GM's intentions were to make infernum hard, and it is that. Right now "pvp wise" infernum is perfect. If you plan to bring 10+ players to fight 3 be aware the more you bring the harder it will be and yes melee characters take damage from all players which means you must kite, watch debuffs, get targets when they have many debuffs stacked. The design is amazing, only the strong survive. If you want to fight fights strictly where you can win off numbers or buffs try CF for kaligo since you can full party buff there and make the fight pointless, or tesseris fights where you can full party buff and bring twice your enemies number for almost a guaranteed win. Infernum is the ONE place right now in game where skilled players can outshine numbers, buffs, any counterparts that anywhere else could hurt a single player. Dont try and destroy the one skill based pvp area we have Lure, leave infernum alone. As aook said, the only fixes i could foresee infernum needing is the fact slayers can jump from platform to platform and at times you can fall off the map. Ofcourse some bug fixes to infernum would be amazing but at this very moment i think the GM's are going in the right direction 100% with infernum. Also ill add i think blindarrow's idea is great sometimes it is hard to target players, but once again infernum was meant to be hard and at this moment it is that.