allochthons wrote: »> 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.
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?
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?
Literally happened to me in falkreath hold last night.
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????
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????
It doesn't just happen in Cyrodil, it happens in PVE too.
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.
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????
It doesn't just happen in Cyrodil, it happens in PVE too.
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????
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.
DustyWarehouse wrote: »Its almost as if they should have fixed some other bugs before introducing this change. *cough* stuck in combat *cough*
DustyWarehouse wrote: »Its almost as if they should have fixed some other bugs before introducing this change. *cough* stuck in combat *cough*
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????
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.
ShadowPaladin wrote: »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!
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.
Honestly I want to know why they think this is a good idea? Was something being abused in pvp?
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?
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????