History ThatOneLevel / MMORPG

15th Sep '17 7:21:58 AM Steven
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[[folder:Final Fantasy XIV]]
* Brayflox's Longstop is the point where the difficulty is kicked up a few notches and tests the players' ability to adapt to changing situations and knowing how to utilize their class properly. All three boss fights take place in pretty tight arenas that leave little room to manuver around when a big AOE attack is coming.
** The first boss is pretty unremarkable and just poisons the party and summons a bunch of mooks every so often, as an early warmup of sorts. Nothing too stressful.
** The second boss traps a party member in a Queer Bubble that does damage over time and interferes with abilities in general. Not good if he traps the healer and your DPS isn't paying attention. Once he's almost dead, the final boss swoops in for a quick change of pace, then flies off again.
** The actual final boss fight spews poisonous AOE pools that will quickly overtake the battlefield and leaving the boss on the pools will have its HP regenerate, forcing the tank to pull them around. Fortunately not as bad in recent patches; unless the party is heavy on melee DPS or Aiatar targets the tank regularly, the pools are fairly evenly spread and also don't provide too much regen[[note]]In earlier builds, even one pool was sufficient to rapidly regenerate Aiatar's health, and he used the attack very frequently.[[/note]]
* The Sunken Temple of Qarn is one for several reasons;
** You must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many.
** 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.
** The last boss has Mythril Verges, ankh-like things that shoot FrickingLaserBeams everywhere. Whilst there's only one at a time early on and they're not as powerful as they were in previous builds, they are replaced more frequently as the boss' health decreases, and eventually the boss summons four at once. It can get pretty hectic.
** Last but not least, killing an assortment of dungeon-specific mooks '''and''' either the first or second boss is ''mandatory'' for completing your Rank 2 Maelstrom or Twin Adder GC Hunting Logs respectively, which is in turn mandatory if you wish to ascend to the rank of Second Lieutenant with your Grand Company.
* Aurum Vale, which nobody enjoys doing unless it's the first room for EXP. The first room itself has mobs so close to one another and other patrolling mobs that you can find yourself fending off hordes of enemies all at once. The bosses are also very gimmicky; the first and last bosses requires you to eat fruit to dispel debuffs they inflict on you and the stacks cause more damage if you let them build up. The second boss has no telegraphs to its attacks[[note]]At least, not in the form of "holographic" telegraphs of the area of effect, which is the case for most other enemies: he still has a "charge" meter visible just above his name. However, given that this is unusual for bosses in this game, it still qualifies as annoying and unexpected[[/note]] and many of his swings can one shot a tank, let alone anyone else. It is also home to the dreaded Malboros, the DemonicSpider of the Final Fantasy series. ''And they come in packs.''
* Pharos Sirius. Before Patch 2.2, you'll be hard-pressed to find someone who got this for their roulette and stayed. While the actual dungeon and bosses aren't so bad, it was the [[ThatOneBoss last boss]] that likely caused many players to rage quit the second they got it due to an annoying add that would immobilize a party member and Siren's constant spam of debufs that either reduce the healer's healing potency or causes Confusion if the debuff isn't cured in time. The first boss also caused massive issues for many because the adds that spawn in are based on the boss' remaining HP. Since people were naturally attuned to putting the hurt on a boss as fast as possible, it wasn't unheard of to have parties being overwhelmed by the sheer number of adds alone and dying to them rather than the boss himself.
* Stone Vigil (Hard) contains lots of monsters that attack in large packs and there's one type of dragon that will spam area of effect attacks to damage the whole party at once. The final boss of the dungeon defies standard MMO logic of tanks distracting enemies by attacking ''anyone'' at random, regardless of current aggro. Not only does the final boss have an annoying status effect that reduces the effectiveness of healing magic (and said effect applies whenever you simply get hit by ''any'' of the boss' attacks), all of the boss' attacks don't use the standard aggro hologram lines/circles that would telegraph its attacks. On top of this, once you get the boss' health below half, [[DualBoss it summons a clone of itself]] and it uses the exact same attacks and mechanics as the original enemy. While a player who pays attention can easily avoid most of the attacks, sometimes it's not possible to avoid certain attacks right away and it gets even more difficult to keep track of two bosses that can attack just about anyone.
* Come 3.0 and Heavensward, there's now Neverreap. In the first segment, you have to deal with the annoyance of twisters that patrol the area, knocking up anyone who gets sucked into them, messing up combos, cast times, aggro and more. Easy enough though, the tank just pulls the mobs out of the twisters paths. The first boss here isn't too bad, and the second area and boss are quite easy too. But then the third area of the level forces you to fight enemies along a path with randomly spawning geysers, which deal damage over time and completely obscure your vision whether you're in them or not. And then there's the [[ThatOneBoss last boss]] of the level. The twisters that messed with players in the first area? They spawn regularly throughout the fight. And then the boss will frequently spit out a Mist Sprite onto a player, distracting DPS players as it will deal an [=AoE=] if not dealt with quickly. And then after spawning a couple of those, a number of Wind Sprites will spawn, and the boss will be covered in a barrier of wind that inflicts heavy damage to anyone that gets at all close. And it will begin wandering around the small arena until all the adds are dealt with. And the twisters are still knocking players up during all this. And to top it all off, once the adds are dealt with, the boss will charge and release a powerful knock-back blast which can easily kill players by knocking them off the edge of the arena.
[[/folder]]
20th Aug '17 2:57:38 PM TSBasilisk
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* The Foundry of Failed Creations in the [[BrutalBonusLevel Realm of Anguish]] is the most difficult of the four sub-zones for a number of reasons. First, the area is separated into small rooms that allow little freedom of movement during battle. Second, mobs don't appear normally but spawn after being triggered which can wipe an unwary group. Third, the mobs themselves are some of the most hated in the campaign and [[AsteroidsMonster spawn new mobs as they are killed]]. And due to how the Realm of Anguish works, a party wipe means you are returned to the outpost and the entire instance resets. It is the region least likely to be completed and the tokens dropped from completing it tend to be higher priced than the tokens from other sub-zones.
20th Aug '17 2:48:36 PM TSBasilisk
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* Also from ''Legion'', Highmountain. The main hub zone is not fun to navigate, elevators are slow, the hall at the bottom and the outer area of it are quite empty. The quests are considered quite bad, ESPECIALLY the escort quests (of which there were a few): either the NPC just stops following or they are slow as molasses, the one with the old tauren mom was just infuriatingly slow. The terrain is incredibly difficult to navigate (especially considering you aren't allowed to fly when you first play there): it must have been a real challenge to put a boulder, a stick, or a blade of grass one cannot pass over into every single nook and cranny so there is only one possible path. Also, a lot of the quests didn't even correctly mark where the items and such were supposed to be, and even when they did, you couldn't tell if the quest giver was on top of the mountain or inside a cave. Finally, there are some points where it's ''obvious'' Blizzard wanted to troll players. A quest involves following a tauren [[spoiler:(actually a black dragon)]] inside a cave, and said tauren eventually jumps off a cliff to a pool of water. Since SoftWater applies in this game, a player would think of doing the same... only to die because the water is actually too shallow to prevent fall damage. There's also a mob called "Gornoth the Lost" that's been compared to the Fel Reaver from ''Burning Crusade'', only worse because he patrols around a very, very enclosed quest zone with trees and the like blocking your view (at least the Fel Reaver patrolled the entire zone so you'd be unlikely to see him for another half hour or so after he passed, and if you were paying attention you could SEE him), can spot you from nearly 40 yards away, never loses aggro even if you get far from him, and to boot he serves no purpose in that quest zone. None. He is there to piss the player off.

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* Also from ''Legion'', Highmountain. The main hub zone is not fun to navigate, elevators are slow, the hall at the bottom and the outer area of it are quite empty. The quests are considered quite bad, ESPECIALLY the escort quests (of which there were a few): either the NPC just stops following or they are slow as molasses, the one with the old tauren mom was just infuriatingly slow. The terrain is incredibly difficult to navigate (especially considering you aren't allowed to fly when you first play there): it must have been a real challenge to put a boulder, a stick, or a blade of grass one cannot pass over into every single nook and cranny so there is only one possible path. Also, a lot of the quests didn't even correctly mark where the items and such were supposed to be, and even when they did, you couldn't tell if the quest giver was on top of the mountain or inside a cave. Finally, there are some points where it's ''obvious'' Blizzard wanted to troll players. A quest involves following a tauren [[spoiler:(actually a black dragon)]] inside a cave, and said tauren eventually jumps off a cliff to a pool of water. Since SoftWater applies in this game, a player would think of doing the same... only to die because the water is actually too shallow to prevent fall damage.it's a smaller target than it appears. There's also a mob called "Gornoth the Lost" that's been compared to the Fel Reaver from ''Burning Crusade'', only worse because he patrols around a very, very enclosed quest zone with trees and the like blocking your view (at least the Fel Reaver patrolled the entire zone so you'd be unlikely to see him for another half hour or so after he passed, and if you were paying attention you could SEE him), can spot you from nearly 40 yards away, never loses aggro even if you get far from him, and to boot he serves no purpose in that quest zone. None. He is there to piss the player off.off.
* The Val'sharah Invasion in ''Legion'' is the most disliked among the mini-events. Where the other invasions have only one boss and standard enemies, this one has ''three'' bosses, three [[BossInMooksClothing mini-bosses]], and a high mob density with ''respawning'' mobs. Many players have simply given up on fighting through the mobs and just suicide rush to objectives. The second boss is especially frustrating because he is fought on a narrow ledge and uses attacks that can one-shot many players if not quickly dodged.
30th Jul '17 11:08:02 PM SithPanda16
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* Taris is loathed, particularly by the Republic players, who get to experience it at lower levels. Why, you ask? [[TheUsualAdversaries Rakghouls,]] [[GoddamnedBats everywhere.]] ''[[DemonicSpiders Everywhere.]]'' To say nothing of how, if you had any pride in what you accomplished on Taris as a Republic player, as an Imperial player you get to reverse ''everything good'' you did on that planet. Almost literally, every mission you undertake as an Imperial is a direct counterpoint to one you did as a Republic player. In short, as a Republic character, you dig a hole. As an Imperial player, you fill it. Republic players will also believe that they have completed all the quests on the planet when they discover they've opened a bonus quest strand in a new zone populated by more enemies.

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* Taris is loathed, particularly by the Republic players, who get to experience it at lower levels. Why, Why you ask? [[TheUsualAdversaries Rakghouls,]] [[GoddamnedBats everywhere.]] ''[[DemonicSpiders Everywhere.]]'' To say nothing of how, if you had any pride in what you accomplished on Taris as a Republic player, as an Imperial player you get to reverse ''everything good'' you did on that planet. Almost literally, every mission you undertake as an Imperial is a direct counterpoint to the one you did as a Republic player. In short, as a Republic character, you dig a hole. As an Imperial player, you fill it. Republic players will also believe that they have completed all the quests on the planet when they discover they've opened a bonus quest strand in a new zone populated by more enemies.



* Colicoid War Games, mainly because the turret and maze sections require coordination that pick-up groups are unlikely to have. Apparently BW agreed, because they've since nerfed this fight.
* The Space Combat mission called "Taspan Ambush". Where do we even begin? You have to escort a shuttle carrying a Republic defector from point A to Point B. Just like your very first space mission. Sounds easy right? Except this time, aside from the dozens of starfighters, there's ten ''Republic frigates'' '''chasing''' this shuttle, not just engaged in a brawl with the Imperial fleet sent to recover it. You have scant seconds to disable all of the turrets (all 8 of them) in all of the frigates (all 10 of them) before they leave the shuttle too damaged to survive the massive ambush that awaits in the asteroid belt. What makes this so frustrating is that in most other space missions, success or failure depends solely on your ability to dodge enemy shots, and shoot accurately. But on here, ships ''ignore you'' completely, and focus exclusively on the shuttle. As if this wasn't enough, FRIENDLY FIRE IS ENABLED. That's right, if you don't aim carefully, your own blasters will reduce the health of the shuttle.

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* Colicoid War Games, mainly because the turret and maze sections require coordination that pick-up groups are unlikely to have. Apparently Apparently, BW agreed, agreed because they've since nerfed this fight.
* The Space Combat mission called "Taspan Ambush". Where do we even begin? You have to escort a shuttle carrying a Republic defector from point A to Point B. Just like your very first space mission. Sounds easy right? Except this time, aside from the dozens of starfighters, there's there are ten ''Republic frigates'' '''chasing''' this shuttle, not just engaged in a brawl with the Imperial fleet sent to recover it. You have scant seconds to disable all of the turrets (all 8 of them) in all of the frigates (all 10 of them) before they leave the shuttle too damaged to survive the massive ambush that awaits in the asteroid belt. What makes this so frustrating is that in most other space missions, success or failure depends solely on your ability to dodge enemy shots, and shoot accurately. But on here, ships ''ignore you'' completely, and focus exclusively on the shuttle. As if this wasn't enough, FRIENDLY FIRE IS ENABLED. That's right, if you don't aim carefully, your own blasters will reduce the health of the shuttle.



* Chapter X of ''Fallen Empire'' is mostly hated by the player-base due to it being a MarathonLevel with lots of unskippable and repetitive [[GoddamnedBats Skytrooper encounters]] that are only there to make the [[{{FakeLongevity}} chapter longer.]] On Veteran or Master Mode, it is much worse when you encounter a DualBoss that dishes out ''insane'' amounts of damage to you and your companion. In addition to several unavoidable encounters with [[DemonicSpiders Zakuul Knights]] that can deal heavy amounts of damage and could kill you in a few hits on Master Mode.
* Chapter II of ''Eternal Throne'' is one of the hardest chapters on Veteran and Master difficulty. The first boss you face is a group of Jungle Beast that spawns a group of adds and one has an ability that will instantly kill you if you are below 30% health. The second boss can be really annoying for melee classes due to the probes that can slow you down and prevent you from leaping. In addition, there are droids that slowly cast strong attacks and the boss itself can deal heavy damage and stun-lock you as well. The third boss is where you have to face the mercenary leader along with two elite guards. The guards like to stun and pull you around while the leader deals AOEs that could kill your companion if you are not careful.

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* Chapter X of ''Fallen Empire'' is mostly hated by the player-base due to it being a MarathonLevel with lots of unskippable and repetitive [[GoddamnedBats Skytrooper encounters]] that are only there to make the [[{{FakeLongevity}} chapter longer.]] On Veteran or Master Mode, it is much worse when you encounter a DualBoss that dishes out ''insane'' amounts of damage to you and your companion. In addition to There are also several unavoidable encounters with [[DemonicSpiders Zakuul Knights]] that can deal heavy amounts of damage and could kill you in a few hits on Master Mode.
* Chapter II of ''Eternal Throne'' is one of the hardest chapters on Veteran and Master difficulty. The first boss you face is a group of Jungle Beast Beasts that spawns spawn a group of adds and one has an ability that called "Go for the Throat" which will instantly kill you if you are below 30% health. The second boss can be really annoying for melee classes due to the probes that can slow you down and prevent while preventing you from leaping. In addition, there are droids that slowly cast strong attacks and the boss itself can deal deals heavy damage and can use a stun-lock you as well.ability on you. The third boss is where you have to face the mercenary leader along with two elite guards. The guards like to stun and pull you around while the leader deals AOEs [=AOEs=] that could kill your companion if you are not careful.
30th Jul '17 10:58:10 PM SithPanda16
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[[folder:Star Wars: The Old Republic]]
* Taris is loathed, particularly by the Republic players, who get to experience it at lower levels. Why, you ask? [[TheUsualAdversaries Rakghouls,]] [[GoddamnedBats everywhere.]] ''[[DemonicSpiders Everywhere.]]'' To say nothing of how, if you had any pride in what you accomplished on Taris as a Republic player, as an Imperial player you get to reverse ''everything good'' you did on that planet. Almost literally, every mission you undertake as an Imperial is a direct counterpoint to one you did as a Republic player. In short, as a Republic character, you dig a hole. As an Imperial player, you fill it. Republic players will also believe that they have completed all the quests on the planet when they discover they've opened a bonus quest strand in a new zone populated by more enemies.
* On Hoth the boredom of running vast distances from one quest to another is compounded by the lack of any scenery besides endless snow.
* Belsavis is often disliked due to [[MarathonLevel how incredibly long it is]], both in terms of size and mission design. The same can also be said of [[DoomedByCanon Alderaan]], which isn't quite as long a mission slog to get through, but is so sprawling takes roughly 3 minutes to load into even on high-end machines. Any class that has to infiltrate [[MarathonLevel House Rist]] on Alderaan will quickly learn to hate it, particularly the Inquisitor, whose fight at the end is rather challenging. And failure at any point means trekking all the way back through...
* Imperial Balmorra provokes a similar reaction. Particularly the bonus series, which is an unfortunate combination of lengthy and relatively challenging for its level. And the colicoids, dear Lord, the [[GoddamnedBats colicoids]]...
* Colicoid War Games, mainly because the turret and maze sections require coordination that pick-up groups are unlikely to have. Apparently BW agreed, because they've since nerfed this fight.
* The Space Combat mission called "Taspan Ambush". Where do we even begin? You have to escort a shuttle carrying a Republic defector from point A to Point B. Just like your very first space mission. Sounds easy right? Except this time, aside from the dozens of starfighters, there's ten ''Republic frigates'' '''chasing''' this shuttle, not just engaged in a brawl with the Imperial fleet sent to recover it. You have scant seconds to disable all of the turrets (all 8 of them) in all of the frigates (all 10 of them) before they leave the shuttle too damaged to survive the massive ambush that awaits in the asteroid belt. What makes this so frustrating is that in most other space missions, success or failure depends solely on your ability to dodge enemy shots, and shoot accurately. But on here, ships ''ignore you'' completely, and focus exclusively on the shuttle. As if this wasn't enough, FRIENDLY FIRE IS ENABLED. That's right, if you don't aim carefully, your own blasters will reduce the health of the shuttle.
* Cha Raaba Assault (and its Republic mirror, Thanium Disruption), is considered the hardest Heroic Space Mission by far. Even with full upgrades, it's possible to die in seconds if you slip up. It doesn't help that the first two minutes of the mission is just shooting down two heavy fighters and dodging asteroids, with the fighters probably not taking up more than a minute of your time.
* Tatooine, for both factions, is very long and very boring. It's a little better since they lowered the level requirements for mounts, but it still takes several minutes to travel between encounters. Similarly, the planet of Corellia also takes a long time to travel from different areas.
* Many, many former Heroic 4 missions could qualify. Almost all of the mobs were elite, could kill in 2-3 hits, and at times it could be very hard to find a group of 4 in contrast to just one other person to run it with you. (To say nothing of how you could often solo Heroic 2s when they still gave their full experience reward if you and your NPC companion had good enough gear or were a couple levels higher.) They got even harder if the group didn't have any healers, as they would have no way to heal without companions, who are of course dismissed once the group is full and had to rely on proper teamwork and dishing out more damage before the enemy mobs killed them.
* Among Flashpoints, Blood Hunt is universally hated; the most obvious fault is that it's an extreme strain on lower-end computers, but the main issue is the second boss, Jos and Valk Beroya, who also count as ThatOneBoss. Even on Tactical mode, the fight is ''long'', both fighters put out insane damage and [=CCs=], and they have a knockback they can use to easily one-shot you if you're near the edge of the arena. It's no better on Hard mode, where the ''first'' boss is a massive gear check.
* The Seeker Droid and Macrobinocular questlines contain Heroic 4 missions that haven't been scaled down post-4.0 so that they can be soloed, nor can they be shared. Because the questline is old (from 2013-ish), anyone who completed it did so years ago, meaning that the chances of you finding three other people for "Dark Design" and "Uprooting the Last Seed" are slim-to-none. You're better off simply never starting the quests.
* Chapter X of ''Fallen Empire'' is mostly hated by the player-base due to it being a MarathonLevel with lots of unskippable and repetitive [[GoddamnedBats Skytrooper encounters]] that are only there to make the [[{{FakeLongevity}} chapter longer.]] On Veteran or Master Mode, it is much worse when you encounter a DualBoss that dishes out ''insane'' amounts of damage to you and your companion. In addition to several unavoidable encounters with [[DemonicSpiders Zakuul Knights]] that can deal heavy amounts of damage and could kill you in a few hits on Master Mode.
* Chapter II of ''Eternal Throne'' is one of the hardest chapters on Veteran and Master difficulty. The first boss you face is a group of Jungle Beast that spawns a group of adds and one has an ability that will instantly kill you if you are below 30% health. The second boss can be really annoying for melee classes due to the probes that can slow you down and prevent you from leaping. In addition, there are droids that slowly cast strong attacks and the boss itself can deal heavy damage and stun-lock you as well. The third boss is where you have to face the mercenary leader along with two elite guards. The guards like to stun and pull you around while the leader deals AOEs that could kill your companion if you are not careful.
[[/folder]]
19th Jul '17 8:38:52 AM morenohijazo
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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 in case playes were getting too comfortable) while he blasts you harder than the dungeon boss ever did.
* 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. 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), and secondly the whole theme of the zone was a build-up to a confrontation with underwater [[EldritchAbomination Eldritch abominations]] which [[AbortedArc never happened,]] making the whole thing feel pointless.
* Uldum, another Cataclysm zone, become a BaseBreaker for plot-related reasons. Many players objected to Blizzard taking what should have been an incredibly lore-rich zone about the Titans and turning it into an extended ''Franchise/IndianaJones'' parody.
* Again in Cataclysm: The Dragon Soul raid which was the GrandFinale, with some going as far to call it the worst raid ever. Completely recycled locations, featuring bosses with completely recycled models. Even the trailer which preceded the raid's release was half-assed.
* 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.
* The [=PvP=] zone of Ashran in Warlords of Draenor is a base breaker; those who don't like it mention the thin premise for the fighting, questionable design, the difficulty of getting forty players to coordinate to any extent and drawing [=PvP=] participation away from battlegrounds and arenas, which were not given any new maps.

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* The Oculus was the most hated dungeon in the Wrath ''Wrath of the Lich King 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 in case playes were getting too comfortable) while he blasts you harder than the dungeon boss ever did.
* 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. 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), and secondly the whole theme of the zone was a build-up to a confrontation with underwater [[EldritchAbomination Eldritch abominations]] which [[AbortedArc never happened,]] making the whole thing feel pointless.
* Uldum, another Cataclysm zone, become a BaseBreaker for plot-related reasons. Many players objected to Blizzard taking what should have been an incredibly lore-rich zone about the Titans and turning it into an extended ''Franchise/IndianaJones'' parody.
* Again in Cataclysm: The Dragon Soul raid which was the GrandFinale, with some going as far to call it the worst raid ever. Completely recycled locations, featuring bosses with completely recycled models. Even the trailer which preceded the raid's release was half-assed.
* 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.
* The [=PvP=] zone of Ashran in Warlords of Draenor is a base breaker; those who don't like it mention the thin premise for the fighting, questionable design, the difficulty of getting forty players to coordinate to any extent and drawing [=PvP=] participation away from battlegrounds and arenas, which were not given any new maps.
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* 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. 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), and secondly the whole theme of the zone was a build-up to a confrontation with underwater [[EldritchAbomination Eldritch abominations]] which [[AbortedArc never happened,]] making the whole thing feel pointless.
* Uldum, another ''Cataclysm'' zone, become a BaseBreaker for plot-related reasons. Many players objected to Blizzard taking what should have been an incredibly lore-rich zone about the Titans and turning it into an extended ''Franchise/IndianaJones'' parody.
* Again in ''Cataclysm'': The Dragon Soul raid which was the GrandFinale, with some going as far to call it the worst raid ever. Completely recycled locations, featuring bosses with completely recycled models. Even the trailer which preceded the raid's release was half-assed.
* The [=PvP=] zone of Ashran in ''Warlords of Draenor'' is a base breaker; those who don't like it mention the thin premise for the fighting, questionable design, the difficulty of getting forty players to coordinate to any extent and drawing [=PvP=] participation away from battlegrounds and arenas, which were not given any new maps.
* 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.
* Also from ''Legion'', Highmountain. The main hub zone is not fun to navigate, elevators are slow, the hall at the bottom and the outer area of it are quite empty. The quests are considered quite bad, ESPECIALLY the escort quests (of which there were a few): either the NPC just stops following or they are slow as molasses, the one with the old tauren mom was just infuriatingly slow. The terrain is incredibly difficult to navigate (especially considering you aren't allowed to fly when you first play there): it must have been a real challenge to put a boulder, a stick, or a blade of grass one cannot pass over into every single nook and cranny so there is only one possible path. Also, a lot of the quests didn't even correctly mark where the items and such were supposed to be, and even when they did, you couldn't tell if the quest giver was on top of the mountain or inside a cave. Finally, there are some points where it's ''obvious'' Blizzard wanted to troll players. A quest involves following a tauren [[spoiler:(actually a black dragon)]] inside a cave, and said tauren eventually jumps off a cliff to a pool of water. Since SoftWater applies in this game, a player would think of doing the same... only to die because the water is actually too shallow to prevent fall damage. There's also a mob called "Gornoth the Lost" that's been compared to the Fel Reaver from ''Burning Crusade'', only worse because he patrols around a very, very enclosed quest zone with trees and the like blocking your view (at least the Fel Reaver patrolled the entire zone so you'd be unlikely to see him for another half hour or so after he passed, and if you were paying attention you could SEE him), can spot you from nearly 40 yards away, never loses aggro even if you get far from him, and to boot he serves no purpose in that quest zone. None. He is there to piss the player off.
8th Jul '17 1:49:47 AM desdendelle
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* Corpus missions in ''VideoGame/{{Warframe}}''. Hundreds of security cameras that can detect you from ''the other side of the room'' and activate absurdly powerful turrents, as well as laser doors that deal incredibly high damage and bars you from exiting the room until the camera is destroyed. God help you if a [[TimedMission Capture]] or [[EscortMission Rescue]] takes place on a Corpus map.
5th Apr '17 2:00:10 PM Willbyr
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* ''MapleStory'' has a lot of irritating missions, but the undisputed king of them all are the jump quests. They're crazy-difficult platform segments full of hazards that can knock you back to the beginning with ridiculous ease, they're long, they're completely at odds with every other aspect of the game, and the rewards are nowhere near enough for the agony you have to endure to complete even the simplest of them.

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* ''MapleStory'' ''VideoGame/MapleStory'' has a lot of irritating missions, but the undisputed king of them all are the jump quests. They're crazy-difficult platform segments full of hazards that can knock you back to the beginning with ridiculous ease, they're long, they're completely at odds with every other aspect of the game, and the rewards are nowhere near enough for the agony you have to endure to complete even the simplest of them.
13th Mar '17 4:32:35 PM Reymma
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* Classic World of Warcraft before the expansions. Like all [=MMOs=] in those days, Classic World of Warcraft 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.
* 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.
* 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. 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), and secondly the whole theme of the zone was a build-up to a confrontation with underwater [[EldritchAbomination Eldritch abominations]] which [[OrphanedSeries never happened,]] making the whole thing feel pointless.

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* Classic World of Warcraft before In the expansions. Like all [=MMOs=] in those days, Classic World of Warcraft classic game, Gnomeregan was badly regarded for its confusing layout, quests that required several runs, and the two-level corridor leading to the last boss where aggroing a mob on the other floor could be tedious, grindy, result in them running down the corridor and nonsensical. And yet World of Warcraft with its quest system was actually an improvement on most [=MMOs=] of back up to the time, which basically ran on grinding alone, and though it players, pulling every other mob along the way.
* The first proper raid in the game, Molten Core, became known as Molten Chore or Molten Bore for bosses that were little more than damage sponges. They were immune to fire so mages
could be difficult at least it wasn't as brutally punishing as some other [=MMOs=] which would deliberately go out of not use their way to screw normal fireball attack, and one forced melee players from their hard-earned gains.
to stay at range. And since the final boss dropped more powerful gear than the rest, guilds had to keep running the raid when the rest was of little interest to them.
* 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 in case playes were getting too comfortable you) comfortable) while he blasts you harder than the dungeon boss ever did.
* 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. 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), and secondly the whole theme of the zone was a build-up to a confrontation with underwater [[EldritchAbomination Eldritch abominations]] which [[OrphanedSeries [[AbortedArc never happened,]] making the whole thing feel pointless.



* 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.

to:

* The [=PvP=] zone of Ashran in Warlords of Draenor is widely disliked due to a base breaker; those who don't like it mention the poor writing, thin premise for the fighting, questionable design, the difficulty of getting forty players to coordinate to any extent and the fact that it's the only new battleground in the expansion, drawing [=PvP=] participation away from battlegrounds and arenas, which leads [=PVPers=] to dislike the expansion as a whole.were not given any new maps.



** Jita is so bad, even the developers don't like it. Star systems are divided into groups of five to twenty called "nodes", and there are usually two nodes on every dual-cpu server blade that make up the Tranquility shard. Jita is so crowded it gets its own blade, and all attempts to get people to move out of the system have failed miserably. At this point, CCP has given up and now tests any new hardware they get by putting Jita on it and seeing how long it lasts.
** With the Apocyrpha expansion comes a whole other galaxy cluster of completely uncharted systems accessible through naturally-occurring wormholes. The wormholes are classed 1 through 6, 6 being the most difficult. Some wormholes also have local stellar phenomena that can affect your ship both negatively and positively, with the effects increasing in higher classes. Guarding some of the most lucrative loots in the game are [[DemonicSpiders Sleepers]], AI-driven drones hell bent on guarding the technological secrets of long-dead (or possibly long-asleep) civilizations past. Sleepers start out NintendoHard compared to the pirates back in "known space," rivaling VideoGame/IWannaBeTheGuy as you approach Class 6, employing all manner of propulsion and sensor jamming, tactics-switching, target prioritizing, and reinforcements depending on the presence of players and their ship sizes.

to:

** Jita is so bad, even the developers don't like it. Star systems are divided into groups of five to twenty called "nodes", and there are usually two nodes on every dual-cpu dual-CPU server blade that make up the Tranquility shard. Jita is so crowded it gets its own blade, and all attempts to get people to move out of the system have failed miserably. At this point, CCP has given up and now tests any new hardware they get by putting Jita on it and seeing how long it lasts.
** With the Apocyrpha Apocrypha expansion comes a whole other galaxy cluster of completely uncharted systems accessible through naturally-occurring wormholes. The wormholes are classed 1 through 6, 6 being the most difficult. Some wormholes also have local stellar phenomena that can affect your ship both negatively and positively, with the effects increasing in higher classes. Guarding some of the most lucrative loots in the game are [[DemonicSpiders Sleepers]], AI-driven drones hell bent on guarding the technological secrets of long-dead (or possibly long-asleep) civilizations past. Sleepers start out NintendoHard compared to the pirates back in "known space," rivaling VideoGame/IWannaBeTheGuy as you approach Class 6, employing all manner of propulsion and sensor jamming, tactics-switching, target prioritizing, and reinforcements depending on the presence of players and their ship sizes.
2nd Mar '17 8:48:30 PM Amahn
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Added DiffLines:

** And it was made worse by the fact that your first trip into the past dropped you at 1 of 3 random zones, and until you progressed a little further in the story and activated the other warps you could only use that particular warp. Not a problem for 2 of the warps, but the entrance for the 3rd in the present requires traveling through Garlaige Citadel - which has special switch activated doors that need multiple people to open. God help you if you random get dumped at that warp point on you first trip into the past and you die in the past (having to Home Point back to the present) before you're able to activate either of the more accessible warps.
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