Cassy wrote:I totally agree with that as I already mentioned before but now I don't care about it anymore because the map and two new mobs for the level range about ~60-80 is already finished (graveyard was designed for level~90 as pointed out before).
We only need to test it and then we should be able to add it within this year
Hope this is good news for you.
It is indeed good news and I have no doubt that you all are putting all your efforts to bring us a nice substitute

. But I also think that this substitute could have been finished, tested and released before or at the same time the gy modifications were released. This is just a project management method question. It would have avoided a lot of misunderstandings and useless discussions. So let's wait, see and welcome your map.

I also thought that Tux9th was working on another training map for middle levels in Tonori (a sequel to his last map releases)?
About GY, skulls and Jack'o: Those mobs are precisely at the origin of balance problems, because they are outstandingly resistant, even regarding the player level they were supposed to be designed to. The actual development team is of course not responsible of it and I'm sure they bring a lot of headaches, when trying to design new mobs and just as banshee bow. I know it because I thought about them and found no solution. As a player, and even at high level, I find fighting skulls especially boring, because they bring little experience (especially for high level) and little experience rate; for tank warriors it is just too long, for archers just a waste of arrows and a high penalty. Mages can deal with them because they have the unbalanced lightning spell, but when a troll comes and kafloshes gy... Jacko is a boss and should be employed as a boss and fought with a team, it was probably the reason why it was placed near the crypt as a "final" difficulty. If gy was designed now I have no doubt that the result would be very different, because it would be placed in a different context.
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