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-