History ThatOneLevel / MMORPG

21st Feb '18 6:23:32 PM Kadorhal
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** Also worth noting is that after a new hero finished all the missions from his introductory contact, the first mission from his second contact * will* be going to the Hollows, so every newby player on the server is going through this and generally mucking things up.

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** Also worth noting is that after a new hero finished all the missions from his introductory contact, the first mission from his second contact * will* ''will'' be going to the Hollows, so every newby player on the server is going through this and generally mucking things up.



** The first boss has an attack that inflicts Doom (a timed debuff that is a OneHitKill if it hits zero) on people and it can only be ''safely'' removed by standing on platforms when they are glowing -- worse, the boss also summons bees that have their ''own'' almost-OneHitKill attack (it always deals ~90% of the target's max HP).
** The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but tends to ignore standard aggro mechanics and targets whoever it wants.

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** The first boss has an attack that inflicts Doom (a timed debuff that is a OneHitKill if it hits zero) on people and it can only be ''safely'' removed by standing on platforms when they are glowing -- worse, the boss also summons bees that have their ''own'' almost-OneHitKill almost-one-hit-kill attack (it always deals ~90% of the target's max HP).
** The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but tends to ignore standard aggro mechanics and targets whoever it wants. And, while its companion monster is up, it constantly unleashes ridiculous attacks that take off at ''least'' half your health, from a single-target punch that stuns you, to one [=AoE=] that targets ''the entire arena'', and several others with fixed cones that are basically guaranteed death.



* Two-thirds of the dungeon of Cutter's Cry is composed of drab brown rooms filled with the same enemies over and over, with randomly occurring (and irritatingly frequent) environmental ground AOEs. The first boss is an boring tank-and-spank with adds, the second is a sandworm that repeatedly vanishes during the fight, returning with an bursting untelegraphed column AOE. The dungeon's sole saving grace is its Chimera final boss, but even she has ThatOneAttack: an AOE that either fries everyone in melee range or fries everyone who's ''not'' in melee range, the distinction given by a coded message. In any pick-up-group there will always be ''someone'' who forgets the code under pressure and runs the wrong way, or runs back and forth on the spot unable to make up their mind. Other than that, the dungeon isn't hard -- it's just so damn ugly and boring.

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* Two-thirds of the dungeon of Cutter's Cry is composed of drab brown rooms filled with the same enemies over and over, with randomly occurring (and irritatingly frequent) environmental ground AOEs.[=AOEs=]. The first boss is an boring tank-and-spank with adds, the second is a sandworm that repeatedly vanishes during the fight, returning with an bursting untelegraphed column AOE. The dungeon's sole saving grace is its Chimera final boss, but even she has ThatOneAttack: an AOE that either fries everyone in melee range or fries everyone who's ''not'' in melee range, the distinction given by a coded message. In any pick-up-group there will always be ''someone'' who forgets the code under pressure and runs the wrong way, or runs back and forth on the spot unable to make up their mind. Other than that, the dungeon isn't hard -- it's just so damn ugly and boring.
4th Feb '18 3:12:50 PM JonBuck
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** The Shadow Shard has been made slightly more tolerable; a jetpack vendor was added to each zone, providing a way to circumvent the gravity geysers (or at least recover if you miss). The task forces still suck, but they at least give great numbers of reward merits for completion (except Augustine, which isn't that long).
** Word of God is that it was completely broken after the Fitness power pool was made an inherent power set on all characters. Due to the Hurdle power augmenting a character's baseline leaping. The geysers were, apparently, tossing characters a set distance based on their baseline value.
* While The Hollows are not as bad, they are visited earlier in the game. They involve mile-long runs long before characters earn their travel powers, and have level 5 missions in level 16 enemy areas. Several updates have fixed these problems, including giving characters much earlier access to temporary travel powers and a slight revamp of the Hollows zone to include a hospital, a trainer, and a store, so you don't have to zone back into an adjacent zone every time you die or level. They've also changed the mission spawn points so they show up in areas with enemy spawns appropriate to the player's level.
** Also worth noting is that after a new hero finishes all the missions from his introductory contact, the first mission from his second contact * will* be going to the Hollows, so every newby player on the server is going through this and generally mucking things up.
* Perez Park is a horror at low levels and a misery at high levels. Most of the zone consists of a huge, dark, confusing labyrinthine forest filled with large groups of enemies that are impossible to avoid. Even players with higher-level characters hate being sent back there due to the difficulty of navigating its maze. Travel powers aren't very useful in the park either - Flight and Super-Jump are useless in the forest with its thick, rooflike properties, it's too twisty and dark to use Teleport much, and Super-Speed is difficult to use on those twisty paths too, and won't help you much if you just keep getting lost.
** On top of that, there's a wall all around the main park, only one opening, it's not marked on the map, and the walls are too high to jump without Super Jump or Flight, so depending on which Security Gate you come in, you have to run around half the edge just to get in or out of the park, which is itself packed with low-level gangs which are either a bloody nuisance, or a nightmare, depending on your level.
* Faultline is loathed for the deep, twisting canyon that is easy to fall into and hard to get out of - while it has Freight Lifts, they too can be tough to fine and lead to places it's easy to fall from. There are missions IN the canyon in caves and sewers, and thanks to its winding nature some are difficult to find. Other missions occur on the other side of the canyon, in a part of Faultline which was practically demolished, and is tough to run around thanks to cracked pavements, toppling buildings and mobs scattered all over the place. It's made even more noticeable by the way that about 1/4 of Faultline is almost normal.
** Many of these zones are part of a now-abandoned design philosophy from much earlier in the games history: they're Hazard Zones, regions of the city that were devastated by one or another catastrophe and essentially evacuated and abandoned. As such, they contain neither contacts to give quests or innocent civilians to rescue, only swarms of villains and monsters usually in groups too large for a single player to tackle alone. The only reason to ever go there is by being sent from another mission elsewhere, and then you try to run to the target as fast as possible. It's a shame, because some of these zones have quite interesting stories as to how they got so bad, but the stories aren't explored no one lives there anymore.

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** The Shadow Shard has been was eventually made slightly more tolerable; a jetpack vendor was added to each zone, providing a way to circumvent the gravity geysers (or at least recover if you miss). The task forces still suck, sucked, but they at least give gave great numbers of reward merits for completion (except Augustine, which isn't that long).
** Word of God is was that it was completely broken after the Fitness power pool was made an inherent power set on all characters. Due to the Hurdle power augmenting a character's baseline leaping. The geysers were, apparently, tossing characters a set distance based on their baseline value.
* While The Hollows are were not as bad, they are were visited earlier in the game. They involve involved mile-long runs long before characters earn their travel powers, and have had level 5 missions in level 16 enemy areas. Several updates have fixed these problems, including giving characters much earlier access to temporary travel powers and a slight revamp of the Hollows zone to include a hospital, a trainer, and a store, so you don't have to zone back into an adjacent zone every time you die or level. They've They also changed the mission spawn points so they show showed up in areas with enemy spawns appropriate to the player's level.
** Also worth noting is that after a new hero finishes finished all the missions from his introductory contact, the first mission from his second contact * will* be going to the Hollows, so every newby player on the server is going through this and generally mucking things up.
* Perez Park is was a horror at low levels and a misery at high levels. Most of the zone consists consisted of a huge, dark, confusing labyrinthine forest filled with large groups of enemies that are impossible to avoid. Even players with higher-level characters hate being sent back there due to the difficulty of navigating its maze. Travel powers aren't weren't very useful in the park either - Flight and Super-Jump are useless in the forest with its thick, rooflike properties, it's it was too twisty and dark to use Teleport much, and Super-Speed is difficult to use on those twisty paths too, and won't help you much if you just keep kept getting lost.
** On top of that, there's there was a wall all around the main park, only one opening, it's it was not marked on the map, and the walls are too high to jump without Super Jump or Flight, so depending on which Security Gate you come in, you have had to run around half the edge just to get in or out of the park, which is itself packed with low-level gangs which are either a bloody nuisance, or a nightmare, depending on your level.
* Faultline is was loathed for the deep, twisting canyon that is was easy to fall into and hard to get out of - while it has had Freight Lifts, they too can could be tough to fine find and lead to places it's easy to fall from. There are were missions IN the canyon in caves and sewers, and thanks to its winding nature some are were difficult to find. Other missions occur occured on the other side of the canyon, in a part of Faultline which was practically demolished, and is was tough to run around thanks to cracked pavements, toppling buildings and mobs scattered all over the place. It's It was made even more noticeable by the way that about 1/4 of Faultline is was almost normal.
** Many of these zones are were part of a now-abandoned design philosophy from much earlier in the games history: they're Hazard Zones, regions of the city that were devastated by one or another catastrophe and essentially evacuated and abandoned. As such, they contain contained neither contacts to give quests or innocent civilians to rescue, only swarms of villains and monsters usually in groups too large for a single player to tackle alone. The only reason to ever go there is was by being sent from another mission elsewhere, and then you try to run to the target as fast as possible. It's a shame, because some of these zones have quite interesting stories as to how they got so bad, but the stories aren't explored no one lives there anymore.



** In addition to the above, after about level 30, most missions featuring the Circle of Thorns take place in their home city, Oranbega. Oranbega is filled with twisty passages and gigantic multistory rooms and portals that don't always work right and multiple spawns of enemies within aggro radius of one another and randomly placed damage-inducing crystals. HATE.
*** Some archetypes hate Orange-bagel more than others. When playing a Mastermind, stepping though a portal is to be feared above all other things because (a) you could walk right into a spawn with no real weapons to fight them off until the minions show up and (b) 50% of the time the minions won't come through the portal; they'll instead run through the corridors to get to you, usually past other spawns meaning you have an army descending on your ass.

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** In addition to the above, after about level 30, most missions featuring the Circle of Thorns take took place in their home city, Oranbega. Oranbega is filled with twisty passages and gigantic multistory rooms and portals that don't always work right and multiple spawns of enemies within aggro radius of one another and randomly placed damage-inducing crystals. HATE.
*** Some archetypes hate hated Orange-bagel more than others. When playing a Mastermind, stepping though a portal is to be feared above all other things because (a) you could walk right into a spawn with no real weapons to fight them off until the minions show up and (b) 50% of the time the minions won't come through the portal; they'll instead run through the corridors to get to you, usually past other spawns meaning you have an army descending on your ass.



** The worst AE Combination has to be the dreaded "Defeat All + Outdoor Map + Arbitrary Goal + Patrols (That Spawn After Said Arbitrary Goal)", otherwise known as a "Farm" Mission. To make it extra tough, make it a TimedMission too, just so the player can't go to the toilet after they've taken it. If you're just doing random missions and you get one of these, it's best to just drop it...
* One of the Council Base maps contains a three story room with a large pool of water in it (for some reason). While this isn't as annoying as some of the other examples, it is still rather tricky to navigate which can make it frustrating.

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** The worst AE Combination has had to be the dreaded "Defeat All + Outdoor Map + Arbitrary Goal + Patrols (That Spawn After Said Arbitrary Goal)", otherwise known as a "Farm" Mission. To make it extra tough, make it a TimedMission too, just so the player can't go to the toilet after they've taken it. If you're just doing random missions and you get one of these, it's best to just drop it...
* One of the Council Base maps contains contained a three story room with a large pool of water in it (for some reason). While this isn't wasn't as annoying as some of the other examples, it is was still rather tricky to navigate which can make it frustrating.
3rd Feb '18 12:47:05 PM TSBasilisk
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** Really the entire Court of Stars sub-region of Suramar is this in comparison to the rest of the city. While most of the city is relatively easy to travel through and patrolling mobs are sparse, this region is densely populated with both detectors and elite mobs. Just getting inside while stuck on foot is dangerous and once inside being revealed will almost certainly end in death.
21st Jan '18 6:24:23 PM Malady
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* ''VideoGame/{{Wizard 101}}'' has an ''entire world'' of That One Level: Azteca (at least pre-2013 nerf). Leading up to it were two easy worlds (Wizard City and Krokotopia), three moderate worlds (Marleybone, MooShu and Dragonspyre [this last one was actually kinda hard before the 2010 nerf], plus an additionl side world [Grizzleheim] that started as level 20 but the areas escalated in level), then a difficulty spike with Celestia, introducing the second arc (also later nerfed, though not to the extent of Dragonspyre, sorta like the Azteca nerf) which slightly changed the way enemies fought (health was now much more dependant on school, hardly any enemies used off-school spells [meaning no more annoying Weakness spam], now they'd use irregular spells [not taught by the teacher in quests or otherwise], they'd start with much more than just one pip [this amount was later nerfed since they sorta went in all-guns-blazing] and would now have a new weakness [in the form of Elemental Rock-Paper-Scissors] in addition to their antithesis [Ice-Fire, Life-Death, Storm-Myth, Balance with none, but being weak to Life, Death and Myth], these being Life-Storm-Fire and so forth for the schools in the Sun triangle and Ice-Death-Myth for the schools in the Moon triangle [ie. before, Fire enemies would only be weak to Ice and vice versa but Celestia+ Fire enemies would be weak to Ice and Storm and Ice enemies to Fire and Myth], while in turn reducing the percentage of the boost), which was kept for Zafaria, then Avalon kept it mostly the same but started using a health system more akin to WC-DS (health being more dependant on rank that class, thus making Storm enemies more difficult), then Azteca introduced bosses that had mastery over two schools (but only having the weaknesses of one) and it's been suspected that they also started having better stats other than HP. Azteca was pretty hard and grindy, with the high amount of health enemies had, plus being kinda boring and being released at a point where players were going through a nostalgia kick with the first arc and classic PvP.

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* ''VideoGame/{{Wizard 101}}'' ''VideoGame/Wizard101'' has an ''entire world'' of That One Level: Azteca (at least pre-2013 nerf). Leading up to it were two easy worlds (Wizard City and Krokotopia), three moderate worlds (Marleybone, MooShu and Dragonspyre [this last one was actually kinda hard before the 2010 nerf], plus an additionl side world [Grizzleheim] that started as level 20 but the areas escalated in level), then a difficulty spike with Celestia, introducing the second arc (also later nerfed, though not to the extent of Dragonspyre, sorta like the Azteca nerf) which slightly changed the way enemies fought (health was now much more dependant on school, hardly any enemies used off-school spells [meaning no more annoying Weakness spam], now they'd use irregular spells [not taught by the teacher in quests or otherwise], they'd start with much more than just one pip [this amount was later nerfed since they sorta went in all-guns-blazing] and would now have a new weakness [in the form of Elemental Rock-Paper-Scissors] in addition to their antithesis [Ice-Fire, Life-Death, Storm-Myth, Balance with none, but being weak to Life, Death and Myth], these being Life-Storm-Fire and so forth for the schools in the Sun triangle and Ice-Death-Myth for the schools in the Moon triangle [ie. before, Fire enemies would only be weak to Ice and vice versa but Celestia+ Fire enemies would be weak to Ice and Storm and Ice enemies to Fire and Myth], while in turn reducing the percentage of the boost), which was kept for Zafaria, then Avalon kept it mostly the same but started using a health system more akin to WC-DS (health being more dependant on rank that class, thus making Storm enemies more difficult), then Azteca introduced bosses that had mastery over two schools (but only having the weaknesses of one) and it's been suspected that they also started having better stats other than HP. Azteca was pretty hard and grindy, with the high amount of health enemies had, plus being kinda boring and being released at a point where players were going through a nostalgia kick with the first arc and classic PvP.



** Like in Wizard 101, there's a postgame tower that's considerably hard and requires a good team to fight with you if you don't wanna spend four hours in this damn tower (at least most of the time on ''VideoGame/Wizard101'''s postgame towers you can get by if the others just know how to avoid the cheats/work around them, and don't necessarily have to play very well so long as any one person can carry the team). Add in the fact that there's a badge with a really cool effect for going rogue on the before-before last fight and only one player can go rogue, which means a lot of players only do this tower for the badge and ragequit if someone beats them to the punch on said fight. Not to mention that there's so much good gear up for grabs in this tower that it almost demands you run it a lot of times (plus there's a badge for completing it ''25 times'').

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** Like in Wizard 101, ''VideoGame/Wizard101'', there's a postgame tower that's considerably hard and requires a good team to fight with you if you don't wanna spend four hours in this damn tower (at least most of the time on ''VideoGame/Wizard101'''s postgame towers you can get by if the others just know how to avoid the cheats/work around them, and don't necessarily have to play very well so long as any one person can carry the team). Add in the fact that there's a badge with a really cool effect for going rogue on the before-before last fight and only one player can go rogue, which means a lot of players only do this tower for the badge and ragequit if someone beats them to the punch on said fight. Not to mention that there's so much good gear up for grabs in this tower that it almost demands you run it a lot of times (plus there's a badge for completing it ''25 times'').
21st Jan '18 5:09:04 PM nombretomado
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** Like in Wizard 101, there's a postgame tower that's considerably hard and requires a good team to fight with you if you don't wanna spend four hours in this damn tower (at least most of the time on Wizard101's postgame towers you can get by if the others just know how to avoid the cheats/work around them, and don't necessarily have to play very well so long as any one person can carry the team). Add in the fact that there's a badge with a really cool effect for going rogue on the before-before last fight and only one player can go rogue, which means a lot of players only do this tower for the badge and ragequit if someone beats them to the punch on said fight. Not to mention that there's so much good gear up for grabs in this tower that it almost demands you run it a lot of times (plus there's a badge for completing it ''25 times'').

to:

** Like in Wizard 101, there's a postgame tower that's considerably hard and requires a good team to fight with you if you don't wanna spend four hours in this damn tower (at least most of the time on Wizard101's ''VideoGame/Wizard101'''s postgame towers you can get by if the others just know how to avoid the cheats/work around them, and don't necessarily have to play very well so long as any one person can carry the team). Add in the fact that there's a badge with a really cool effect for going rogue on the before-before last fight and only one player can go rogue, which means a lot of players only do this tower for the badge and ragequit if someone beats them to the punch on said fight. Not to mention that there's so much good gear up for grabs in this tower that it almost demands you run it a lot of times (plus there's a badge for completing it ''25 times'').
29th Dec '17 12:30:58 PM nombretomado
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* ''FusionFall'' has the quest added with Ice King Invasion, "Princess Princess Princess." It has absolutely nothing to do with combat and everything to do with your platforming skills, and the game decides to throw you a bunch of momentum-based platforming. And if you fall at any point, unless you miraculously land on a platform (which you probably won't) you get to do the whole thing over again.
* VideoGame/GrandChase has Tower of Disappearance, which is called [[NintendoHard unforgiving]] by articles online. You only get one live. When you die, that's it. Not to mention that items, and revives are disabled. If you were to take too long to clear one area, you'll take damage constantly with no way to stop it until you enter the next area. Have fun reaching Kaze'aze!

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* ''FusionFall'' ''VideoGame/FusionFall'' has the quest added with Ice King Invasion, "Princess Princess Princess." It has absolutely nothing to do with combat and everything to do with your platforming skills, and the game decides to throw you a bunch of momentum-based platforming. And if you fall at any point, unless you miraculously land on a platform (which you probably won't) you get to do the whole thing over again.
* VideoGame/GrandChase ''VideoGame/GrandChase'' has Tower of Disappearance, which is called [[NintendoHard unforgiving]] by articles online. You only get one live. When you die, that's it. Not to mention that items, and revives are disabled. If you were to take too long to clear one area, you'll take damage constantly with no way to stop it until you enter the next area. Have fun reaching Kaze'aze!
24th Dec '17 1:08:20 PM nombretomado
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* Uqua, the Ocean God Chantry. It was released in Gates of Discord, an expansion seemingly tuned around being higher level than you actually could reach. You enter the zone, and you get hit with a zone-wide debuff that decreased all of your stats by 250 points(intelligence/wisdom by 350). Step a few feet in, and traps of between 2 and 6 monsters spawn and attack. Raid wipes were common on even the first trap, due to the ghost adds that spawned upon player death, causing chain reactions and overwhelming numbers, wiping out your 54 man raid force. In addition to these hazards, there is a room made solely for killing the raid: the gas chamber. It is a room with keys on a table, and only 1 key will open the door. the room will send a message to someone in the raid as to which key will unlock the door. but taking too long will release the gas. Select the wrong key, gas. Could be "Key A or Key B" in the message? It's a trick, more gas! Once finally out of the murderbox, you are forced to split your raid force in half to fight 2 monsters in opposite rooms. The "twins" as they're known, will often send players into the opposite room, resulting in possible failure due to a tank or healer being stolen from your half of the raid. After the twins are dead, you reach....another gas chamber. Finally, after a room that swarms you with ghosts and beating up a big golem, you reach the boss, Vrex Barxt Qurat. In addition to the normal threat of being killed, if you do things in the incorrect order, you fail the raid, wasting a 5 hour raid day. Between this zone and the rest of the expansion, many players left to greener pastures of EverQuestII and World of Warcraft.

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* Uqua, the Ocean God Chantry. It was released in Gates of Discord, an expansion seemingly tuned around being higher level than you actually could reach. You enter the zone, and you get hit with a zone-wide debuff that decreased all of your stats by 250 points(intelligence/wisdom by 350). Step a few feet in, and traps of between 2 and 6 monsters spawn and attack. Raid wipes were common on even the first trap, due to the ghost adds that spawned upon player death, causing chain reactions and overwhelming numbers, wiping out your 54 man raid force. In addition to these hazards, there is a room made solely for killing the raid: the gas chamber. It is a room with keys on a table, and only 1 key will open the door. the room will send a message to someone in the raid as to which key will unlock the door. but taking too long will release the gas. Select the wrong key, gas. Could be "Key A or Key B" in the message? It's a trick, more gas! Once finally out of the murderbox, you are forced to split your raid force in half to fight 2 monsters in opposite rooms. The "twins" as they're known, will often send players into the opposite room, resulting in possible failure due to a tank or healer being stolen from your half of the raid. After the twins are dead, you reach....another gas chamber. Finally, after a room that swarms you with ghosts and beating up a big golem, you reach the boss, Vrex Barxt Qurat. In addition to the normal threat of being killed, if you do things in the incorrect order, you fail the raid, wasting a 5 hour raid day. Between this zone and the rest of the expansion, many players left to greener pastures of EverQuestII ''VideoGame/EverQuestII'' and World of Warcraft.''VideoGame/WorldOfWarcraft''.
21st Dec '17 4:00:06 PM Valiona
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* Suramar has become this for a lot of players in ''Legion'', despite otherwise being popular for its SceneryPorn and detailed, interesting lore. It's a nice idea for a one-off scenario, but it rapidly becomes a massive nuisance to navigate the multi-level designed-by-insane-people city with a stealth-like mechanic when you just want to get someplace. The enforced stealth-oriented gameplay within the city proper is the biggest source of frustration for players, but having much of that content (including two entire dungeons) gated behind the glacially slow Nightfallen rep grind doesn't help.

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* Suramar has become this for a lot of players in ''Legion'', despite otherwise being popular for its SceneryPorn and detailed, interesting lore. It's a nice idea for a one-off scenario, but it rapidly becomes a massive nuisance to navigate the multi-level designed-by-insane-people city with a stealth-like mechanic mechanic[[note]]Unless you want to get attacked by groups of enemies that are too strong to feasibly defeat, use your Masquerade extra UI button, and run out of range of any enemy with the ability to see through your disguise before they finish casting a spell that will strip away your disguise[[/note]] when you just want to get someplace. The enforced stealth-oriented gameplay within the city proper is the biggest source of frustration for players, but having much of that content (including two entire dungeons) gated behind the glacially slow Nightfallen rep grind doesn't help.help.
* Speaking of Suramar, "Sick of the Sycophants" is one of the least popular world quests. You have to kill twenty Loyalist Sycophants, and while Occuleth encourages you to use the item he gives you to summon Withered to kill them, the Withered do practically no damage. Breaking disguise and attacking the Sycophants will draw you into a difficult battle, one that gets even more difficult if the patrolling enemies spot you. All this is on top of having to avoid the aforementioned enemies with the ability to remove your disguise.
25th Nov '17 10:49:12 AM TheSinful
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* The ''Mists of Pandaria'' scenario A Little Patience was universally reviled due to both Varian and Tyrande uttering the same lines over and over again, and that the entire point of the instance is to [[CharacterShilling shill]] Varian as some amazing tactician.[[note]]Said tactics amount to laying traps then calling the Orc commander a coward so his entire army charges headfirst into said traps[[/note]]
10th Nov '17 8:51:50 PM Dr.Spacebar
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** The Temple of Elemental Evil is a two-part quest, with each part taking [[MarathonLevel around two hours or longer.]] Ostensibly a level 7 quest, its enemies are much stronger, especially on Elite, where a character that can breeze through the likes of Elite Gwylan's Stand and Tear of Dhakaan on his own will be wiped out by the first group of bandits in the Temple. Each group of said enemies usually has [[Zerg Rush five to ten of them who will happily attack you all at once]], and before all is said and done, you'll be fighting at least thirty such groups at the very least. Semi-randomized elemental explosion traps are scattered about, and Rest Shrines are scarce. The first part's boss is a fairly difficult fight that includes a [[DemonicSpiders literal Demonic Spider]] along with a wizard and four souped-up Elementals, and the second part's boss fights in a room full of poison mushrooms that drain your health quickly unless you run to certain healing mushrooms, while the boss is hitting you with strong magic (including Earthquake, which can knock down multiple targets) and summoning hordes of demons (including [[DemonicSpiders Hezrous and a Goristro!]]) Thankfully, some of the treasures (like the Orb of Golden Death) are well worth the hassle.
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