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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.
She/They
PS5/NA
  • DustyWarehouse
    DustyWarehouse
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    Its almost as if they should have fixed some other bugs before introducing this change. *cough* stuck in combat *cough*
  • kiheikat
    kiheikat
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    Anyone remember how trial tanks used to say, "Can't block. You hold everything, I'll be right back."

    Being able to leave an instance during combat provides a work around for so many bugs. I can see it being abused in some niche situations, but this takes away a nice work around for a lot of random bugs.

    Leaving the instance is still the only way for me to get out of the wall in vBRP. Group is usually dead by the time I get back, but saves us a bit of time.
  • TKo_ROUSE
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    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?
  • JanTanhide
    JanTanhide
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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.

    Very true. No idea why they are introducing this change. No one asked for it and I see no useful purpose to it. It's only going to create problems.
  • 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.
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  • jaws343
    jaws343
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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?

    From what I heard from someone else, it sounds like PVE players are actually the ones abusing the mechanic to cheese encounters.
  • Soarora
    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/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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  • React
    React
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    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
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  • 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.
  • prof_doom
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    Good luck in Volenfell.
  • Kesstryl
    Kesstryl
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    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.
    HEARTHLIGHT - A guild for housing enthusiasts! Contact @Kesstryl in-game to join.
  • React
    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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  • TKo_ROUSE
    TKo_ROUSE
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    Soarora wrote: »
    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.

    That isn't a great solution to people doing trifecta runs. Like reforming a group of 12 players or even 4 after every reset is going to be a PITA. They should think of a more creative way to handle this. Although on PC it wouldn't be as bad to disband and have auto invite to make it go faster. Best of luck console players.

    I can't imagine the number of players using PTE to cheese combat encounters in PVE is very high. Like it takes a good minute of load screens which means that others have to survive without whoever is out. Everytime I have personally seen someone PTE in an encounter is because of a bug like they can't resurrect or they got glitched off the map.

    Honestly if its a big deal for them monitor it and throw out some bans or suspensions. I don't think inconveniencing a ton of players is the right call to stop some trash cans from cheesing an achievement because they don't want to take the time to learn it properly. Also who cares much about achievements anyway, so many accounts bought a carry for their trial and dungeon clears anyway. Is that any worse than someone cheesing something?
    Edited by TKo_ROUSE on July 12, 2023 8:50PM
  • 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.
  • thepandalore
    thepandalore
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    This is a terrible change. Leaving instance is often the only available method to circumvent game breaking bugs.
  • jaws343
    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.
  • kiheikat
    kiheikat
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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.

    Anyone remember the unkillable Tempest Island add that was always stuck in the wall?

    In Wayrest, you can at least run back and kill the gator, but sometimes the thing you need to kill is stuck in the environment and can't be targeted.

    Or a normal dungeon (BC 2, ICP, DSC 2) with an unkillable (leeching) tank and everyone else dead on the floor. Tank can't output enough damage to kill anything and large mob of monsters just keeps healing the tank.
  • ShadowPaladin
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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!
  • Gray_howling_parrot
    Gray_howling_parrot
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    Its almost as if they should have fixed some other bugs before introducing this change. *cough* stuck in combat *cough*
    Its almost as if they should have fixed some other bugs before introducing this change. *cough* stuck in combat *cough*

    Yea the funny thing is there’s a whole lot of bugs and changes that players have been asking for - a vast majority of which are no where in their 39 pages of bug fixes lol.
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Kesstryl
    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
    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.
  • Billium813
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    I can't wait until my group finishes a pledge, someone is stuck in combat per usual, and now everyone in the group is forced to logout to reset.
  • 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.
  • starkerealm
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    jaws343 wrote: »
    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?

    From what I heard from someone else, it sounds like PVE players are actually the ones abusing the mechanic to cheese encounters.

    Mostly abusing the mechanic to deal with bugged encounters. There aren't many situations where you could use this to your advantage in PvE. There's plenty of examples in this thread of ways this was used in PvE to deal with other bugs that would break the game.
  • 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.

    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • f047ys3v3n
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    Yea, I get it, people were PTE ing to avoid anti-rez mechanics such as cloudrest or vKA HM. Still, doing a PTE mid fight wasn't all that common and I still regularly encountered raiders who hadn't heard of it.

    Whole groups being stuck in combat permanently in trials and dungeons does happen relatively commonly and doing a PTE was the only solution to that. Now, I guess the instance is just dead.

    Big win there ZOS, I'm sure nobody will rage quit over that. Maybe you should have fixed the stuck in combat when we are all dead thing first? I really can't see how it is that hard to fix a group of all dead people being stuck in combat.
    I am mostly pleased with the current state of ESO. Please do continue to ban cheaters though and you guys have to find out who is duping gold and how because the economy is currently non-functional.
  • BahometZ
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    Zos devs, tell me you don't play your game without telling me you don't play your game.

    Until the numerous instance and encounter bugs are cleansed this is an insanely terrible change to make.
    Pact Magplar - Max CP (NA XB)
  • J18696
    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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  • RevJJ
    RevJJ
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    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

    3srwbbdygqen.png
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