I mean would it really be so hard for them to implment a fail-safe check of "if the player has not taken damage, dealt damage, healed something, been healed by something or used any skills what so ever for the past 90 seconds then they are removed from combat"
I mean would it really be so hard for them to implment a fail-safe check of "if the player has not taken damage, dealt damage, healed something, been healed by something or used any skills what so ever for the past 90 seconds then they are removed from combat"
This is an very good idea. Now in an raid group in Cyrodil one major factor is other pulling mob while on horseback, group is now in combat this preventing other in group to mount.I mean would it really be so hard for them to implment a fail-safe check of "if the player has not taken damage, dealt damage, healed something, been healed by something or used any skills what so ever for the past 90 seconds then they are removed from combat"
Tyrant_Tim wrote: »I mean would it really be so hard for them to implment a fail-safe check of "if the player has not taken damage, dealt damage, healed something, been healed by something or used any skills what so ever for the past 90 seconds then they are removed from combat"
I’m sure the “stuck in combat” bug is tied to the “permanent status effect” bug, whereas when you apply Burning to an opponent and it won’t go away, it considers you in combat with that player.
If this was an easy fix, I’m sure that it would have been done by now despite what people seem to believe, ZOS does want a working product because happy players spend more money.
Tyrant_Tim wrote: »I’m sure the “stuck in combat” bug is tied to the “permanent status effect” bug, whereas when you apply Burning to an opponent and it won’t go away, it considers you in combat with that player.

esogamer2021 wrote: »The stuck in combat big is so F annoying, it’s been mentioned year after year and all ZOS says is “ to combat this try crouching and swap wep bars “ it doesn’t work!!!! and if you wearing the oken piece you can’t bar swap
Anyway lol They need to implement a fix for this like if you travel to another keep its stops, it’s annoying when you realise you’ve brushed passed a PVP tank at kingscrest and you are still in combat when you have to walk all the way to blackboot 40 minutes later still in combat
NeuroticPixels wrote: »Why do mobs chase us beyond their combat area? As soon as they reach outside that area, they should fully reset and run back their spawn point.
If mobs chasing us down after they’ve left their combat area until they get the last hit in or until we stop running and slap them with a light attack is intended, then…. I don’t even have words. That’s beyond ridiculous.
DUTCH_REAPER wrote: »It’s not a bug. It’s an unintended “feature”. Lol
I had fun in early PTS of Western Skyrim where I dragged a giant Werewolf from a Harrowstorm with a lowbie character across the map. I eventually tried to bring it all the way to Solitude but met another player who wanted to fight it (and repeatedly died). I was slightly disappointed they actually fixed that one before launch.
One of the worst situations I've run into lately for being stuck in combat involves using Purifying Light on my Templar. Even if the target dies I end up being stuck in combat for 20+ minutes, which I assume is because the HoT effect it gave to nearby allies was persisting even after the target's death.
Today's patch notes include this tidbit:
I'm hoping that maybe this is what was causing me to be stuck in combat, and if it was maybe it will give ZOS more info to finally put together a more comprehensive fix to this incredibly frustrating and long-term bug.
HumbleThaumaturge wrote: »I remember quite clearly that ZOS officially responded in the past (years ago) to this issue (the "Stuck in Combat bug"). I searched the Forums for that response but did not find it. In essence, as I recall, ZOS responded: There is no "bug"; it is working just the way it is supposed to.
Now consider for a minute if that is true: What if Stuck-in-Combat) truly is working as intentionally designed. If it is working as designed, I wish I understood: (1) how it gets triggered, and (2) how it might be cleared. I have sometimes wondered if killing something (a wolf or an NPC) clears it?
My poor Templar healers seem to get stuck in combat the most. Many a time I have run on foot after my guildmates . . . as they gallop away with every horse-speed buff available (including CP buffs). It's many a time they have completed the next keep by the time I catch up to them (because stuck-in-combat persists the entire distance between keeps). Extremely annoying, and unnecessary, and (if it is working as designed) cruel.Tyrant_Tim wrote: »I’m sure the “stuck in combat” bug is tied to the “permanent status effect” bug, whereas when you apply Burning to an opponent and it won’t go away, it considers you in combat with that player.
"Stuck in Combat" occurred years before we were "gifted" the near-infinite status effect.
barney2525 wrote: »you want to change your armor... WHILE someone is hitting you.
oh sure, THAT's realistic.