History ThatOneLevel / MMORPG

24th Nov '16 1:30:18 PM Valiona
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* Ashran in Warlords of Draenor is widely disliked due to the poor writing, questionable design, and the fact that it's the only new battleground in the expansion, which leads [=PVPers=] to dislike the expansion as a whole.
* Trial of the Crusader has only six bosses and no trash mobs. The latter would seem like a welcome change of pace, considering that some raids get criticism for long, boring or [[BossInMookClothing difficult]] trash, but it means that there's no world drops or normal encounters to break up the boss fights, and makes the raid even shorter, making it hardly worthy of a raid tier on its own. While some of the less popular raids have their fan bases, almost no one likes [=TotC=].
22nd Oct '16 1:30:18 PM kylenne
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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. 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.
28th Sep '16 4:23:50 AM Adannor
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* The Oculus was the most hated dungeon in the Wrath of the Lich King expansion due to the dragon-riding segment at the end, which replaced all the players abilities with new controls which many people had no idea how to use.

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* The Oculus was the most hated dungeon in the Wrath of the Lich King expansion due to the dragon-riding segment at the end, which replaced all the players abilities with new controls which many people had no idea how to use. And then comes Malygos, raid boss of the location, featuring final phase with the whole raid riding on dragons (''with different abilities'' from the Oculus ones just not to make things too comfortable you) while he blasts you harder than the dungeon boss ever did.
14th Sep '16 5:38:38 PM Exusia
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* GBL Laboratory in ''Dungeon Fighter Online''. Consider that the American version has a level cap of 40 and the level was designed for characters level ''50''. They even decided to put it in after the set of level 35 dungeons, while barely removing any enemies. Add the fact that two long quest series require beating the level on the highest difficulties many times, in order to get two legendary weapons that become obsolete in a few levels. Hilarity Ensues

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* GBL Laboratory in ''Dungeon Fighter Online''.the older versions of ''VideoGame/DungeonFighterOnline''. Consider that the American version has a level cap of 40 and the level was designed for characters level ''50''. They even decided to put it in after the set of level 35 dungeons, while barely removing any enemies. Add the fact that two long quest series require beating the level on the highest difficulties many times, in order to get two legendary weapons that become obsolete in a few levels. Hilarity Ensues
17th Aug '16 9:04:00 PM Hadjorim
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* Classic World of Warcraft before the expansions. Like all [=MMOs=] in those days, Classic World of Warcraft was tedious, grindy, and nonsensical. And yet World of Warcraft with its quest system was actually an improvement on most [=MMOs=] of the time, which basically ran on grinding alone, and though it could be difficult at least it wasn't as brutally punishing as some other [=MMOs=] which would deliberately go out of their way to screw players from their hard-earned gains.

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* Classic World of Warcraft before the expansions. Like all [=MMOs=] in those days, Classic World of Warcraft was could be tedious, grindy, and nonsensical. And yet World of Warcraft with its quest system was actually an improvement on most [=MMOs=] of the time, which basically ran on grinding alone, and though it could be difficult at least it wasn't as brutally punishing as some other [=MMOs=] which would deliberately go out of their way to screw players from their hard-earned gains.
17th Aug '16 9:03:10 PM Hadjorim
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* Classic World of Warcraft before the expansions. Like all MMOs in those days, Classic World of Warcraft was tedious, grindy, and nonsensical. And yet World of Warcraft with its quest system was actually an improvement on most MMOs of the time, which basically ran on grinding alone, and though it could be difficult at least it wasn't as brutally punishing as some other [=MMOs=] which would deliberately go out of their way to screw players from their hard-earned gains.

to:

* Classic World of Warcraft before the expansions. Like all MMOs [=MMOs=] in those days, Classic World of Warcraft was tedious, grindy, and nonsensical. And yet World of Warcraft with its quest system was actually an improvement on most MMOs [=MMOs=] of the time, which basically ran on grinding alone, and though it could be difficult at least it wasn't as brutally punishing as some other [=MMOs=] which would deliberately go out of their way to screw players from their hard-earned gains.
17th Aug '16 9:02:40 PM Hadjorim
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* Classic World of Warcraft ''in general'' was this for the series as a whole. There's no point in even going into specific examples. While later expansions improved the game significantly, Classic World of Warcraft was tedious, grindy, and nonsensical. Thing is, this was very typical for [=MMOs=] at the time, which had high levels of GuideDangIt, and World of Warcraft was actually an ''improvement'' and far more forgiving. As frustrating as its quests could be, it was still a marked improvement on most [=MMOs=] at the time, which ran on grinding and grinding alone, and if Classic World of Warcraft could be difficult, at least it wasn't as brutally punishing as some other [=MMOs=], which would deliberately go out of their way to screw players from their hard-earned gains.
* The Oculus was the most hated dungeon in the Wrath of the Lich King expansion. This is entirely due to the end section where players jump onto the backs of dragons to fight the final boss. This replaces all their old abilities with new dragon abilities, and is actually rather fun if everyone knows what to do. ''No one ever does''. It got so bad Blizzard had to add in extra loot for the final boss just to prevent people from instantly dropping group the moment it popped up.
** The first boss of Halls of Reflection was another. Enemies come at you in waves, and except for a continue point halfway through, you have to start over if you wipe. These enemies are ''extremely tough.'' The only way many players found they could succeed was by huddling in a little corner of the room, just barely out of line of sight of the spawning enemies, giving them some time and a chance to avoid enemy spells.
*** This is more a case of trying to bypass mechanics. The waves contained the same groups of enemies and if they are dealt with in a particular order and utilizing crowd control was largely simple as the more damaging an enemy had the less health they had. Most players were coming into the new dungeons with an idea that mechanics could be ignored in favor of AoE spam leading to the above "strategy". The problem is that this brought everything on the entire group at once making survival a much more difficult proposition. It's a case of doing the section the intended way is much simpler and faster than trying to ignore the intended method.
* Vashj'ir in Cataclysm. Many claim the zone is an example of AtlantisIsBoring, but the zone is actually quite diverse, with seaweed forests, massive palaces, deep ravines, underwater caves, and enormous sea creatures. Its status as a ScrappyLevel seems to come mostly from the fact that people just don't like underwater levels. It's necessarily darker than most, and always a shade of blue, giving a constant feeling of heaviness and sneaking claustrophobia. People just generally see water more as a place to ''get out of'' rather than a place to stay for an extended period of time. There ''are'' two objective problems with the zone however. When first released it was incredibly buggy, preventing some people from even progressing through it (you can still get screwed on the final quest if you're unlucky). Secondly, the whole theme of the zone was a build-up to a confrontation with underwater [[EldritchAbomination Eldritch abominations]] which, while planned to be released later, [[OrphanedSeries never happened,]] making the whole thing feel pointless.
* Uldum, another Cataclysm zone, become a BaseBreaker for plot-related reasons. While a lot of players love it for its many, many {{ShoutOut}}s to ''Franchise/IndianaJones'', just as many dislike it for [[TheyWastedAPerfectlyGoodPlot squandering the potential for epic titan lore and development of a cool new race in favor of one long ''Raiders of the Lost Ark'' parody]]. Even players that like the homage get fed up with the large number of (frequently glitchy) cutscenes.
* The Dragon Soul raid which was the GrandFinale for Cataclysm is not well liked by many World of Warcraft players, with some going as far to call it the worst raid ever. The raid takes place in completely recycled locations, featuring bosses with completely recycled models. Even the trailer which preceded the raid's release was a half-assed job. The final boss fight was criticized for being repetitive, and even the lore implications came in for a beating, with players accusing the plot of being an AssPull and making so sense.
* Trial of the Crusader. It's quite short for a raid, with only six bosses (The Faction Champions are quite difficult, but feels more like a [=PvP=] fight, so it's more frustrating than anything else) and no trash mobs between them. The latter might sound like a good idea on paper, given that most raids have at least one section of trash that's overly frustrating, long or otherwise annoying, but in this case, there's no chance for BOE epics. Virtually no one likes this raid, and it's often dismissed as a filler between the popular Ulduar and Icecrown Citadel raids.

to:

* Classic World of Warcraft ''in general'' was this for before the series as a whole. There's no point expansions. Like all MMOs in even going into specific examples. While later expansions improved the game significantly, those days, Classic World of Warcraft was tedious, grindy, and nonsensical. Thing is, this was very typical for [=MMOs=] at the time, which had high levels of GuideDangIt, and And yet World of Warcraft with its quest system was actually an ''improvement'' and far more forgiving. As frustrating as its quests could be, it was still a marked improvement on most [=MMOs=] at MMOs of the time, which basically ran on grinding and grinding alone, and if Classic World of Warcraft though it could be difficult, difficult at least it wasn't as brutally punishing as some other [=MMOs=], [=MMOs=] which would deliberately go out of their way to screw players from their hard-earned gains.
* The Oculus was the most hated dungeon in the Wrath of the Lich King expansion. This is entirely expansion due to the end section where dragon-riding segment at the end, which replaced all the players jump onto the backs of dragons to fight the final boss. This replaces all their old abilities with new dragon abilities, and is actually rather fun if everyone knows what to do. ''No one ever does''. It got so bad Blizzard had to add in extra loot for the final boss just to prevent controls which many people from instantly dropping group the moment it popped up.had no idea how to use.
** The first boss of Halls of Reflection was another. Enemies come at you in waves, and except for a continue point halfway through, you have to start over if you wipe. These enemies are ''extremely tough.'' The only way many players found they could succeed was by huddling in a little corner of the room, just barely out of line of sight of the spawning enemies, giving them some time and a chance to avoid enemy spells.
*** This is more a case of trying to bypass mechanics. The waves contained the same groups of enemies and if they are dealt with in a particular order and utilizing crowd control was largely simple as the more damaging an enemy had the less health they had. Most players were coming into the new dungeons with an idea that mechanics could be ignored in favor of AoE spam leading to the above "strategy". The problem is that this brought everything on the entire group at once making survival a much more difficult proposition. It's a case of doing the section the intended way is much simpler and faster than trying to ignore the intended method.
* Vashj'ir in Cataclysm. Many claim the zone is an example of AtlantisIsBoring, but the zone is actually quite diverse, with seaweed forests, massive palaces, deep ravines, underwater caves, and enormous sea creatures. Its status as a ScrappyLevel seems to come mostly from the fact that people just don't like underwater levels. It's necessarily darker than most, and always a shade of blue, giving a constant feeling of heaviness and sneaking claustrophobia. People just generally see water more as a place to ''get out of'' rather than a place to stay for an extended period of time. There ''are'' two objective problems with the zone however. When Also when first released it was incredibly buggy, preventing some people from even progressing through it (you can still get screwed on the final quest if you're unlucky). Secondly, unlucky), and secondly the whole theme of the zone was a build-up to a confrontation with underwater [[EldritchAbomination Eldritch abominations]] which, while planned to be released later, which [[OrphanedSeries never happened,]] making the whole thing feel pointless.
* Uldum, another Cataclysm zone, become a BaseBreaker for plot-related reasons. While a lot of Many players love it for its many, many {{ShoutOut}}s objected to ''Franchise/IndianaJones'', just as many dislike it for [[TheyWastedAPerfectlyGoodPlot squandering Blizzard taking what should have been an incredibly lore-rich zone about the potential for epic titan lore Titans and development of a cool new race in favor of one long ''Raiders of the Lost Ark'' parody]]. Even players that like the homage get fed up with the large number of (frequently glitchy) cutscenes.turning it into an extended ''Franchise/IndianaJones'' parody.
* Again in Cataclysm: The Dragon Soul raid which was the GrandFinale for Cataclysm is not well liked by many World of Warcraft players, GrandFinale, with some going as far to call it the worst raid ever. The raid takes place in completely Completely recycled locations, featuring bosses with completely recycled models. Even the trailer which preceded the raid's release was a half-assed job. The final boss fight was criticized for being repetitive, and even the lore implications came in for a beating, with players accusing the plot of being an AssPull and making so sense.
* Trial of the Crusader. It's quite short for a raid, with only six bosses (The Faction Champions are quite difficult, but feels more like a [=PvP=] fight, so it's more frustrating than anything else) and no trash mobs between them. The latter might sound like a good idea on paper, given that most raids have at least one section of trash that's overly frustrating, long or otherwise annoying, but in this case, there's no chance for BOE epics. Virtually no one likes this raid, and it's often dismissed as a filler between the popular Ulduar and Icecrown Citadel raids.
half-assed.
17th Aug '16 1:00:29 PM Hadjorim
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* Classic WoW ''in general'' was this for the series as a whole. There's no point in even going into specific examples. While later expansions improved the game significantly, Classic WoW was tedious, grindy, and nonsensical. Thing is, this was very typical for [=MMOs=] at the time, which had high levels of GuideDangIt, and World of Warcraft was actually an ''improvement'' and far more forgiving. As frustrating as its quests could be, it was still a marked improvement on most [=MMOs=] at the time, which ran on grinding and grinding alone, and if Classic WoW could be difficult, at least it wasn't as brutally punishing as some other [=MMOs=], which would deliberately go out of their way to screw players from their hard-earned gains.

to:

* Classic WoW World of Warcraft ''in general'' was this for the series as a whole. There's no point in even going into specific examples. While later expansions improved the game significantly, Classic WoW World of Warcraft was tedious, grindy, and nonsensical. Thing is, this was very typical for [=MMOs=] at the time, which had high levels of GuideDangIt, and World of Warcraft was actually an ''improvement'' and far more forgiving. As frustrating as its quests could be, it was still a marked improvement on most [=MMOs=] at the time, which ran on grinding and grinding alone, and if Classic WoW World of Warcraft could be difficult, at least it wasn't as brutally punishing as some other [=MMOs=], which would deliberately go out of their way to screw players from their hard-earned gains.



* The Dragon Soul raid which was the GrandFinale for Cataclysm is not well liked by many WoW players, with some going as far to call it the worst raid ever. The raid takes place in completely recycled locations, featuring bosses with completely recycled models. Even the trailer which preceded the raid's release was a half-assed job. The final boss fight was criticized for being repetitive, and even the lore implications came in for a beating, with players accusing the plot of being an AssPull and making so sense.

to:

* The Dragon Soul raid which was the GrandFinale for Cataclysm is not well liked by many WoW World of Warcraft players, with some going as far to call it the worst raid ever. The raid takes place in completely recycled locations, featuring bosses with completely recycled models. Even the trailer which preceded the raid's release was a half-assed job. The final boss fight was criticized for being repetitive, and even the lore implications came in for a beating, with players accusing the plot of being an AssPull and making so sense.
11th Jun '16 9:25:59 AM Valiona
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* Trial of the Crusader. It's quite short for a raid, with only six bosses (The Faction Champions are quite difficult, but feels more like a [=PvP=] fight, so it's more frustrating than anything else) and no trash mobs between them. The latter might sound like a good idea on paper, given that most raids have at least one section of trash that's overly frustrating, long or otherwise annoying, but in this case, there's no chance for BOE epics. Virtually no one likes this raid, and it's often dismissed as a filler between the popular Ulduar and Icecrown Citadel raids.
14th May '16 10:05:43 AM Gilberta
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* 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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