History ThatOneLevel / MMORPG

5th Jun '18 11:28:34 AM xenol
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* As of Patch 4.2, Castrum Meridianum and The Praetorium became this for making the cutscenes unskippable. This was due to complaints that new players were forced to skip them in order to keep up with other players, usually those just grinding the dungeon for the daily bonus and wanted to get through it as fast as possible. This means for either, the time spent in the dungeon practically doubled or tripled.
3rd Jun '18 8:56:00 AM Valiona
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* Seat of the Triumvirate is considered the most frustrating 5-man dungeon from Legion, in part because three of the four bosses qualify as ThatOneBoss for various reasons (see [[ThatOneBoss/WorldOfWarcraft this page]] for more details).
9th May '18 5:43:40 AM himmelicht
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* Patch 4.11 introduces ''The Unending Coil of Bahamut'', and was notable as being the first raid content to be pegged at the '''Ultimate''' difficulty. And it certainly doesn't disappoint, as it consists of embellished and fiercer version of the final turn for each part of the Binding Coils of Bahamut (Turn 5, 9 and 13), with all of them [[TurnsRed pulling all their stops at the get-go compared to regular Coil]]. The first part against Twintania alone was difficult enough to wipe an uncoordinated party, to the point that the developers recommended giving up on it if they couldn't handle it as the rest of the fight was even harder. The battle against Bahamut Prime himself caps this since he [[ColonyDrop actually drops a mini-Dalamud]] to the stage and sends powerful shockwaves that will wipe the party if not mitigated with a Limit Break from a tank-role player. And then after the Tera Flare phase, Bahamut Prime proceeds to [[TurnsRed unleash its inner rage]] in its golden form, and starts to spam Akh Morn and Exaflare, and if it was not defeated quickly it will begin to spam Morn Afah (appropriately means "eternal death" in dragon language) until the whole party is wiped out. Clearing the Unending Coil demands a great amount of team synergy and their proficiency with the battle mechanics much more than any other raids before it, to the point that Deltascape 4.0 Savage (the highest-level raid content when Unending Coil was released) is a mandatory requirement ''just to enter it''. Furthermore, at the time of its release, none of the participants were able to clear it within the first week, with the world first clear happens on the 11th day after the release.
8th May '18 5:55:42 AM himmelicht
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* Patch 4.11 introduces ''The Unending Coil of Bahamut'', and was notable as being the first raid content to be pegged at the '''Ultimate''' difficulty. And it certainly doesn't disappoint, as it consists of embellished and fiercer version of the final turn for each part of the Binding Coils of Bahamut (Turn 5, 9 and 13), with all of them [[TurnsRed pulling all their stops at the get-go compared to regular Coil]]. The first part against Twintania alone was difficult enough to wipe an uncoordinated party, to the point that the developers recommended giving up on it if they couldn't handle it as the rest of the fight was even harder. The battle against Bahamut Prime himself caps this since he [[ColonyDrop actually drops a mini-Dalamud]] to the stage and sends powerful shockwaves that will wipe the party if not mitigated with a Limit Break from a tank-role player. And then after the Tera Flare phase, Bahamut Prime proceeds to [[TurnsRed unleash its inner rage]] in its golden form, and starts to spam Akh Morn and Exaflare, and if it was not defeated quickly it will begin to spam Morn Afah (appropriately means "eternal death" in dragon language) until the whole party is wiped out. Clearing the Unending Coil demands a great amount of team synergy and their proficiency with the battle mechanics much more than any other raids before it, to the point that Deltascape 4.0 Savage (the highest-level raid content when Unending Coil was released) is a mandatory requirement ''just to enter it''.

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* Patch 4.11 introduces ''The Unending Coil of Bahamut'', and was notable as being the first raid content to be pegged at the '''Ultimate''' difficulty. And it certainly doesn't disappoint, as it consists of embellished and fiercer version of the final turn for each part of the Binding Coils of Bahamut (Turn 5, 9 and 13), with all of them [[TurnsRed pulling all their stops at the get-go compared to regular Coil]]. The first part against Twintania alone was difficult enough to wipe an uncoordinated party, to the point that the developers recommended giving up on it if they couldn't handle it as the rest of the fight was even harder. The battle against Bahamut Prime himself caps this since he [[ColonyDrop actually drops a mini-Dalamud]] to the stage and sends powerful shockwaves that will wipe the party if not mitigated with a Limit Break from a tank-role player. And then after the Tera Flare phase, Bahamut Prime proceeds to [[TurnsRed unleash its inner rage]] in its golden form, and starts to spam Akh Morn and Exaflare, and if it was not defeated quickly it will begin to spam Morn Afah (appropriately means "eternal death" in dragon language) until the whole party is wiped out. Clearing the Unending Coil demands a great amount of team synergy and their proficiency with the battle mechanics much more than any other raids before it, to the point that Deltascape 4.0 Savage (the highest-level raid content when Unending Coil was released) is a mandatory requirement ''just to enter it''. Furthermore, at the time of its release, none of the participants were able to clear it within the first week, with the world first clear happens on the 11th day after the release.
8th May '18 5:24:58 AM himmelicht
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* Patch 4.11 introduces ''The Unending Coil of Bahamut'', and was notable as being the first raid content to be pegged at the '''Ultimate''' difficulty. And it certainly doesn't disappoint, as it consists of embellished and fiercer version of the final turn for each part of the Binding Coils of Bahamut (Turn 5, 9 and 13), with all of them [[TurnsRed pulling all their stops at the get-go compared to regular Coil]]. The first part against Twintania alone was difficult enough to wipe an uncoordinated party, to the point that the developers recommended giving up on it if they couldn't handle it as the rest of the fight was even harder. The battle against Bahamut Prime himself caps this since he [[ColonyDrop actually drops a mini-Dalamud]] to the stage and sends powerful shockwaves that will wipe the party if not mitigated with a Limit Break from a tank-role player. And then after the Tera Flare phase, Bahamut Prime proceeds to [[TurnsRed unleash its inner rage]] in its golden form, and starts to spam Akh Morn and Exaflare, and if it was not defeated quickly it will begin to cast Morn Afah until the whole party is wiped out. Clearing the Unending Coil demands a great amount of team synergy and their proficiency with the battle mechanics much more than any other raids before it, to the point that Deltascape 4.0 Savage (the highest-level raid content when Unending Coil was released) is a mandatory requirement ''just to enter it''.

to:

* Patch 4.11 introduces ''The Unending Coil of Bahamut'', and was notable as being the first raid content to be pegged at the '''Ultimate''' difficulty. And it certainly doesn't disappoint, as it consists of embellished and fiercer version of the final turn for each part of the Binding Coils of Bahamut (Turn 5, 9 and 13), with all of them [[TurnsRed pulling all their stops at the get-go compared to regular Coil]]. The first part against Twintania alone was difficult enough to wipe an uncoordinated party, to the point that the developers recommended giving up on it if they couldn't handle it as the rest of the fight was even harder. The battle against Bahamut Prime himself caps this since he [[ColonyDrop actually drops a mini-Dalamud]] to the stage and sends powerful shockwaves that will wipe the party if not mitigated with a Limit Break from a tank-role player. And then after the Tera Flare phase, Bahamut Prime proceeds to [[TurnsRed unleash its inner rage]] in its golden form, and starts to spam Akh Morn and Exaflare, and if it was not defeated quickly it will begin to cast spam Morn Afah (appropriately means "eternal death" in dragon language) until the whole party is wiped out. Clearing the Unending Coil demands a great amount of team synergy and their proficiency with the battle mechanics much more than any other raids before it, to the point that Deltascape 4.0 Savage (the highest-level raid content when Unending Coil was released) is a mandatory requirement ''just to enter it''.
8th May '18 5:22:31 AM himmelicht
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* Patch 4.11 introduces ''The Unending Coil of Bahamut'', and was notable as being the first raid content to be pegged at the '''Ultimate''' difficulty. And it certainly doesn't disappoint, as it consists of embellished and fiercer version of the final turn for each part of the Binding Coils of Bahamut (Turn 5, 9 and 13), with all of them [[TurnsRed pulling all their stops at the get-go compared to regular Coil]]. The first part against Twintania alone was difficult enough to wipe an uncoordinated party, to the point that the developers recommended giving up on it if they couldn't handle it as the rest of the fight was even harder. The battle against Bahamut Prime himself caps this since he [[ColonyDrop actually drops a mini-Dalamud]] to the stage and sends powerful shockwaves that will wipe the party if not mitigated with a Limit Break from a tank-role player. And then after the Tera Flare phase, Bahamut Prime proceeds to [[TurnsRed unleash its inner rage]] in its golden form, and starts to spam Akh Morn and Exaflare, and if it was not defeated quickly it will begin to cast Morn Afah until the whole party is wiped out. Clearing the Unending Coil demands a great amount of team synergy and their proficiency with the battle mechanics much more than any other raids before it, to the point that Deltascape 4.0 Savage (the highest-level raid content when Unending Coil was released) is a mandatory requirement ''just to enter it''.
3rd Apr '18 7:00:19 AM Steven
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* Dzemael Darkhold isn't so much that one ''level'' as it is that one ''pull''. In the room immediately after the first boss fight are several Bone Nixes in very tight quarters. By themselves they're not an issue. But almost every tank will instinctively run slightly past them before attacking, to turn them away from the group, and ignore their trademark AOE Laboured Leap because it does insignificant damage if the healer is paying attention. Unfortunately, these toads (and only these toads) have a massive knockback on their Leap, enough to hurl the tank forward through the next TWO packs and possibly off a cliff. Every pick-up-group's tank claims it's easy, yet in dozens of runs I've only seen two tanks get their parties through without at least one wipe. (The trick is to pull the second toad with a distance attack and lure it all the way back through the passage, so there's nothing for it to knock you back into.)
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.

to:

** 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.

to:

** 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.
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