Ah , I do remember seeing some Monte Carlos , I think . But I was probably killing the people using them all the time too , if I even encountered any . My friend and I saw many more Clever Dragons , usually 45 man groups exclusively using it or just the general player . <| sep |> Hmm , less Multiplier and rather high delay ? I ' m not really convinced , looks more like a gimmick . IIRC Rory said that the delay gets shorter with levels , so that might make it somewhat usable . I ' m curious what levels and quality actually scale . <| sep |> Would you like to actually provide any form of discourse or would you like to continue acting childish ? <| sep |> WAIT WAIT WAIT WAIT ! Valencia crossed with his left foot everybody ! <| sep |> I don ' t like the idea of literal mazes personally , I think straight up puzzles have tendency to slow down the game too much . Could you litter the labyrinth with encounters other puzzles , fights , skill checks etc so that there are multiple paths ? Ideally , they WILL find a way out , but the challenge is finding the optimal way . You could design the maze with the easy route , hard puzzles , deadly fights , and the hard route , easier challenges and fewer fights but need to know the way through , and options that fall between those two . Also , be aware of the right hand rule , it could trivialize your maze , or worse , the players latch on to it and just brute force the maze rather than solve it .