Feedback: Starter Escalations


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Goblin Squad Member

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Today we dealt with two escalations near Brighthaven. Both were charred tribe goblins. The first started at near 30%, the second started at close to 40%. With two teams of 6 adventurers, we were able to clear the escalations in about 2 1/2 hours total.

It seemed pretty easy - but one of my teammates pointed out that we had been promised special escalations at the start of EE. These escalations started at a couple thousand points, compared to tens of thousands of points that we saw in Alpha.

So: escalations are very doable at this point, for settlements that plan on keeping their escalations under control.

Paizo Employee Goblinworks Game Designer

Urman wrote:

Today we dealt with two escalations near Brighthaven. Both were charred tribe goblins. The first started at near 30%, the second started at close to 40%. With two teams of 6 adventurers, we were able to clear the escalations in about 2 1/2 hours total.

It seemed pretty easy - but one of my teammates pointed out that we had been promised special escalations at the start of EE. These escalations started at a couple thousand points, compared to tens of thousands of points that we saw in Alpha.

So: escalations are very doable at this point, for settlements that plan on keeping their escalations under control.

Excellent, sounds like those are working exactly as expected, providing challenges that can be completed by characters that are only a day or two old.

That said, while some of the other escalations may be too powerful for your characters to actually shut down at this point, don't ignore them completely. Their growth rates have been dramatically slowed down since Alpha, when they quickly took over the world, but they will start spreading in the next few days. Even if you can only slow their growth now, that will pay off in a few days when you're advanced enough to handle them at low strength. But if you let them grow to full strength, it's going to take a lot longer to advance enough to handle them.

Goblinworks Executive Founder

Was the Nature's Wrath escalation supposed to have a maximum strength of 50,000, unlike the others?

Goblin Squad Member

Golgotha also managed a Chard Fang goblin escalation today. took us a couple hours yesterday and an hour today. Yesterday was only 3 people and we were pull kiting. My only concern is a few months down the road and how easy they may become once we get the skills and equipment. Hoping you're (Goblinworks) are able to ramp them up when the time comes.

EDIT: sorry for some reason I didn't finish Bob's post. I was unaware they ranged in difficulty right now. Are the escalations near(ish) the settlements every going to gain more difficulty? We took ours down from about 80% and it didn't take as long as i was expecting.

Paizo Employee Goblinworks Game Designer

DeciusBrutus wrote:
Was the Nature's Wrath escalation supposed to have a maximum strength of 50,000, unlike the others?

I don't have the spreadsheets in front of me, but the maximum strength is set individually for each escalation, and 50,000 sounds about right for Nature's Wrath. I believe all the mini-escalations have identical maximum strengths, but most of the regular escalations have unique maximums.

Paizo Employee Goblinworks Game Designer

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Gol Tigari wrote:

Golgotha also managed a Chard Fang goblin escalation today. took us a couple hours yesterday and an hour today. Yesterday was only 3 people and we were pull kiting. My only concern is a few months down the road and how easy they may become once we get the skills and equipment. Hoping you're (Goblinworks) are able to ramp them up when the time comes.

EDIT: sorry for some reason I didn't finish Bob's post. I was unaware they ranged in difficulty right now. Are the escalations near(ish) the settlements every going to gain more difficulty? We took ours down from about 80% and it didn't take as long as i was expecting.

As the server populations grows in both strength and numbers, I'll be doing several things to up the overall difficulty of dealing with escalations.

The first thing will probably be to adjust the odds so that mini-escalations are less likely to spawn and tougher escalations are more likely to spawn. The mini-escalations are really meant for new players, so we'll want less of them around as all of you start leveling up.

The second thing will be to increase the growth rates for all the regular escalations. The current growth rates are about 1/4 of what was intended, primarily because a greater player population is needed to deal with the intended growth rates. As the player population increases, I'll slowly move those growth rates back to where they originally were.

Finally, I'll be adding new escalations with tougher enemies as time goes on. There are already some escalations waiting in the wings that are more appropriate for 2-6 month old characters, and we'll be adding even tougher ones before players can advance beyond that.

Goblin Squad Member

Since you are paying attention to this thread, Bob, could you clear something up? In the monster home hexes (the ones with the castle) some have a dark marker on the edge of the minimap and no available info. While I have seen others (like the one south of Kruez Bernstien) have a regular escalation marker and info is available (about the escalation).

Is that on purpose and what does it mean?

Thanks. :)

Goblin Squad Member

Also, I seem to remember reading somewhere that there should be a two day break after clearing an Escalation, yet some of the hexes where we cleared out Escalations yesterday are already back up to 70%. Am I misremembering?

Paizo Employee Goblinworks Game Designer

Bringslite wrote:

Since you are paying attention to this thread, Bob, could you clear something up? In the monster home hexes (the ones with the castle) some have a dark marker on the edge of the minimap and no available info. While I have seen others (like the one south of Kruez Bernstien) have a regular escalation marker and info is available (about the escalation).

Is that on purpose and what does it mean?

Thanks. :)

I won't be able to double-check until Monday, but most of the Home hexes are simply set up to constantly spawn encounters containing specific monsters, such as Ripping Chains goblins. They're not actually running any kind of escalation, so nothing would show up on the map. My guess would be that some of the hexes marked on the map as Home hexes didn't actually get assigned anything specific and are still just running regular escalations.

Paizo Employee Goblinworks Game Designer

Nihimon wrote:
Also, I seem to remember reading somewhere that there should be a two day break after clearing an Escalation, yet some of the hexes where we cleared out Escalations yesterday are already back up to 70%. Am I misremembering?

I believe at one point we were thinking that we'd leave source hexes fallow for 2 days, but we actually settled on 24 hours for the regular escalations and 12 for the mini-escalations. That's something we can adjust very easily, and even per escalation, once we see how it plays out.

Also, the mini-escalations start at 100% and only go down, so you very well could have cleared out a mini-escalation, then 12 hours later a new one started up at 100%.

Goblin Squad Member

The Risen escalation in the monster Hex SW of Rathglen (Skeleton hiding places) was at at a fairly low level yesterday evening (14% if I recall rightly). 4 of us cleared it in a couple of hours.

Goblin Squad Member

Thanks, Bob.

And yes, the Monster Home hex in Toad Hollow is definitely still running Escalations.

Goblin Squad Member

Ryan keeps telling me to Bother you about my escalation questions Bob. This Mordent spire one seems pretty intense for two day old characters. Is that one ment to be in the game already?

Paizo Employee Goblinworks Game Designer

Gol Phyllain wrote:
Ryan keeps telling me to Bother you about my escalation questions Bob. This Mordent spire one seems pretty intense for two day old characters. Is that one ment to be in the game already?

Including Mordant Spire was a calculated risk because, as you say, two day old characters will be very challenged by it. I balanced that risk out by only allowing a small number of those escalations to be launched and not allowing them to claim very many hexes, so at worst they should only take over small portions of the map right now.

Fortunately, because of the previous adjustments to the growth curves for all the escalations, it should also take a week or more before they get too strong, and by then many players should have leveled up enough that reasonably-sized parties should be able to put a dent in them. Meanwhile, large parties of low-level characters should at least be able to selectively tackle some of the smaller Mordant Spire encounters, which will at least slow down their growth. Plus, they're one of the best enemies around to get higher-level loot from, so it should be worth the effort.

All that said, let me know if they're rising in strength and spreading very quickly. At this point, I'd expect them to be somewhere around 50-60% at their source hex, and to have spread at most one hex away from their source, with those infected hexes sitting at around 20% strength.

Goblin Squad Member

We attacked them for around 4 hours last night and got them down to 30% they are back up to 34% today and they are starting to spread slowly. The escalation was at around 34% when we first found it.

Paizo Employee Goblinworks Game Designer

Gol Phyllain wrote:
We attacked them for around 4 hours last night and got them down to 30% they are back up to 34% today and they are starting to spread slowly. The escalation was at around 34% when we first found it.

If people have been attacking them regularly, then that's probably about right. The numbers were set up so that tougher escalations like this would take about as much strength damage in a few hours as they would build up over a day. However, those calculations include wild assumptions about how many players of various levels can be pulled together to battle those escalations, so I'm happy to see results coming anywhere close to expectations.

My suggestion for the next week or two would be try holding their source hex at 30% or below. It should take a little less effort each day to hold them there. A secondary goal would be to clear out neighboring hexes each time they become infected. That may be difficult to do right now, but should be possible within a few days, since you don't have to take out a boss to clear infected hexes, just sources. Then, when you're strong enough to take out the source hex with a sustained effort, it won't be getting any reinforcements from its neighbors, which could be substantial.

Goblin Squad Member

It was just supper depressing to have the storm caller quest reset at 45/50 kills.

Paizo Employee Goblinworks Game Designer

Gol Phyllain wrote:
It was just supper depressing to have the storm caller quest reset at 45/50 kills.

Yeah, once we make the timers visible, it will be a lot easier to tell in advance whether you're on target to finish a quest in time, or whether your time might be better spent elsewhere. I'd also like to see some additional changes that will extend the timers as long as progress is being made at a reasonable rate, but that's probably further down the road.

Goblinworks Executive Founder

So, if a group of people wanted to go and try to beat the Mordant Spire escalation, should they have to sneak through the gauntlet at the pass?

Goblin Squad Member

We plan on going out at 8 pm eastern tomorrow. If you would like to join us just let me know in advance.

Goblin Squad Member

Bob Settles wrote:
Gol Phyllain wrote:
It was just supper depressing to have the storm caller quest reset at 45/50 kills.
Yeah, once we make the timers visible, it will be a lot easier to tell in advance whether you're on target to finish a quest in time, or whether your time might be better spent elsewhere. I'd also like to see some additional changes that will extend the timers as long as progress is being made at a reasonable rate, but that's probably further down the road.

Maybe make the quest into smaller increments?

Goblin Squad Member

Bob Settles wrote:
Gol Phyllain wrote:
It was just supper depressing to have the storm caller quest reset at 45/50 kills.
Yeah, once we make the timers visible, it will be a lot easier to tell in advance whether you're on target to finish a quest in time, or whether your time might be better spent elsewhere. I'd also like to see some additional changes that will extend the timers as long as progress is being made at a reasonable rate, but that's probably further down the road.

I have a question about escalations with two quests and their reset timers.

I was working on an escalation with some friends (some met that night) that had two quests:
Retrieve 30 supplies
Kill 30 trained pets (wolves)

Would get one done (and the second partially done at the same time), but it seemed that a short time later, before we could find the next 10 wolves or so, that the supply quest would reset (or vice-versa).

What is the timer set at now, and why is it set at that time value?


Having a Mordant Spire escalation near your settlement, this early, feels like having a second job (or in my case a third job).

It grew 3 percent a day over the weekend despite our sorry attempts to defeat it.

I can only imagine we'll slow it even less on weekdays unless we can get the critical mass needed to complete the quests before they time out.

Tonight's big push will be informative.

This escalation (and the threat of it growing) has totally dominated EVERYTHING our settlement is doing, and has forced us to NOT do things we'd prefer doing.

We were going to visit some uhh friends and help them become #PFOcontent and that trip got cancelled as soon as we saw our new escalation.

Even when we aren't fighting the escalation (most of the time we can't get the simultaneous player numbers to beat the quest timer), the loot from everything we do fight, and all gathering and crafting we do is stockpiled towards defeating this escalation whenever we do have simultaneous player numbers. It has all the intensity and plan interruption of a high-sec corporation getting war-decced in Eve-Online.

And while that would be interesting from time to time, I find it VERY disheartening to think it could happen as often as the discussion above suggests it can, and I wince at the idea of it getting dialed up any time soon.

In fact, in our planning discussions Burtill *JOKINGLY* raised the specter of the settlement perhaps needing to award Escalation Points. Later, he begged me not to make him famous for coining that horrible term, but hey, ours is an EVIL settlement. Almost as evil as DKPs. :-)

Goblin Squad Member

Question, How much time do we have in order to complete Kill 50 stormcaller quest? When we made an attempt on Saturday seemed to be somewhere around 1 to 2 hours and then reset when we had killed 30.


Why exactly do we need quest timers, anyway?

What would be the harm of the quests NOT being timed?

Paizo Employee Goblinworks Game Designer

Gol Phyllain wrote:
Maybe make the quest into smaller increments?

The quests are generally intended to require fair numbers of players working together for a fair amount of time, thus the high numbers and long timers. After we see how they work out as the server population grows in strength and numbers, we can revisit that design philosophy. For the moment, I think the main problem with this particular quest is just that it's intended for much higher-level characters, which the world will be full of fairly soon.

Paizo Employee Goblinworks Game Designer

Mistwalker wrote:

I have a question about escalations with two quests and their reset timers.

I was working on an escalation with some friends (some met that night) that had two quests:
Retrieve 30 supplies
Kill 30 trained pets (wolves)

Would get one done (and the second partially done at the same time), but it seemed that a short time later, before we could find the next 10 wolves or so, that the supply quest would reset (or vice-versa).

What is the timer set at now, and why is it set at that time value?

Oddly enough, neither of those two events has a timer. My guess would be that you crossed a hex boundary into another hex that was also running the second event, but no progress had been made in that hex yet.

Paizo Employee Goblinworks Game Designer

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Savage Grace wrote:
This escalation (and the threat of it growing) has totally dominated EVERYTHING our settlement is doing, and has forced us to NOT do things we'd prefer doing.

The most efficient way for you to defeat the Mordant Spire escalation at this point is probably to ignore it, or to only attack it in quick bursts when you happen to have a lot of players available (with enough players you can do a reasonable amount of damage and pick up some great loot as well). Their growth rates have been drastically slowed since the days they took over the Alpha map. On top of that, they can only spread to 3 hexes for now, so they really won't get too bad. In a week or two, you'll be ready to tackle them.

Paizo Employee Goblinworks Game Designer

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Vadaryl wrote:
Question, How much time do we have in order to complete Kill 50 stormcaller quest? When we made an attempt on Saturday seemed to be somewhere around 1 to 2 hours and then reset when we had killed 30.

It's currently set to 4 hours. The timer probably just started 2-3 hours before you arrived.

Goblin Squad Member

We have plans. Also Three hexes is our the entire #ZombieKittenMT


3 hexes in every direction? Or 3 individual hexes?

Paizo Employee Goblinworks Game Designer

Savage Grace wrote:

Why exactly do we need quest timers, anyway?

What would be the harm of the quests NOT being timed?

The timers are just there to provide a little extra bit of pressure, and to make deciding which encounters to attack a more strategic choice. Do you have enough players in the hex to finish the event in time? If so, focus on the event. If not, focus on easier encounters.

In general, if an event starts after you've entered a hex, there should be plenty of time to finish it if you are able to tackle encounters efficiently. If you're having to do a lot of kiting and other slow tactics to win, then you're unlikely to finish in time.

If you enter a hex and an event has already started it, you may still have enough time, but there won't be a way to be sure until we make the timers visible. For now, if you can handle the event encounters fairly easily, you may as well tackle them when you run into them and hope for the best. Either the timer will run out or you'll succeed. Either way, another one will start up shortly and at that point you'll know you have plenty of time to tackle it.

Paizo Employee Goblinworks Game Designer

Savage Grace wrote:

3 hexes in every direction? Or 3 individual hexes?

Three individual hexes.

Goblin Squad Member

I'm fine with quest timers. But if they are in game We need to see them. I have no idea going in to teh hex if the quest has 35 mins left of 4 hours. There is no strategic choice if we don't have the info to work with.


Bob Settles wrote:
Savage Grace wrote:

3 hexes in every direction? Or 3 individual hexes?

Three individual hexes.

My boss and my clients thank you for not making PFO my third job.

Goblin Squad Member

Bob Settles wrote:
Mistwalker wrote:

I have a question about escalations with two quests and their reset timers.

I was working on an escalation with some friends (some met that night) that had two quests:
Retrieve 30 supplies
Kill 30 trained pets (wolves)

Would get one done (and the second partially done at the same time), but it seemed that a short time later, before we could find the next 10 wolves or so, that the supply quest would reset (or vice-versa).

What is the timer set at now, and why is it set at that time value?

Oddly enough, neither of those two events has a timer. My guess would be that you crossed a hex boundary into another hex that was also running the second event, but no progress had been made in that hex yet.

I would say that your guess is incorrect - we were in a monster hex, so it was obvious where the boundaries were (-13, -06 to be precise). We were in the middle of the hex when the quest restarted.

Paizo Employee Goblinworks Game Designer

Mistwalker wrote:
Bob Settles wrote:
Mistwalker wrote:

I have a question about escalations with two quests and their reset timers.

I was working on an escalation with some friends (some met that night) that had two quests:
Retrieve 30 supplies
Kill 30 trained pets (wolves)

Would get one done (and the second partially done at the same time), but it seemed that a short time later, before we could find the next 10 wolves or so, that the supply quest would reset (or vice-versa).

What is the timer set at now, and why is it set at that time value?

Oddly enough, neither of those two events has a timer. My guess would be that you crossed a hex boundary into another hex that was also running the second event, but no progress had been made in that hex yet.
I would say that your guess is incorrect - we were in a monster hex, so it was obvious where the boundaries were (-13, -06 to be precise). We were in the middle of the hex when the quest restarted.

Sorry, I misread your original post. The Broken Men escalation is set to run 2 events at once, so the behavior you described is exactly as expected. Each time one of the events is completed, 5-10 minutes later another event will start in its place, and sometimes it will be the same event that was recently completed.

Goblin Squad Member

Bob, that still doesn't explain the behavior Mistwalker is reporting. If Supplies and Pets are both running and we complete Supplies, we would expect Supplies to reset but we would NOT expect Pets to reset at the same time, which is what was described.

Goblin Squad Member

Gol Phyllain wrote:
I'm fine with quest timers. But if they are in game We need to see them. I have no idea going in to teh hex if the quest has 35 mins left of 4 hours. There is no strategic choice if we don't have the info to work with.

We can kill one of the quest mobs then sit and watch until the timer expires, then we can track from that point (unless the timer resets each day at server downtime, which is something else that needs testing).

Paizo Employee Goblinworks Game Designer

Gol Phyllain wrote:
I'm fine with quest timers. But if they are in game We need to see them. I have no idea going in to teh hex if the quest has 35 mins left of 4 hours. There is no strategic choice if we don't have the info to work with.

Agreed, and they are fairly high on the list of things that need fixing.

Paizo Employee Goblinworks Game Designer

Guurzak wrote:
Bob, that still doesn't explain the behavior Mistwalker is reporting. If Supplies and Pets are both running and we complete Supplies, we would expect Supplies to reset but we would NOT expect Pets to reset at the same time, which is what was described.

Mistwalker's post says that while trying to get the last 10 or so wolves, the supply event reset, which I assumed meant that the supply event was the one previously referred to as being completed. If the wolves reset without killing all the wolves, or the supplies reset without getting all the supplies, then I don't have an explanation for that. Best I can do is keep an eye out for similar reports and see if there's a pattern.

Goblin Squad Member

Bob Settles wrote:
Guurzak wrote:
Bob, that still doesn't explain the behavior Mistwalker is reporting. If Supplies and Pets are both running and we complete Supplies, we would expect Supplies to reset but we would NOT expect Pets to reset at the same time, which is what was described.
Mistwalker's post says that while trying to get the last 10 or so wolves, the supply event reset, which I assumed meant that the supply event was the one previously referred to as being completed. If the wolves reset without killing all the wolves, or the supplies reset without getting all the supplies, then I don't have an explanation for that. Best I can do is keep an eye out for similar reports and see if there's a pattern.

Only 1 reset, the one that was completed, in the 5-10 minute time frame.

I may have misunderstood, but I was under the impression that if we completed both quests, then the escalation would be cleared - did I get that wrong?

If so, how do we clear the escalation?

Grand Lodge Goblin Squad Member

We have a weak escalation to the SE and I don't feel in a hurry to finish that one. Last it was on 0.0% - hmm

Get it finished might only trigger something we actually would struggle with ...

So far I love the weak escalations.

Paizo Employee Goblinworks Game Designer

Mistwalker wrote:

I may have misunderstood, but I was under the impression that if we completed both quests, then the escalation would be cleared - did I get that wrong?

If so, how do we clear the escalation?

Escalations can clear in two ways.

The bad way is when the monsters win, which is only possible for a few escalations, such as the Skull-Basher ogres. In those cases, the escalation strength (listed when you hover your cursor over the escalation icon by the mini-map) rises very high and triggers an event where the boss appears to complete the monsters' horrible plan. If that event times out because the boss is not killed in time, then the monsters win and the escalation goes away.

The good way is that the strength of the escalation is lowered down to 500, at which point the boss appears to make a final stand. If the boss is killed before the strength rises back above 500, then the escalation is defeated.

So, the real trick here is lowering the strength of the escalation. The simplest way to do this is to kill any of that escalation's monsters. The stronger the monster, the more points it's worth. Even more efficient is clearing events, which in addition to the points for killing monsters along the way give a big punch to the escalation when completed.

Goblin Squad Member

Bob Settles wrote:
Mistwalker wrote:

I may have misunderstood, but I was under the impression that if we completed both quests, then the escalation would be cleared - did I get that wrong?

If so, how do we clear the escalation?

Escalations can clear in two ways.

The bad way is when the monsters win, which is only possible for a few escalations, such as the Skull-Basher ogres. In those cases, the escalation strength (listed when you hover your cursor over the escalation icon by the mini-map) rises very high and triggers an event where the boss appears to complete the monsters' horrible plan. If that event times out because the boss is not killed in time, then the monsters win and the escalation goes away.

The good way is that the strength of the escalation is lowered down to 500, at which point the boss appears to make a final stand. If the boss is killed before the strength rises back above 500, then the escalation is defeated.

So, the real trick here is lowering the strength of the escalation. The simplest way to do this is to kill any of that escalation's monsters. The stronger the monster, the more points it's worth. Even more efficient is clearing events, which in addition to the points for killing monsters along the way give a big punch to the escalation when completed.

Yeah we cleared a low level Broken Men just north of Keeper's Pass on the weekend by killing the boss. he was relatively simple to kill with a small party but dropped no interesting loot.

Must have been one of the "easy" escalations.

One thing to consider. Would it be possible to make the "harder" escalations more likely to spawn in hexes with large average player populations in nearby hexes/settlements?

Paizo Employee Goblinworks Game Designer

Neadenil Edam wrote:

Yeah we cleared a low level Broken Men just north of Keeper's Pass on the weekend by killing the boss. he was relatively simple to kill with a small party but dropped no interesting loot.

Must have been one of the "easy" escalations.

Broken Men is one of the easiest of the full-blown escalations. And for now the bosses don't drop any loot beyond that called for by their basic monster type. Eventually killing them will provide settlement-level loot of some kind.

Neadenil Edam wrote:
One thing to consider. Would it be possible to make the "harder" escalations more likely to spawn in hexes with large average player populations in nearby hexes/settlements?

We've talked about doing something along these lines eventually, but for now we're using a pretty simple random system.

Goblin Squad Member

We just did 50 Stormcallers in the Mordant Spire hex and were rewarded with 0.3% off of the escalation strength. Might need to look at the scaling on the harder escalations.

Goblin Squad Member

We think what happend is that the # reduction for completing the quest is the same as the mini escalations. But since the total stg is so much higher it was a drop in the bucket.

Silver Crusade

Given the time we put into completing the storm caller quest its a little disheartening to see such a little drop. At this rate we will only be able to keep the escalation from growing, even with better gear


Regarding the Mordant Spire escalation:

OK, having a bunch of people out there was really fun, and I assume we scored a SERVER FIRST in completing the Rising Storm quest (even if it barely diminished the escalation) so if reading the math is discouraging, I apologize. Our group was great fun, and I have no complaints on loot, though the double durability deaths kind of sucked, but many people bug reported that.

OK, I'm just doing this off the cuff for the Mordant Spire escalation, so anyone that was there feel free to chime in with more accurate values...

A) The escalation is rising about 3% a day.

B) We had about 15 people at a time killing them.

C) We were out there for 3.25 hours

D) That comes to about 50 man hours spent on it.

E) That got it down by 0.9%?

F) If all those figures above are right, it would take about 160 man hours a day to offset the rise each day.

G) It will take about 1700 man hours to clear the escalation tomorrow. (Uh sure, that will happen, LOL).

H) If X is the value for every day we don't succeed in finishing it off, we'll have devoted 1700+160x man hours when we finally do finish it. If it gets to 100% it will take 5000 manhours to defeat in a single day.

Any of the values above being wrong changes all the math, so I'm looking for input on which (if any) figures are wrong, as well as any point where my logic is failing. I make no claim about this being entirely right, I'm just trying to give us a framework to collectively calculate how many manhours we're going to have to devote to this.

I could also use devs or experienced alpha vets to suggest whether a week from now or 2 weeks from now we'll be 2 times as tough, 4 times as tough, or whatever it is to see if the manhours needed will fall over time.

tldr: I love hunting these things when we have lots of players, I just wish we were hunting SOMEONE ELSE's Mordant Spire escalation. :-)

If we can't clear it before the devs allow unchecked spreading, allow me to be the first to say:

I welcome our new Mordant Spire overlords.

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