I was thinking: why did developers made some impossible to do instances? I mean that 'Treasure Hunt'! Why? I always finish this sad and stressed. Even with a group of 7, 8 guild members, + than +2kk BP. The monsters are impossible to kill, bosses glued on doors! No strategy, no fun. And in the end? A little pretty sassy box with ...100/200 topazes. I lost 400 b.topazes to get in the end of lv.3, to get...nothing, because I died in the last door with ZERO b.topazes and have to retreat. Developers: I played Perfect World International for years, I can see some resemblances in this game. (Don't say isn't true, even some monsters are equal) . Ok, cool. Impossible Dungeons, impossible to kill monsters, Unreachable Awards, "awakening" thing, but on the other game, there was suport characters (cleric), lurer (venomancer), tanker (barbarian), striker (archer), so, there is a strategy to advance! Even on the unbeatable Dungeons, sometimes you need to run next walls to avoid frenzied monsters. On QoD you use the cross and wake up with a little bit of blood! In the middle of crazy mob! Funky bosses! Chaotic. No time for breath, to think...What is this insanity? lol But on QoD? No. No strategy, only b.topazes running out. At least put a advertise before enter this instance: FOR 10.000.00 BP VIP or more. Or do some 'dummy' mode, hahaha!