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"You can't do that while your dead" when you still have health

phaneub17_ESO
phaneub17_ESO
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I get this a lot when trying to cast Breath of Life when I have around 10-15% health left while I'm still moving around; it makes me wonder how many others are annoyed by it too. It's usually from enemy ranged attacks that already calculate the damage done the moment it's cast not when the projectile is in motion overriding any action you take to avoid it. It's a very annoying game mechanic, why have it as a flying projectile if the damage is already done and applied to me before the animation is even released?
Edited by phaneub17_ESO on June 14, 2014 12:53PM
  • Arsenic_Touch
    Arsenic_Touch
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    It's a new feature, bosses and mobs hit you so hard that you have to log out to continue. It's been an issue for a while now.
    Is it better to out-monster the monster or to be quietly devoured?

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    "Fear can claim what little faith remains."
    "Death will take those who fight alone."
    "But united we can break a fate once set in stone."

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  • crislevin
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    Happens in all shapes and forms, my pets start attacking enemies before they actually spawn. Quest of killing something completes before enemies health drop to zero.
  • seaef
    seaef
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    I've had strange pseudo-deaths several times. It seems to happen when you are really close to zero and it may be some kind of lag between the server and what the UI captures.

    I died once with my health bar showing 83 health. I was not happy about that one. ;-)
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  • Rev Rielle
    Rev Rielle
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    I always thought it was just the inherent latency I experienced (playing from Australia). What I generally experience is getting the 'death' screen (goes all grey and UI disappears) but still being able to move my character about for a few seconds before they fall down and die. Usually happens in situations where you've clearly dodged a dangerous attack or the like, but the game still recorded your character as being hit, and then dieing from it belatedly. I just put it down to playing a reactive combat style game, online.
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  • Rodario
    Rodario
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    Your dead what? You mean "you're".
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  • phaneub17_ESO
    phaneub17_ESO
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    Rev Rielle wrote: »
    I always thought it was just the inherent latency I experienced (playing from Australia). What I generally experience is getting the 'death' screen (goes all grey and UI disappears) but still being able to move my character about for a few seconds before they fall down and die. Usually happens in situations where you've clearly dodged a dangerous attack or the like, but the game still recorded your character as being hit, and then dieing from it belatedly. I just put it down to playing a reactive combat style game, online.

    I thought the same thing too in the beginning when only one of my gpu was running and the other sat idle, when SLI kicked in they were still doing it. I then watched carefully on how the game handles damage, heals, and absorption effects. Melee attacks are set on a delay so they hit when the animation plays, charge down a line is 1-2 meters ahead of where they are at, and dodging moves are applied before the target plays the animation such as when they jump over you. Heals are set on a delay after casting, there doesn't appear to be a uniform standard, normally its hard to noticed; however, when they increased the animation time for Rushed Ceremony / Breath of Life, it really shows the delay effect, animation play time is cosmetic.

    Range attacks fall in two categories the normal non-charging is on the same delay as melee with the damage applying a little after the animation starts playing but still before it actually lands on you; while charged up ranged attacks like the blade toss you have to enable block before it finishes casting as damage is applied immediately as they finish casting and is already applied to your health pre-struck, you already got hit it just doesn't show it until the animation connects no matter what heals or protection you set up.

    On another related topic this is also very annoying when performing certain attacks like Crescent Sweep where if one mob has dodged the attack then all mobs in range also get the applied dodge effect. I once had 4 mobs all dodge my Crescent Sweep, thought there was a built in miss factor but later found out its Dodge mechanics applying to all or none when dealing with AoE.
  • PBpsy
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    What actually happens Is that you do indeed die but come back to life because of awesome magick. The game doesn't recognizes your resurrection though.
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  • Tabbycat
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    This is clearly the work of Molag Bal. We must stop him at all costs!

    Have you submitted a bug report on it? If there's a game mechanic that isn't working properly, hopefully it will get fixed. I know that some abilities don't work like they are supposed to. This may be one of them.
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