Add a period of invulnerability for respawning characters


Pathfinder Online

Liberty's Edge Goblin Squad Member

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Fairly often when our character resurrect at a Pharasma shrine there are NPC camped near it, NPC that attack immediately and kill the character again, even if you try to run away (too often they have the bombs that change your character heading or effects that slow him down).
Las time I have been killed 3 times in a row, always respawning at the same shrine. The 4th time my previous attempts to run away had scattered the packs of goblins and wolves enough that I was able to run away.

A small time frame in which the character is untargettable (and can't target anyone but can move/hide) after respawning would avoid this problem.

Goblin Squad Member

IIRC correctly, in the future we will not spawn to nearest shrine but to a place (shrine/home/whatever) we choose ... or so the rumours go anyway..

Goblin Squad Member

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We don't need invulnerability, the mobs just need to not spawn near shrines.

Goblin Squad Member

I understand the frustration but I laughed when I read this because temp invul is usually requested to avoid spawn campers ganking people as they rez or having mobs trained on them. To have it be the NPC's exclusively causing the trouble is amusing. All the same, invul is a feature that many games have which breaks after an action (moving, chatting, etc.) is taken or after a certain time has passed. It does help when the character has popped up in the world but the player still sees a loading screen.

Goblin Squad Member

This would allow low rep players to escape guarded towns.

So +1

Goblin Squad Member

Valkenr wrote:
We don't need invulnerability, the mobs just need to not spawn near shrines.

Ryan responded to me that mobs over running respawn shrines, especially I assume in escalation hexes, is working as intended. I guess the point being made is that we shouldn't let the escalations get that out of hand.

Unfortunately, I don't believe the server population is capable of doing that, unless they spend every moment in game working on escalations.

How do that escalation event go the other day? 8-10 players spent four hours to reduce an escalation to 70%. I bet when the returned the next day, the escalation hex was back to 100%.

Goblin Squad Member

Andius the Afflicted wrote:

This would allow low rep players to escape guarded towns.

So +1

Not a good reason for invuln, as we are supposed to be able to choose our re-spawn location.

Goblin Squad Member

Bluddwolf wrote:


How do that escalation event go the other day? 8-10 players spent four hours to reduce an escalation to 70%. I bet when the returned the next day, the escalation hex was back to 100%.

3 players in T1+2 weapons and armor should be able to clear 10-15% an hour. And from what we've seen the escalations grow somewhere between 1-3% at the top of the hour.

I think there have been some ill-fated attempts to run escalations with partially geared fresh characters, without a core of higher-'level' characters.

Nihimon(most), Myself, and a few others throughout the day cleared a hex from 100% to 0% with what I'll call 8 hours of focused play. The escilation was Ripping Chains.

And the shrines get still covered in non-escilation hexes.

Goblin Squad Member

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Valkenr wrote:
Bluddwolf wrote:


How do that escalation event go the other day? 8-10 players spent four hours to reduce an escalation to 70%. I bet when the returned the next day, the escalation hex was back to 100%.

3 players in T1+2 weapons and armor should be able to clear 10-15% an hour. And from what we've seen the escalations grow somewhere between 1-3% at the top of the hour.

I think there have been some ill-fated attempts to run escalations with partially geared fresh characters, without a core of higher-'level' characters.

Nihimon(most), Myself, and a few others throughout the day cleared a hex from 100% to 0% with what I'll call 8 hours of focused play. The escilation was Ripping Chains.

And the shrines get still covered in non-escilation hexes.

Solo or in small groups some escalation quests are easily achieved and others are prone to time out. An example of easy to achieve solo is the one where you kill two diplomats in a single camp. An example of difficult are the ones that require you collect 30 of something and seemingly have to wait for them to spawn.

You waste an awful lot of time in escalation events just finding things.

Liberty's Edge Goblin Squad Member

Valkenr wrote:
Bluddwolf wrote:


How do that escalation event go the other day? 8-10 players spent four hours to reduce an escalation to 70%. I bet when the returned the next day, the escalation hex was back to 100%.

3 players in T1+2 weapons and armor should be able to clear 10-15% an hour. And from what we've seen the escalations grow somewhere between 1-3% at the top of the hour.

I think there have been some ill-fated attempts to run escalations with partially geared fresh characters, without a core of higher-'level' characters.

Nihimon(most), Myself, and a few others throughout the day cleared a hex from 100% to 0% with what I'll call 8 hours of focused play. The escilation was Ripping Chains.

And the shrines get still covered in non-escilation hexes.

Good if you play when server population is high, less good if you play at a different time.

So far I have read only a couple of times in general chat a call for participation in an escalation. Never near my current location.

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