#new tower room is wonderful
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goated change
i think in general this update fixed a lot of problems that were in this channel and i love it
optical zeppelin nerf, time trouble mobs nerf, new dmg leaderboard, tower room, blue beacon rates in lootruns, tradeable OV items
pretty sick to see
yeah there's a lot of great changes this patch
Very demure very mindful
the universe can heal now that tower room is good
I liked time troubles being hard but it makes sense to make them feasible to actually kill in a new playthrough instead of an OK item for repeat playthrus
pretty comfortable, maturation catalyst is still a bit of a demon from what i could tell but the regular mobs are good in terms of how much they spawn
super neat how the beam's faster in guild raid too i really like that
we gotta find a new room to hate on
golem room
true
There's another little spice-up that was planned but not quite ready for release. So depending on how people feel about new room (as in if it's too simple/easy or too complicated/difficult or just right), there might one more small thing coming for Tower Room...
interesting
the mobs also respawn faster and there can be more alive at once 😎
i noticed that!! good change
mob density is honestyl super lacking in alot of raid rooms this is a great change ty
the fact that you can do it in about a minute 30 is such a good change
1 minute 30 seconds is what i think is the perfect amount of time u can spend in a room
really looking forward to future changes to rooms now
imagine golem room gets the same thematic changes of more enemy density faster time more coordination/skill based
Absolute best you can do is the same as other timed challenges at around 60s but obviously it's meant to be very hard to get that so that there can be some level of difference in time depending on performance
peak skill expression
PLEASE omg
if theyre feeling extra generous they can make magma golems charge bank too 
nol 3rd room is probably my favourite set of rooms now
Reworking golem room 
I didn't actually use the existing mob spawn system I made my own in wynnscript lol
(There isn't exactly much of a choice the base mob spawn system does not cope very well with changing terrain)
not sure how useful this feedback is but designated enemy spawning areas like the rope bridges for the elephelk in golem room feel way better to play into than enemy spawn nodes randomly placed all over, feels much more fair not having mobs spawn on top of you and also lets them be much stronger
the only thing i wish would have a bit of variance would be the magma golems, i do like how the elefolk spawn on the bridges
Golem room is annoyingly difficult to improve from where it's at I feel
A lot of the suggestions of making the golem itself faster from damage or heals are like yeah, it makes the room faster but not exactly more interesting. Like I don't think standing behind the golem and spelling at it for more fast (now with build disparity included) is a super exciting or engaging activity given it is a stationary target.
And even beside the golems being slow, until the second golem comes into play the challenge is so... linear and cramped...
one part of the room that i always felt had a lot of untouched potentail were the levers
there's only 2 in the entire room but those two parts of the room are by FAR the most unique because of how you approach the levers
whether theyre defended by something or behind some parkour, they add a lot of interactiveness to the room
i would love to see the concept of those levers expanded on
what if we juiced the mob spawns way the fuck up and then killing mobs makes the geezer walk faster
honestly sure
make the rocks break faster too
i would love that killing like hordes of elephelk is by far the most satisfying part of the room
Yur
fuel the golems' engines with BLOOD
ultrtakill fregderer!!!!!
"thank god you're not designing raid rooms because they would suck"
I kind of wish the challenge was more proactive about players splitting up and having to find and help the golems back with some interlocking mechanics but that's... redoing... everything...
instead of feedback posts we get weekly announcements "thank god yall arent designing wynncraft or it would suclk"
i mean it's not like the room is horrible at the moment, it's just very imrpovable
tbh i dont think anyone would mind tcc having 1 2nd room until golem was redone xD
if it has to be redone from teh ground up its fine
I feel like the room has foundational issues.
Like mechanically, the room is just don't fall asleep killing the mobs and click a total of like 5 things across your party
With a lot of waiting in between
So even if that waiting was trimmed down to size, the room would suddenly just be kinda linear
Maybe that'd be enough? I don't know. Golem room makes me very sad.
it could be cool if like
yeah a lot of the problems with autoscroller rooms is that you need to give the players a lot to do/stay active with in order for it to not be a MASSIVE slog
it was a maze and the levers opened up different paths
and each path had a speed/risk penalty to it or smth
I'm afraid we can't use up the maze concept here without making maze room question its identity
i think golem room should at least receive a few small changes to help it feel a little more... idk, not boring 
even if it's not a massive rework, just a couple changes here and there while a rework is being made would help a lot
Golem room definitely needs changes
like make the rocks break in 1 hit not 3 💀
^ would unironically cut 30 seconds out
What's my issue with it is, I think the room's problem is so foundational that number changes can only make it "bearable" not "interesting"
tbh the golems just have too much hp to make it feel like a challenge defending them too
Maybe the room has just enough simplistic activity to be a fine 90s room? Maybe but I fear not
that makes complete sense, but at the same time i feel like some small changes could just be made for now to help the room at least a little bit
I think if we can't come up with a workable-effort rework to it, it would be good to add some form of speed up to the room
since even in pfinder my experience with it is that golem speed is bottlenecking the challenge
agreed
yeah often times youre either just watching a golem smack a rock for like 10 seconds or just waiting for it to get to where you need it to be
I think it's so awesome
That even when the last gate lowers and you know it's over and magma golems can't even kill anything anymore
you still have to watch the golem waddle onto the platform and then go to the exit as a group
the left side of the exit still doesnt tp u btw lol
I LOVE MEANINGLESS DOWNTIME!! 
like I just kind of start to chuckle about the room
I don't think there was any like bad intentions or obviously bad decisions that made golem room so longwinded
but at every corner golem room's like actively a brick wall
that you stand in front of... and wait...
quite literally in a lot of cases
golem just suffers from a lot of the same issues as tower 
i proposed an rework in the post made by ct
Well this is an entire rework
it also makes more balance, making other playstyles such as tanks, healers or others usefull but without locking an entire gameplay
There's some concepts for complete reworks, the problem is just a complete rework of a raid room
is like a very tall order for a room as intricate as golem room for one of the standard patches...
surelly is going to take time, i tried also to make the concept as easier for dev too
but yeah, from all the challenges in tcc, golem is the worst in practice
I'd like to rework golem room I just don't have a rework concept I actually like
What if the golemus room was a challenge where there were different maze variants, but the objective stayed the same.
absolute CT w
Can the tower room beat the maze room in time?
it ca nbe as fast as a minute but maze can be faster if you do it rlly fast
Great either way
At least I can't brainrot bloodlust constantly
I'll try NoL tomorrow, but Hero Fallen is so painful in that raid.
yeah i liteally just swapped to bb running it rn lmfao setting up for sustain fallen is so annoying the boss is half dead by the time u youre ready
You can just spam uppers when you first start and get to 50%, the problem starts when he RAMS.
Burst fallen doesn't have to attack during ram, it can just heal up and go after crystals. Only challenge it faces is aggro unpredictability. In fact, it's actually better to just wait for him to stop ramming 90% of the time.
im running with like 2 other fallen/shade by the time my costs refresh bro is dead
Then when he stops you just dump another 4M
So just run burst Fallen in NoL if you want QoL... though Orphion is a testament to how skilled you are though so.
havnet been having any issues orphion doesnt really do much
Just pray he doesn't use ram too much and look out for his light expulsion.
Then you get to parasite phase and it gets tougher.
Me when I jump over his purple shit, but the lightbender beside me gets hit.
So what happens is, it scatters and hits me anyway
More Fallen discrimination
type shit man its rough out here for an RF
RF?
real fallen 😎
What's classified as a real Fallen? 
That will remove skill expression, lower skill expression challenges are among the most hated ones
i like the idea of randomization as a way to add more variety but most players don't, and there are alternatives to that one
Not randomized, just a different premade maze.
Also can there be a chance for Molten Monsters or Fissures to drop fragments that when inserted into a golem can increase the golem's attack speed and movement speed.
then you push more the glasscanon dps meta, another thing that most ppl hate
is really hard with that challenge tbh
in my idea i was looking for a balance that could reward any playstyle, rewarding good players but without lefting out of the equation bad/average players, also randomization is considered since the team composition will allow different routes or ways of doing that challenge
you should look at it
Randomization? Like randomized maze route?
nope, what i mean is that randomization can add more variety in runs, which could make the whole raid more fun, imagine that all raids had the same challenge over and over, that would burn out players quickly and make them less fun to do, when i was a tester for other games, it was the main issue in games since you want something that changes things but not in a way that doesn't show skill expression, but also something that doesn't left out players that have not a lot of skill (average or bad players)
this also applies individually with each challengue
make it like tower where u have tk stand on a moving thing but this time its the golem and u have to spam movement spells to make it move faster 
Gatherable stone fragments that you insert into the golem to strengthen its integrity.
this could be better
my idea was based on "acceleration rooms" along the challenge, optional rooms that would accelerate the golem, some would spawn a lot of enemies and others would spawn 1 enemy, making room for both AoE dmg and singletarget dmg, also, by accelerating the golem you would need to make faster the lever room since if the golem hits the door it would spawn x2 enemies and that would make harder for players rushing it and also players healing/protecting the golem
so slower challenge will be safer while quickly challenges will be more risky
.
and also adds team variety since you can be a healer or a tank and take advantage of at least 1 mechanic
and still be able to do all mechanics
@naive shard @amber elk I love you both
ur welcome
how are peeps feeling about this room now it's stabilized a bit
mob spawns too high? too low? beam movement too fast/slow?
still no complaints
non-graid mobs might be a little slow for me but idk how newer pfinder players have been handling it
the room has been feeling great overall. both having and haven't taken light now, it's been nice to see
pfinder can be a little tough tho of people just not leading you at all
yeah there's definitely a reading requirement for some rooms
which, for pfinder, is agonizing because people just have ZERO awareness of anything going on around them, especially if theyre a newer player
do i blame them? only a bit, but some rooms definitely have a really hard time specifically in pfinder
what would your guys opinion be on forcing an explanation to be read if a new player is in the party
or would that waste too much time (fair stance)
how would it be forced?
would it be like a tutorial of the room similarly to blizzard brawl?
like if you follow the light beam for a little bit u get launched up into the door that allows u to progress into the actual room
maybe a cutscene or smth
if it's just for the first time then ig it would be fine
its pretty much perfect as long as you have one extra person in your party so you cna always do the mechanic consistantly, only issue is that if people are stupid in pfinder soloq theres nothing u can do but i dont think thats really a fair criticism of the room
^ basically this
i only ever pfinder at this point when having one person i know in my party at minimum, solo pfinder is such an agonizing experience
but that's a different topic for a different day
Maturation Catalyst not having cci may be a good thing now with the current design of this room/
And actually fulfills its role as something you need to distract more... even though he still gets deleted.
@naive shard dead players can do the light thing
i died to maturation and i was able to progress the room depsite someone else having the crystal and not being on the beam
i could even see the beam, will post clip soon
Watch Minecraft and millions of other Minecraft videos captured using Medal.
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NOOBER DYING IN NOL!!!!
maturation catalyst still 1 shots man...
Yeah Maturation Catalyst is still fucking ridiculous
Also can we atleast have some visual cue for when the enemies are about to spawn? These things deal like 4K per hit and can delete you if they spawn in your face sometimes.
matcat only spawns once tbf
ty for report, fixed
👍
He's a lot more dangerous now and he is very likely going to one shot multiple people.
i dont think i touched its stats at all
Well it's just that because like 2 people need to basically hug eachother, unless the intention now is that one person kites him away.
well the intention is you just kill him before continuing with the room if you can't get one person to deal with him
Which, is actually how you WERE supposed to deal with him prior to these tower room changes.
He's just disproportionally harder to fight than Polychromatism, and given the chaos it's really difficult to tell what spell Matcat is trying to perform.
Snitch
