#Have your say: Raid Room reworks and New Rooms

1 messages · Page 1 of 1 (latest)

strange wolf
#

Hey guys! You might have noticed raid Room reworks are coming out a bit more often these days, and with that in mind I'd like to hear your concepts for reworked rooms and new rooms! please send your idea for a room in a single concise message, I have provided the following template for you if you would like

Room name: [...]
For raid: [...]
Replacing/Reworking Room: [...] (if applicable)
Room concept: [long text]
Why this is a good idea/better than what we have: [long text]

Please don't crowd up the thread with too much discussion! I'll be reading your thoughts and taking them into account, but I cannot of course guarantee anything gets into the game

bronze wind
#

Wow!

fallen zodiac
#

can’t believe we got constructive suggestions

azure vigil
#

Room name: golem room in tcc
pls make it faster thank you

fallen zodiac
vale beacon
#

Room name: Resource room
For raid: Nol
Reworking room: Buffing the non-combat resource methods so it becomes more like notg, where one person goes off to each res room
Why this is a good idea (imo): The current system just revolves around fighting a (pretty boring) miniboss for 1 min or so

cedar spire
#

Room name: 3rd Room TCC
For raid: GTCC
Changes: add grapple hooks to parkour from dwarves and doguns

Why this is a good idea/better than what we have: It'd be fun and complement the parkour without ruining the experience

alpine garnet
#

Room: NOL Maze
Raid: NOL
Changes: Make the platform we have to land on solid once the light guy is on it so that we can grapple to it because you cannot grapple to barriers. Alternatively, disable movement spells and reduce mob damage/range if thats the intended experience. Kinda sucks when everybody else can just skip it and you’re looking for invisible blocks like a peasant because nobody wants to help

sick pendant
wind bay
#

SUGGESTION THREAD HEY MODERATORS

tall marsh
#

That’s just straight up making the room worse

wind bay
#

Room: berry
Raid: tna
Changes: the canyon is bigger, void holes now spawn in an X amount of random places drawn from a larger pool of possible spots. Each void hole has a beacon underneath itself which requires 2 players to activate. Once activated, the void hole starts glowing and becomes vulnerable to the berry carrier's attacks. Only one beacon can be active at a time so the non-berry teammates have to strategize the route for the berry carrier. Also add gobbs there because yeah
Why it is better I think should be obvious but to follow the thread format, it will encourage and even force more teamwork because in the current room players are very detached. Berry guy does his own thing, everyone else just damage farms the mobs lol

loud root
#

Room: bulb room
Raid: TNA
Changes: replace every enemy with foxes

loud root
#

The foxes must roam the bulb valley

craggy violet
#

I was gonna request ways to improve the tower room, but that's confirmed to be reworked.

wind bay
#

Tower just gotta be cut in half and made actually difficult

craggy violet
#

Well it can be difficult

#

Because of one particular enemy saltroll

wind bay
#

Yea well that is not whqt I mean by difficulty

#

That is just bullshit

turbid otter
#

Room: every Hold Button room and mechanic
Changes: make players move around hitting objectives
Reasoning: sitting afk is not fun!

craggy violet
#

Bullshittery adds to the difficulty in the incorrect way.

fallen zodiac
#

Raid: Notg
Reworking Room: Slime Platform Hold Room

Room concept: Rather than having the egg randomly jump onto the platform once it erupts, have some strong mob spawn from it, similar to how Heart of Darkness works. This mob would try to be as disruptive as possible, knocking players around. Perhaps it could be a mini-grootslang doing the Boss Grootslang's charge attack, since the room is small enough for that kind of attack to be threatening. Additionally, the eggs should spawn faster seeing as they have very little health.

Why this is a good idea/better than what we have: Generally this room is never a challenge. Perhaps that is the point since it is a room 1 Grootslang room, but I still feel as though it could be improved by being more interactive nonetheless, and having at least a little bit of extra challenge. If the players miss an egg, they should be punished with something meaningful, not just wasting their time completing the room by a couple extra seconds.

craggy violet
#

I hate hold rooms :<

fallen zodiac
#

yeah im gonna try to toss in some ideas to help them be more interactive

sick pendant
#

Room: nol
Raid: nol
Changes: replace all the barriers on the ground with something can be placed with traps thanks

remote plume
#

room: nol...

sick pendant
#

Room: the huge long stairs before boss fight
Raid: nol
Changes: give some ws buff/speed buff while walking it, or something that can help you climb the stairs faster(if we can’t remove it due to lore)

remote plume
#

new room: room 1 B
raid: nol
concept: basically works like capture the point. players must locate infected areas around the room and stay within the zone to purify said area. while in said area, a few waves of mobs spawn to try and stop the player.
reason: id like to see more of the parasite effects within rooms, since nol is based around it infecting the realm. it also somewhat matches the hold room theme each raid has as first challenge.

loud root
turbid otter
#

twains urge to take orphaned children and fashion them into powerful mages

desert relic
#

Room: elevator
Raid: NOL
Reason: garbage room that should have never been created from the first place should either be entirely revamped or be shorten by two stage

fallen zodiac
desert relic
craggy violet
strange wolf
#

oh that reminds me i should disable fall damage on the new tower room lol

craggy violet
#

Because fun fact, after completing RoL V, the end ambience pitched lower is played.

#

Contrast to after completing A Journey Further, the end ambience is played with no alterations.

alpine garnet
craggy violet
#

More DPS gatekeeping of course.

strange wolf
craggy violet
#

You should add beta testing for the new tower room : )))

fallen zodiac
forest rock
#

beta but you specifically have to pay a silverbull share even if you already have silverbull or hero+

strange wolf
#

i should add something to our vscode extension which makes it warn you if you try and do something to a player without checking if the player exists

alpine garnet
#

Please make it so you don’t have to hit the parasite one last time in NoL to end the raid in the edge case that a parasite takes over the last player alive, jumps into the wall, unlatches with the player still in the wall, the player uses ranged attacks to kill the parasite through the wall but then the last hit is across the map so it softlocks you after an excruciating amount of time spent waiting for the mf to die all for nothing

alpine garnet
#

Frankly don’t know why it’s a thing in the first place no other raid has it

sinful abyss
#

Room name: all hold rooms
remove them like
except for the tna one where u gotta kill the portals in time, that one is cool

thin minnow
#

@strange wolf should i copy paste my room idea here

strange wolf
thin minnow
#

bet 1s

#

ok scuffed because i wrote on signs but heres an idea i had a while ago for a new TNA room, lmk what yall think

forest rock
tired granite
forest rock
#

This also sounds like an insanely unfortunate chain of events lol

craggy violet
forest rock
#

It would also gravely undermine the point of the player coming to the Nexus and slaying The Parasite

#

if Orphion was the one to kill it lol

vital cipher
#

💔

#

or a message in chat

#

or a title

#

or anything

#

that isnt just it sitting there and waiting for you

forest rock
#

that's right there should be a big flashing advertisement board

vital cipher
#

yeah!!!

forest rock
#

please kill this clearly weak but still living enemy that has begun to glow again

#

Surely this has no meaning

craggy violet
#

Orphion should spit on it after 5 seconds if nobody has done anything.

forest rock
#

But it's kind of the point that Orphion cannot.

craggy violet
#

"You must fight what I cannot"

#

If that was the quote.

forest rock
#

He literally overexhausted himself, again.

wooden gulch
craggy violet
#

Can't

#

She's busy beefing with Bak'al

forest rock
#

i think the correct solution is that after 10s of parasite not getting tapped, it gets back up, infests Orphion once more

#

and you get
** ** Raid failed!
Literally more useless than Lari.

wooden gulch
#

ok that’s an idea too

#

but raid shouldn’t fail - that makes no sense

#

u should just have to fight boss again

craggy violet
#

satire

wooden gulch
#

maybe it gets stronger cause it learns ur attacks ( or maybe it gets weaker because it is tired)

forest rock
#

I enjoy collecting tears from raid failure more

river oar
strange wolf
#

i assume its to encourage staying together

alpine garnet
alpine garnet
forest rock
#

Just no, sorry.

#

I can look into why Parasite can rarely get weirdly stuck on a latched player

#

but that is no reason to change the way this plays out

alpine garnet
#

Okay then dont let the parasite jump into a wall and then unlatch

river oar
#

it used to happen more often but seems to have started breaking less

#

it still does happen though

forest rock
alpine garnet
#

Awesome

forest rock
#

gently kiss you goodnight

violet glade
#

tealy what does your room replace

river oar
thin minnow
river oar
#

make it do a high percentage of your health if ur not in a graid, but in graids it instakills

forest rock
#

I don't think TNA has any shot of getting a new room like pretty much any time soon

violet glade
#

like an additional room 1?

river oar
#

just cus pfinder is uncoordinated imo

forest rock
#

Like the priority is easy room fixes for rooms that suck balls, then get the raids with less rooms than 6 back up to scratch

wooden gulch
alpine garnet
river oar
forest rock
#

and TNA both has overall good rooms and all 6

thin minnow
river oar
#

fair srry
i still think a high dmg% is a big punish tho

#

the hunter makes you panic which then can lead into other dangers like the second mob

violet glade
#

I think that it would be an interesting room for Graid tna but for regular pfinder tna a maze room would be horrendous especially with everyone split

river oar
#

i think the instakill idea is completly fine and cool if its only for graids

thin minnow
craggy violet
#

Dead by Daylight in wynn!

thin minnow
#

it will require coordination with your team members, yes, that is the main challenge

#

so, yes, if you are in pfinder and dont try to coordinate at all and just split up and run around randomly, tbh you dont really deserve to beat the room do you

river oar
#

coordination in pfinder can be very hit or miss

alpine garnet
#

You overestimate the competence or willingness to work together of pfinder randoms

river oar
#

from my pov aswell the room seems kinda non beginner friendly

final warren
#

i think 2 keys might be better? Because whenever 2 people die the raid fails so

wooden gulch
#

coordination aid for non graid could be like a light source thjng one teammate picks up just like the bat room

forest rock
thin minnow
forest rock
#

I can't get it to jump into a wall and even when i spawn it out of bounds, once it dies: it does what it should. The jump towards the area center just works and goes through walls if need be

thin minnow
alpine garnet
forest rock
#

I need more info

river oar
forest rock
#

Parasite Teleport can't get you into blocks that's just impossible

#

Especially not as the last player because the parasite doesn't use spells when you are alone.

final warren
#

Raid: TNA
Room: not btb
7 dark wells spawn in randomised locations and destroying 5 opens the void holes out

thin minnow
craggy violet
#

I think the room should tell you that you are weakened because it'd be weird for Wynncraft players to not be informed as to why we cannot wail on these mobs the moment we see them!

alpine garnet
#
  • two players enter the parasite fight, mage and warrior
  • warrior dies, mage is last alive
  • mage is overtaken, ends up in the wall after a parasite jump
  • mage completed keystrokes and parasite unlatches, jumping to the center of the arena while mage is stuck in wall
  • using ophanim(? dont remember spell) is able to knock the parasite down whenever it comes close to the wall until it is at zero health
  • parasite awaits a single attack near the other wall, softlock
craggy violet
#

Oh wait you can kill them.

river oar
#

tho ig you account for their movement with that if u observe them they move

forest rock
#

yeah i'm looking at this code there's no way in hell parasite teleport can get you into a wall

#

and all other parasite spells never tp you

river anvil
#

could it have been a madness major id thing

fallen zodiac
thin minnow
fallen zodiac
#

that's not-...

#

i can't tell if youre joking or not ngl Shrug

river anvil
#

the fact that you cant fight back is kinda rough for an instakill

fallen zodiac
#

but that does sound like a fun room, was just wondering how it'd work with the current system the room pool's looking like

river anvil
#

say you have one party member die, now you either travel as a three or accept that the one person is also dead whereas the room seems to encourage splitting into two

thin minnow
#

you could also just keep your head on a swivel and spot the hunters

#

but yeah, its safer to travel in pairs

river anvil
#

smth like the parasite spell cycle or the shake to escape before the instakill could work

thin minnow
#

or just stay on main paths as much as possible

river anvil
#

like making it a struggle before the instakill

thin minnow
#

ehh i dont think the concept of the room really works without needing 2 people there to deal with the hunter attack

#

otherwise meta would always be to totally split up and just sprint thru everything to grab keys ASAP

river anvil
#

i mean you can have the og person not be able to attack, but giving some slight room for a singleplayer thing

#

tbh thatll be the meta anyway with how its described

thin minnow
#

i mean yeah but then you're kinda coinflipping whether you'll win or all die

alpine garnet
forest rock
#

i've trying on GM with another CT

#

and we can't get parasite to get itself or the player stuck in the wall on mage

alpine garnet
fallen zodiac
strange wolf
fallen zodiac
#

oh sick

loud root
#

Raid: castle dullahan
Room: 1A 1B 2A 2B 3A 3B
Concept: add the raid

young raven
#

Room name: octopus games
For raid: tcc
Replacing/Reworking Room: escort the golem (TCC),
Room concept: players start at a safe space all abilites and walk speed buffs disabled, and the big tcc stoney guy (tcc) that is the eyes watching u. u have to run to finish line, the eyes turn away and then back if u get caught moving by the eyes u get shot by a giant beam from the eyes, if u don't make it to the end within a certain time frame u get shot (this is like deadly 100% hp true dmg) and lose some rewards cause u died. there can be various checkpoints along the room to where u respawn for saftey. if u shot while moving, u only lose like some % of ur health imagine like a number of lives and u respawn in a location. if u lose all ur lives u die and lose rewards. some ideas for obstacles: webs u have to jump over, AURA (like from guild wars), glass bridge (squid games), soul sand, ice (CANT BE CAUGHT SLIPPING OR ELSE YOU GET BLASTED)
Why this is a good idea/better than what we have: oh my days i hate the escort the golem room so bad like they are is like soooooooooooooooo slow i want to fall asleep. especially when u have wings room that takes like 30 seconds when you see the golem room for 10 runs in a row that instantly doubles the time of your run and you can't even control it is so frustrating you're forced to be there sometimes people go afk and don't even help.

red whale
#

stopped reading at the third word but i bet its cool

loud root
#

Octopus is the key word

sick pendant
#

all abilities and walk speed buffs disabled
ok im not down for this

wooden gulch
#

not readinf this whole thing cause second line is already poopoo

distant venture
#

All im reading is thats a forced parkour to all players

distant venture
#

People did not like the NoL no movement(spells)hourglass thingy btw

#

i dont think making a worse one helps

red whale
#

Room name: cloud/crystal room
For raid: nol
Replacing/Reworking Room: cloud room
Room concept:
-each player picks a colored crystal at the start of the room (red blue yellow green)
-the room layout is simmilar to the one we currently have
-you can use this crystal for some sort of movement to move across the room (sort of like outer void)
-depending on which crystal you picked you would have to kill your respective miniboss (eg green crystal holder kills green miniboss)
-# (minibosses are all unique, not just recolors of the same thing)
-once you've killed your miniboss you somehow rotate crystals between players
-accumulate 12 miniboss kills in total to win the room
-# the room isnt timegated at all, like it was before

Why this idea is a better than what we have:
-has more than 1 kill target
-has real movement not just 12 jh

Why this idea isn't perfect
-teamwork might be discouraged (it should be noted that healers or tanks dont nessessarily have to pick a crystal if they wanna help someone instead)
-could be tedious if people die and 1-3 people have to kill a lot of minibosses (maybe reduce the required from 12 if people have died)

fallen zodiac
# strange wolf Hey guys! You might have noticed raid Room reworks are coming out a bit more oft...

Room Name: Disarm
Raid: TCC

Concept: TCC has activated its self destruct mechanism, and it must be disarmed ASAP.

Players will start in front of a giant lock with a 4-digit passcode, in which a plate is present in front of the lock. There could be a giant bomb behind the lock for dramatic effect. Players can right click the plate and type a 4-digit number in chat to input a code. In order for the players to find what the code is, they must complete certain challenges or find these numbers scattered across a maze-like area. The numbers will be shown in chat alongside their placement in the code for the party to see. The players will be alloted only a certain about of time (TBD because I can't make the room), and the timer will be ticking every 10 seconds reminding the players how much time they have left. The way these players obtain the digits in the code is something I'm still thinking about but there can be plenty of challenges or special ways of obtaining these numbers

Once any player types in the correct code in the plate next to the lock, the self destruct mechanism will disarm, and a door will open somewhere close to the lock, ending the room.

The main reason why I'm having a little trouble coming up with ways of obtaining these required numbers is that I don't want this room to be too similar to TCC's Astal room. I'm sure there's room to get creative with this kind of concept though.

distant venture
#

dont we love chat bans possibly screwing that over

turbid otter
#

how did this turn from feedback on current rooms to just making new ones
i blame tealy

fallen zodiac
young raven
#

Room name: escort the golem
For raid: tcc
Replacing/Reworking Room: escort the golem
Room concept: at the start of the room, 2 people can pick defense, and 2 people pick offense. the 2 defense people defend the golems like orignally, the 2 offense people get teleported somewhere where a bunch of mobs are spawning (kind of in like that area, room thingy in fallen factory) in that room these people can kill mobs and buy different upgrades for example they can buy a 1 time heal to the golem, a defense buff for golem, a magical attack that makes the golem cast aura, aa magical attack that makes the golem cast volley, or maybe like a speed buff to the golem , or attack speed buff to the golem that makes him go faster. off course to prevent people from being locked from being successfull, the offense peoples can tp back to defend the other rooms
Why this is a good idea/better than what we have: oh my days watching those golems slowly walking has got to be the most frustratin thing ever to exist!!!!!!!!! most people just sit around doing nothing afk which is so annoying. like idk if escort the golems and wings is 50/50 but its so mad when i get 50 escrot the golem rooms in a row cause it INSTANTLY doubles the time of your run

red whale
turbid otter
#

hmm

#

so i can propose a new raid boss? bakal after parasite in nol

red whale
#

no just new rooms

red whale
#

urethra!!

sick pendant
#

bosses were included in the rooms vote so technically they are room actually

fallen zodiac
red whale
#

are there still 2 golems?

turbid otter
#

golem room but you do outer void mechanic until you have 4 iron blocks and a pumpkin

red whale
#

golem escort but you consume yellow mythics to end the room (this is good for the economy)

young raven
#

Room name: leash the golem
For raid: tcc

Replacing/Reworking Room: escort the golem

Room concept: in this room 2 people are defeneders, they get teleported into a room above the sky and can sit in some catapults that launch rocks at enemies, they're above the defenders. below: the leashers leash the golem and have to drag them through a maze, maze is randomly generated each time so people can't just memorize the format of the room. the people that are defeneders shoot rocks at the mobs while the leashers have to drag the golems through the maze. initially the entire room is dark but as mazers traverse the area they slowly light up each area of the maze (imagine indiana jones lighting up torches while exploring a tomb). another thing is that the people in the giant rocket launchers can shoot rocks at the maze walls and slowly break them down until a new path is created.

Why this is a good idea/better than what we have: oh my days why do the golems in escort the golem move so slowly. like it's so painful after you kill the molten monsters and all the mobs and you have to sit around all day while the golems hur dur waltz their way to exit its like being stuck in a traffic jam when you have to drive somewhere fast other wise you'll be late for that one computer science class and get marked as absent and tardy and get a 5% deduction in your final grade. its ok if this room takes long, but make it interactive, and this way is actually kind of interactive instead of having the golems being some ai that continues walking whereevere

young raven
# red whale are there still 2 golems?

that would probs be easier so they dont have to change the preexisting parts of the room, maybe tweak the mobs if its only gonna be one person defending each golem

distant venture
#

im sorry for all the players with short term memory loss if we add that tho

red whale
fallen zodiac
distant venture
#

ye, even putting that in escort to buff the golem works

#

we have old stuff that could be reused, surely....?

fallen zodiac
#

it'd make my brain happy to see that puzzle again

distant venture
#

same, we have quite the amount of things in the past we can try readd that hopefully takes less devtime

wooden gulch
distant venture
#

Sadly pfinder failed that puzzle more than enough

wooden gulch
#

just a goofy addition to add some lore or smth

wooden gulch
fallen zodiac
distant venture
#

It had potential and we probs can reuse it

red whale
#

i liked the vibe of that puzzle: boss music still playing but you beat the boss, just have 1 person go in and actually fix the problem in the "machine"

distant venture
#

Also chat where else do we think we can toss the colored floor puzzle from notg or so

wooden gulch
fallen zodiac
distant venture
distant venture
red whale
#

maybe if they make the floor out of colored rocks like the cannon puzzle and make them crumble

light prairie
#

the only notg one i dislike is like rock now that the one guy does a ton of damage (did they ever change that?) and cannons (needs a bunch of skill (i do not have))

alpine garnet
#

The new puzzle

silver star
#

it actually uses teamwork and not just a one time learning experience then it becomes a cheese

wind bay
#

Only guiding is rly boring for a whole 3 players

#

They'd just end up sitting around killing mobs again

silver star
#

mobs would spawn after the void hole dies maybe? or when you hit the void hole

wind bay
#

Like. Nol tower room lol

silver star
#

i’m saying that a void hole spawns one at a time at different points of the room, and they spawn mobs by just hitting it or killing it

wind bay
#

Oh one at a time is cool ig

silver star
#

so like it actually nukes how much damage you can get as a farmer

craggy violet
#

Ah so like the hold room except less hectic

silver star
#

yeah basically

#

i feel like it’s a great idea as an “escort the berry holder” style

#

because rn people already know where void holes spawn so it like destroys that aspect of the room

craggy violet
#

The room right now just begs to be bug abused anyway.

silver star
#

let me put this in a format rq

wind bay
fallen zodiac
craggy violet
#

Me when air shout or ice snake

strange wolf
#

dont worry tower room is alr getting reworked

fallen zodiac
#

praying we see it next patch 🙏

silver star
#

Room: Berry Room
Raid: TNA
Changes: Berry room is now much larger and has purple spots scattered around the valley for where the Void Holes spawn. The Berry will be provided near the entrance of the room and the player must be guided towards X amount of Void Holes with the help of the team.

Void Hole behavior: Of the X amount of purple spots around the room, only one Void Hole will be present at a time, passively spawning mobs (or if you want, you can make it spawn mobs when it gets hit or killed). Players must guide the Berry wielder towards these holes since they’re blind. Killing X amount of Void Holes will complete the run and open an exit near the back of the room.

strange wolf
silver star
#

i didn’t put real numbers there because i’m letting the ct decide for me

wind bay
#

:sprok:

fallen zodiac
finite flower
#

Room name: Golem Escort Room
Raid: TCC
Reworking room: Golem teamwide Escort:
Room concept: Escort 1 golem with 1M hp, all enemies will attack him and he will start to go slow, but after completing accelerating rooms it will gain speed, it can also be healed but all players will get -30% heal efficiency while in the challege, accelerating rooms of 20% will be full of enemies that would need to be cleared (AoE dmg advantage) and there will be 3 at the start, players would also pull levers just like in the original but since its just one golem, the lever room will spawn mobs (5-10) after pulling the lever, 1 (stone crow mob flying type; Tank) of this will be inmune to damage and will constantly follow players and attack (if you attack it, you would get targeted, it will have lower attack but it can be annoying so players would), if the lever is not pulled before the golem, the golem will destroy the gate but will instead spawn double the mobs (including stone crows; movility build advantage), there will be acceleration rooms that will be accesible only after you kill a guardian type of mob (Unitarget dmg advantage), finally 2 door/lever type of rooms will be the ones at the end, dividing the group in 2, ones will protect the golem and clear enemies while other will pull the levers/complete the puzzle

Why is it a good idea or better: i like the concept of the original room, but if you are skilled player you will take the same time that a new or non-skilled player in this room, and if you are new, you will have a hard time defending 2 golems at the same time, in this idea I tried considering every kind of playstyle, you could complete everything if you are a good skilled player while also take advantage of your playstyle, for example if you are a trickster assasin you could go directly to the acceleration rooms or lever rooms and then rush for the guardian rooms, but the risk will be much higher by spawning tons of mobs that could target you-

finite flower
#

this also makes more variables at raids since every team is different and gives more personality to each role inside the raid, giving the player more posibilities, for example if you play once with dps you will be more likely to complete Acceleration rooms, if you play a more tank playstyle like guardian you will have a great time at puzzle lever related doors since you could tank the dmg from mobs, if you are a healer you could stay with the golem but also this doesn't block any playstyle, a healer team (for example 4 laments or 4 abso) could do AoE rooms without a problem, probably with more effort but still complete all in time

#

@strange wolf idk what do you think about it

strange wolf
#

interesting - what kind of puzzles did you have in mind?

craggy violet
#

We should have a room in NoL that is an inverse of the Lightroom in TNA : D.

silver star
#

dark room
a player must take a dark crystal and they slowly die
they gotta traverse through the room to purify the crystal and the end
staying near the holder also slowly kills you

craggy violet
#

Err I would not like them to slowly die

silver star
#

but it’s the opposite of light room

craggy violet
#

But yes staying near them would kill you.

silver star
#

idk it doesn’t make sense for the holder to not slowly die from the darkness of the crystal, but also slowly kill the team

craggy violet
#

How much health would they lose

silver star
#

like a static 5% of your hp like every 10s

craggy violet
#

And would you be fully healed after the room is completed?

silver star
#

it’s basically old eroded but a static number

#

taking away your actual hp is too harsh
i’m saying damage

craggy violet
#

I’ll leave it to sockmower to come up with ideas.

finite flower
#

but there could be considered a lot more

#

something not that hard to take a lot of time but not that much short to be instantly rushed

swift trail
#

throwing this out there but what would be the effects if the golems move/attack speed was based on hp remaining, they were able to be healed, and started out with a lot of empty max hp

finite flower
swift trail
#

what i mean is

#

they start with the same hp as they currently do, but you can heal them to make them go faster

finite flower
#

mmmm this would be unhealthy because it would lock the course of the room and require always 1 healer

swift trail
#

the intention is to reward healers, but i have no idea how that'd fit into stuff

distant venture
#

gib more levers

finite flower
#

is unhealthy to lock 1 role into the raids

#

but is healthy to make roles take advantage of multiples stages of 1 challengue

swift trail
finite flower
# distant venture gib more levers

originally i was thinking of 5 levers, each of 1 element, but since too much puzzle can be quite boring for some players, i think 3 levers is fine, especially since you can do more than just the puzzles

finite flower
#

you need to reward both paths, one without healer and one with healer each one in one way, i believe that is the most healthy mechanic, since both types of players should have fun and utility

craggy violet
#

Me when I RoTS

finite flower
#

for example NoTG 2 pathway mini-boss room is actually well made, you can have 1 healer so you get the challege done more easy but usually healers lacks unitarget dps so you can choose to risk and do without healer or take more time but without a risk.

#

the easier it gets, the slower you do it

#

and the faster you do it, the harder it gets

craggy violet
#

The resource room?

swift trail
#

incorrect, lightbender and resonance are single-target

finite flower
#

and reso is a special case since requires more skill expresion and doesn't heal that much (it overheals tho)

#

so that point stand, the skilled players or skilled playstyle can be rewarded but also non-skilled needs to be rewarding for following the challege in a healthy way, usually the first one is rewarded with better rewards or less time in challegues while the other gets an easier experience

swift trail
#

further, despite the resource room being good in concept, iirc (from a player that hasn't played much worm, and not in a while), we always just went and nuked the mini because it was faster. in general healers (in my experience) have minimal value outside boss

finite flower
swift trail
#

sup bowpotat

alpine owl
finite flower
#

and this is a game issue or raid issue, but cannot be solved that way because healers will always make the game easier

swift trail
craggy violet
finite flower
#

if you somehow make a change that allows healers to make raids quickly you will have a meta full of healers because that way you will have easier and quickier raids.

#

that actually happened with TCC in the first weeks of rekindled

swift trail
# craggy violet .

yeah saw that, considered it but i mean still it'd at least be somewhat interesting

craggy violet
finite flower
craggy violet
#

I mean I’d say everything except for auto scrolling rooms heavily demand for DPS.

prisma pike
#

Room name: golem
For raid: TCC
Replacing/Reworking Room: reworking golem (if applicable)
Room concept: have more tasks (optional parkour, levers, etc.) to speed up the room
Why this is a good idea/better than what we have: it takes like. 2 minutes right now

swift trail
prisma pike
#

current golem room might as well get removed

finite flower
#

yeah, to much time consuming

finite flower
#

either way, need a change as soon as posible

craggy violet
#

Eh, it’s more interactive than the tower room at least.

#

There is genuinely thought put into it so removing it is a bit extreme.

finite flower
#

which is almost half of the duration

alpine owl
#

all the fun raid rooms are the optimizable ones

craggy violet
alpine owl
#

which id say is if a good party can halve a new party's speed

alpine owl
finite flower
swift trail
alpine owl
#

unless you mean pre 2.1 clightning ig

craggy violet
#

It’s optimizable through a bug.

alpine owl
#

wtf peak optimization

#

me when i have 2 people run blue/red and f3 + a in tcc wings (optimization strategy)

craggy violet
#

And I’d argue the void hole hold room is more fun despite having no optimization potential.

swift trail
# craggy violet It’s optimizable through a bug.

i can optimise my driving route to work by taking the less congested highway
i.e. it's literally not optimisable the time is set in stone, the only thing ur optimising is convincing ur teammates ur not gonna get banned

finite flower
alpine owl
#

voidhole berry and bulbs are all half party afk rooms

finite flower
#

like could be minimal

#

such as 1-3 seconds

craggy violet
#

But maze room TCC doesn’t need to be removed lol

#

Like it’s new and not outdated unlike the tower room.

swift trail
#

the higher the skill ceiling, the more fun the room; therefore, make the skill ceiling high and the skill floor low

craggy violet
#

I was thinking that perhaps longer raid rooms could give more rewards

finite flower
#

maybe the hold room should be a "whack a mole" kind of room with glasscanon mobs attacking the holder and if you kill an ammount you get reduced time

craggy violet
#

Instead of outright removing them

swift trail
finite flower
#

yeah, some larger rooms are fun tbf but other can be reworked

craggy violet
#

The rewards would have to be decided upon, but generally that could be a nice solution

finite flower
#

also variation in the same challegue adds more fun

craggy violet
#

Since the issue is that certain rooms take longer while providing absolutely nothing in compensation, regardless of how well you play.

tropic niche
#

either that or make all raid rooms optimizable (ct will remove optimization after 1 week bc they do not want 30 second room completion times)

finite flower
craggy violet
#

So I think just bumping the reward amount allows the team to create more diverse rooms without the need for considering that the room should be <x> duration on average.

alpine owl
#

Raid: tna
room: sit on tree for 1min 1st room (idk what its called lol)

idea: make it similar to tcc lava where the voidholes that spawn reduce timer based on the amount of time it took to kill them, and increase time by a little if they aren't killed in time

sounds really copy paste so could prolly change a few things but plat hold rooms are hella boring especially this one where you sit in a corner of the stump and afk cus the projectiles miss you 90% of the time so even glassy builds survive it for free

#

oh and prolly increase the base time by a bit ig

finite flower
tropic niche
#

Raid: notg
room: hammer room

idea: change the hit indicator/hit object to a glowing rune or a rock mob model or something and make the cracks spawn faster, so that it's possible to have multiple active simultaneously (you can still only hit 1 at a time)

this room is atrocious on high ping + the crack indicator is very hard to see in general + it becomes impossible to see if you have any warriors on your team casting bash or armor breaker uppercut, so these fixes make it much more forgiving towards high ping + make it way more obvious visually

#

I don't have any good ideas for making this room something other than an afk fest for the other 3 party members but this at least makes it go faster

craggy violet
#

Make the warrior’s cracks damage the rock by 20% as well.

#

Problem solved saltroll

tropic niche
#

Raid: notg
room: tower room

idea: add 1 block tall walls at the edge of the miniboss platforms so that the 4th miniboss can't just fly out of reach + so that you don't get knocked off and sent back to the start

#

the walls could be slabs or something idrc I'm just tired of getting flung off the edge on a slow-moving abso build and having to parkour my way back on upper path

craggy violet
#

Why not just add the slime boosters like the one in the gather room parkour.

agile kayak
#

Raid: notg
room: hammer

idea: make the grub have like 1m hp at level 105 (so idk how much that would be at like 55) and make the grub take like 10 seconds to move to the boulder from the back of the room and eat the hammer person

tropic niche
fallen zodiac
agile kayak
fallen zodiac
#

they wont listen i guarantee that

agile kayak
#

well they will listen when the raid fails

#

pro tip

fallen zodiac
#

great! Thumbs_up

agile kayak
#

ik fr

wind bay
alpine owl
#

remove gobb ability to kill people 1 second after death

wind bay
#

No wtf

#

Gobb rights

sinful kraken
# strange wolf Hey guys! You might have noticed raid Room reworks are coming out a bit more oft...

Room Name: Golem Escort
Raid: TCC
Concept: Add optional side areas where players can complete some kind of challenge (e.g. a miniboss, puzzle, parkour) to speed up the golem for a set amount of time.
Why this is a good idea: This would allow players to complete the room faster at the risk of abandoning the golem and not being able to protect it as they are otherwise occupied. It therefore would be something players need to carefully consider before doing, adding more dynamic gameplay into an otherwise very linear and boring room

modest wharf
#

Room Name: Golem Escort
Raid: TCC
Concept: spells do damage to the golem, and the more damage you do to the golem the faster it gets (we are not escorting atp, we are making it run for his life, and i'm sure everyone would love to kick a golem ass to the ending)

wind bay
finite flower
#

mb, autocorrector

wooden gulch
elfin hornet
#

Room name: light room
Raid: TNA
Changes: the first part where you kill the enderlings are fine, but the spawns are too predictable, they should become more unpredictable. The miniboss fight really needs a change, cause rn its just hug a wall. This miniboss really needs to utilize the light gimmick more and require players to work together and stay in the light. An anti cheese move could be added that attacks from the players feet to force the team to coordinate movement. The miniboss grab could also snatch a player and move to a different area to force the team to move and save the snatched teammate. The boss should also move around the arena as well instead of just always aggroing into a player. Really anything that forces the team to move and coordinate movement with the light holder
Why is this better than what you have: cause rn you literally just got to the same 3 spots where the enderlings spawn and sit in a corner and dps the boss. It utilizes the main gimmick of the room

supple zodiac
#

And since I’m here

Room Name: Tcc Lava
Changes: instead of 5 pillars, 20 or so surround a central platform, 3-4 waves of lava flow in which 4 are active and all must be cooled until the next wave spawns. Meanwhile a miniboss is gaining hp (and possibly other attributes) once all waves are cooled the miniboss spawns with whatever hp and attributes it had when the last pillar was cooled and all 4 players fight it.

Why this is better than what we have: currently Lava room gameplay is hold right click on a piece of obsidian for a minute for 3/4 players. And fight 2 minibosses for the 4th.
This encourages more team play, more player activity, and there’s an incentive (other than time) for cooling the flows quickly as the boss you fight at the end will be easier.

elfin hornet
#

But there should still be mobs that spawn

#

So like the lava part isnt braindead easy

supple zodiac
#

Yeah ofc lol id assume more prehistoric soarers and stoen constructs but you actually have room to fight them

elfin hornet
#

Yeah

#

I think a lot of these rooms are fixed if they just add like a threat

#

Anything threateniny

distant venture
#

now the questions would the average pfinder like this with their morph set

elfin hornet
distant venture
#

im acting like do they deal enough

elfin hornet
#

Yeah

distant venture
#

since a health gaining boss with morph is uh...

supple zodiac
#

No like once youve gone through all the waves the boss would spawn at whatever hp its at

#

it doesn’t heal

distant venture
#

then its probs fine

#

im just concerned about being softlocked with not enough dps lol

supple zodiac
#

The only issue i could see is that you can’t really raid fail this room unless everyone dies

elfin hornet
red whale
#

I don't think it should replace lava room however because it's a cool room rn I think but its general idea of doing something to awaken a miniboss could absolutely replace some other room

plush ivy
#

This is awesome!
Room name: 1st room
Raid: NOL
Changes: change it from a fixed one minute wait to a more skill based room. Maybe the faster you kill the crystals the faster the room goes?

#

Room name: tower
Raid: NOL
Changes: also would love for this not to be a fixed wait.

  1. make the light spawn immediately after everything in the room dies
  2. after a player stands on the light for 1 full second, proceed to the next wave/floor
  3. (optional) remove second floor and swap 3rd and 4th floor mini bosses, it doesn’t really make sense to have the second floor, I think the progression of no miniboss > miniboss > harder miniboss makes much more sense
    I have done like 700 nols, virtually everyone I play with agrees this room is pretty terrible. Thanks!
craggy violet
#

Every solution is just to make it a DPS thing

fallen zodiac
craggy violet
#

Which based on how the room’s are designed, sure, even if it’s a bit same-y

#

NoL will become the “if you’re not playing burst Fallen you’re throwing” raid

proper swallow
#

Yippee

finite flower
atomic spade
#

My feedback : TNA TREE ROOM

The time the doors are open in the tree is far too short, if you're unfamiliar or not as good you're kinda stuck waiting for a long time for the doors to open and to orientate yourself in the tree.

The other thing is the damage of the mobs inside and outside of the tree is far too high. I've failed a good amount of raids due to 3 people dying cuz they either ran out of healing or got oneshot randomly.

The improvement would be to have the doors in the treeroom open for a longer duration, as well as for the mobs to do less damage

red whale
#

gobbed

fallen zodiac
#

it is forbidden to suggest gobb to do less damage

sick pendant
#

get gobbed

craggy violet
#

: )

distant venture
final warren
#

if the gobb kills an Isoptera it’s stolen from the players