#The tower room (challenge 3) in nexus of light resetting when the crystal holder dies is not fun

1 messages · Page 1 of 1 (latest)

shut tendon
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basically just the title. it forces u to redo the entire challenge. its one of the worst challenges because of how repetitive it is, and having to redo the entire thing is not fun.

before someone say "just let a tank get the crystal", in partyfinder your words mean nothing, players dont care or they dont speak english (and only 10%~ ish of the players that care) or they are new, so saying "let a tank take it" in party chat means nothing most of the time. also some parties dont have a tank

and u cant say that "even a glass cannon can tank that room", its partyfinder, not all players are skilled and thats okay.

my suggestion to this feedback is to just not reset the challenge and spawn the crystal in the current floor of that challenge.

sorry for the yap my raid took 16 minutes to complete because of that room (and also because everyone else died in boss)

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added reactions. also

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at least it being exactly at 16mins is satisfying ig

craggy dune
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maturation crystal

heady moss
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additionally, i feel like the length of the room could just be halved and it wouldn’t hurt the raid

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like going to the light beam once could take you to the next floor right away instead of having to fight two waves

worthy path
shut tendon
shut tendon
shut tendon
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i hope they do too

sly gust
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Ye, make it so the darkness crystal is dropped/spawns on the current floor if the crystal holder dies so people alive can continue

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Like it’d make sense since the thing is an object. If someone were to die you can pick up the object from them and continue

hoary cipher
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This room just needs to get reworked in general.

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It almost always takes 2 minutes and 30 seconds and it’s just a bunch of slay challenges.

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And for some reason the third floor miniboss, Maturation Catalyst, is more difficult than Polychromatism, the final floor miniboss.

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By far the worst raid room in the game. It somehow manages to be tedious, difficult and drawn-out all at the same time.

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Why they haven’t just flat out removed it is beyond me.

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And yes please just drop the crystal where ever they died.

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1.) Killing all mobs should summon the light beam immediately.

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2.) Upon the crystal bearer reaching the light beam, initiate the next wave.

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3.) Give Maturation Catalyst CCI.

shut tendon
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yeah i agree

sly gust
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sorry, there I changed it
sometimes I can't read, smh

shut tendon
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lol

kind pine
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I've always thought it would make sense that if you die, you'd just drop it where you died and someone else could pick it up. This brings with it, an issue. What if players killed all the remaining enemies and didn't pick up the crystal before being sent to the next area? This brings with it, another issue. The player would be able to reach the end of the room but would be softlocked as (presumably) all enemies would get killed (or you'd have to wipe anyway). Obviously, this cannot be allowed to happen. How to prevent this? Don't allow the players to move onto the next room until someone picks up the crystal. This brings with it, another issue. Instead of the trigger to enter the next room being "the death of all enemies in the room", the trigger is now "check if crystal is in the [held by a player] state every X seconds". This brings with it, another issue; lag. So now, the problem is that you and 2 other players with no communication are trapped in a room with no enemies and a crystal. What solution to this problem does not cause lag, a softlock, a game-breaking bug, or a forced party wipe? If you can find an answer, I would be unsurprised if the dev team wants to hear you out on it, but if you can't; hopefully now you understand why you're made to restart from the beginning.

shut tendon
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someone has to pick up the crystal to go up

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besides if ct or a dev does have a problem with implementing it, they would give the reason here, just like how they give reasons on why they cant implement it for other feedback/suggestions

kind pine
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"Don't allow the players to move onto the next room until someone picks up the crystal. ||Yippee, it's already implemented, you can't do the light beam without the crystal. Anyway, moving on...|| This brings with it, another issue. Instead of the trigger to enter the next room being "the death of all enemies in the room", the trigger is now "check if crystal is in the [held by a player] state every X seconds". This brings with it, another issue; lag."

But thanks for not reading my entire post or something like that

kind pine
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The beam of light spawns on a delay after the final enemy dies in the room. The delay is due to a long clock. The clock is long to prevent lag.

shut tendon
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the light beam spawns after a set amount of time, not after every enemy dies

kind pine
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So the light spawns while there's still enemies in the room then?

shut tendon
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also the game does not need t check which player has it every few seconds, just set it to what x player whenever x player picks up the crystal.

kind pine
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You're telling me the room is designed in a way where 4 tanks can go semi-afk for a bit?

shut tendon
shut tendon
kind pine
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I have done the raid many times. Every time I've done it, the light only spawned after killing all the enemies, so my apologies if I was unaware of a mechanic that was only able to be noticed by a skill gap.

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Regardless, my original point still stands.

hoary cipher
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You don't have to kill all enemies on the floor for the beam to appear, it automatically appears after a certain amount of time has passed.

And I don't see how a few extra conditions are going to cause a substantial amount of lag.