Talk:Great Tomb of Nazarick/@comment-34914244-20180730003837/@comment-45.56.46.26-20180730035012

Well, while the POP mooks respawn over time, that's not a serious obstacle. The problem is the sheer numbers and level range. Basically, they can bleed casters dry of mana because the most efficient way to fight them is area effect spells, but because of the level range you'd need to use slightly higher tier spells that would be overkilling most of what you're hitting, or end up having to hit them again because of the survivors.

Nazarick can't easily be defeated by a D&D team no matter how well balanced because it features many monsters that have no hard counters in the D&D system. Obviously, most of these are concentrated on the 8th Floor where they can be combined with Victim's tie-down ability and buffed by Aureole Omega's commander classes (the defensive strategy seems to allow for the deployment of guild members wielding World Items, including Momonga himself in the Web Novel, which not only have no counters in D&D but also very limited counters in Yggdrasil). But there are some in other parts of the tomb.

On the other hand, it may be that a large part of the defeat of the massive invasion of 8 guilds and mercenaries totaling 1500+ was simply due to not having realized the tomb had been expanded to have additional levels. In other words, they got overconfident after beating the 6th floor (which does give an "almost there/last boss" vibe), got tired on the 7th floor, and then had fallen into a sense of desperation on the 8th floor, even before getting tied down and massacred with a World Item and numerous undescribed monsters.