happened to me in falkreath hold last night.

    This happens nearly every time I run falkreath. Can't trade gear while in combat, have to leave instance and travel to a wayshrine to give gear to friends.

    If the rest of the game was flawless it wouldn't be a problem, but so many times leaving the instance and returning is the only way to keep playing the content.
  • React
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    Kesstryl wrote: »
    React wrote: »
    Two days ago they closed a thread from 2015 about the stuck in combat bug as well, and that same day @ZOS_RichLambert (slashlurk on twitch) posted the below comment in the Bethesda livestream saying that they've been aware of the issue for "awhile".

    So if you're aware of the bug, why would you introduce changes that are going to be extremely frustrating while the bug is present????

    kooj2fdiqaa8.jpg

    It doesn't just happen in Cyrodil, it happens in PVE too.

    Of course - it's most problematic in cyrodiil, but it happens in the vast majority of dungeon/delves as well and will be even more problematic with this adjustment to the leave instance function.
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  • colossalvoids
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    That's really bad change tbh, considering all the bugs present and that leave instance mid combat saves tons of time in prog/achievement raids/runs. I'd guess there will be add-ons quite soon to combat it by automated disband/leave/invite but that's far from ideal.

    Is that's an issue there still should be some options to have it somehow back in your organised group.
  • jaws343
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    Kesstryl wrote: »
    React wrote: »
    Two days ago they closed a thread from 2015 about the stuck in combat bug as well, and that same day @ZOS_RichLambert (slashlurk on twitch) posted the below comment in the Bethesda livestream saying that they've been aware of the issue for "awhile".

    So if you're aware of the bug, why would you introduce changes that are going to be extremely frustrating while the bug is present????

    kooj2fdiqaa8.jpg

    It doesn't just happen in Cyrodil, it happens in PVE too.

    It really only happens in PVE in dungeons due to enemies in many dungeons not having tethers. So they will "chase" you through the entire dungeon. Once you actually kill them though, you will leave combat. Any time you are in a dungeon and you are "stuck in combat" you likely missed an enemy somewhere that, for some reason, is unable to get to you. Happens with the gators in the beginning of Wayrest a lot, for example.
  • Kesstryl
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    jaws343 wrote: »
    Kesstryl wrote: »
    React wrote: »
    Two days ago they closed a thread from 2015 about the stuck in combat bug as well, and that same day @ZOS_RichLambert (slashlurk on twitch) posted the below comment in the Bethesda livestream saying that they've been aware of the issue for "awhile".

    So if you're aware of the bug, why would you introduce changes that are going to be extremely frustrating while the bug is present????

    kooj2fdiqaa8.jpg

    It doesn't just happen in Cyrodil, it happens in PVE too.

    It really only happens in PVE in dungeons due to enemies in many dungeons not having tethers. So they will "chase" you through the entire dungeon. Once you actually kill them though, you will leave combat. Any time you are in a dungeon and you are "stuck in combat" you likely missed an enemy somewhere that, for some reason, is unable to get to you. Happens with the gators in the beginning of Wayrest a lot, for example.

    I've had it happen several times in overland recently. No matter how far I ran to the other end of the map and waited, I was still stuck, just like in Cyrodil overland.
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  • VictorDragonslayer
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    I am not absolute sure, but I would say that most - around 80-90% - of the *stuck in combat* problems in Dungeons or Trials occur only because of one and ONLY one reason alone. That reason is: rushing through all adds and trash-mobs, without killing them, only to get to the boss as fast as possible and skipping everything inbetween :( .

    Yeah, I do know that the reason for this is, that alot of players have done those Dungeons and Trials a trillions times, yada, yada, etc., etc. and so on :| . Nevertheless. If you would stop rushing through, you would reduce the stupid *stuck in combat bug* alot!

    Easy to say "don't rush" when mobs simply go AFK: you are in combat with them, but they stay in one place and don't even attack. I've seen it in dungeons and trials, normal and veteran. This problem exists for months.
  • M0ntie
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    I can’t see any benefit what so ever for this and a whole lot of annoyance and time wasting.
    It takes so long to get back into a trial or dungeon that PTEing is no help at all.
    ZoS need to fix the problem of people regularly being dropped for no reason from the game. There are trials that for years have had issues - vAS’s performance gets worse overtime and seems to have a memory leak. vDSR usually has rapidly degrading frames on last boss until it’s almost unplayable.
    If people are PTEing it’s because of game bugs.
    Not to mention stuck in combat.
    Fix all the bugs that this is a (bad) work around before stopping people leaving while in combat.
  • ruengdet2515
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    Alt + F4 is best solution. :D
  • Jaraal
    Jaraal
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    TKo_ROUSE wrote: »
    Honestly I want to know why they think this is a good idea? Was something being abused in pvp?

    I doubt that, as one could just leave the group and then port out, without resetting achievements and such as would be the case in PvE. And the only instanced PvP would be Battlegrounds, anyway.

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  • J18696
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    TKo_ROUSE wrote: »
    Honestly I want to know why they think this is a good idea? Was something being abused in pvp? Like who cares if someone leaves a PvE instance in combat? Are they trying to prevent groups from skipping mobs for easy dungeons that people just run to boss.

    1. Dungeons are going to be a mess because you missed a mob at the beginning or it got glitched into a wall. You now completed the dungeon and can't leave. Why? Literally happened to me in falkreath hold last night.

    2. Resetting for trifectas is going to be a pain. Considerably slows down the reset process as the group needs to wipe to reset the instance. Hopefully eject will still work?

    Pve was the culprit for this change people had been using this to cheese no deaths in some scenarios
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