When designing a new monster like this, Ito states the most difficult obstacles to overcome are 1) making sure it cannot be monopolized by a single alliance about
GUILD WARS GOLD, and 2) avoiding the need for players to resort to things like /logout in order to win. Sase adds that it is easy to simply create an unreasonably strong monster, but harder to really balance the difficulty in relation to the game itself. So, he admits it is tough to design the monster in a way where players have to really engage it head on about
GUILD WARS GOLD.
When testing new monsters, such as Absolute Virtue and Pandemonium Warden, Ito says they use the equipment appropriate for the task. The development team does not test the monsters themselves about
GUILD WARS GOLD, but rather there are special test players for the specific purpose of battle-related content. They estimate the required amount of time and players beforehand, and run a test battle against the monster.
Suteki brings up a good point that if there are test players for these purposes, they might get used to battling these monsters, which would make it much easier for them about
GUILD WARS GOLD. However, Ito explains that they have a method to combat this. In addition to simply testing if a monster works properly, they also check how effectively players can handle other aspects of the battle. In some cases, they tell a number of testers about relevant tactics or weaknesses, and get them used to the flow of battle about
GUILD WARS GOLD. Then, they mix in another group of testers who will be fighting the monster for the first time. This way, they can see how effectively such a group would fare, and also see if all the necessary information and strategy can be conveyed in the heat of battle through text chat within the game.