* BrokenBase: The "back to basics" approach of ''Might & Magic X: Legacy'' (adapting the old-style system of play with a modern feel) has a few fans - mainly younger ones - up in arms. Many of them would like to see the free movement system of the later games like ''VI'' thought ''VIII'' and the turn-based system done away with; these fans are [[TheyJustDontGetIt missing the point completely]], being RealLife examples of folks who are WrongGenreSavvy.
* DemonicSpiders: Shows up in nearly every game. There are enemies that age your characters (nigh-impossible to reverse), enemies that drain your MP to empty in one hit, and enemies that flat kill you ([[DeaderThanDead or worse]]) in one shot.
** Instant death effects should not be a problem once you level your healer, in VII and VIII at least, to cast master Protection from Magic. Just keep an eye on the spell icon in case it ends prematurely. Mana drain effects, however, can very swiftly neutralize your ability to heal your party, turning moderately threatening enemies into this.
** The mana drain effect is almost a case of TheComputerIsACheatingBastard with regards to the FinalBattle in ''6''. Simply put, after you destroy the Reactor in the Hive, you have to fight a lot of Devil Kings, Devil Soldiers, and the Demon Queen, the FinalBoss. Here's what makes this setup hard: When you destroy the Reactor, all spells currently on your party are automatically dispelled, leaving you vulnerable, and Devil Kings and the Demon Queen have the mana drain attack, meaning you have to recast them before a dozen attacks from them leave you ''completely'' unable to do so. It isn't easy.
** Then there are Eyes, which are really bad, especially in ''6''. Flying Eyes can cause Sleep. Terrible Eyes cause Fear. Maddening Eyes cause Insanity ''and'' can cast Dispel Magic, which quickly robs you of your protective spells. What's worse, each has a different immunity, so if you try to use a spell on them that effects a large group of creature (like say, Fireball) you can't hurt all of them. [[spoiler: All three are very vulnerable to Poison, but the only good spell in the game that does Poison damage is Dragon Breath.]] Even worse, Castle Darkmoor (a dungeon that you have to go to for an obligatory quest) has ''hordes'' of these things, and for some reason, ''they can attack you through walls.''
* [[ThatOneLevel That One Dungeon:]] A lot of dungeons are like this, sure, but one that ''really'' stands out is the Breeding Zone in ''VII''. See, most dungeons have a respawn time, meaning if you kill the monsters, it takes them a while to reappear in it, usually about three months game time for dungeons. The Breeding Zone, true to its name, isn't like that. It respawns completely every time you leave. That means the usual means of handling a dungeon, clearing out a little at a time, then leaving to rest and regain your health and spells, won't work here. And to make it worse, the monsters in this place are ''tough''. (If you're on the Dark path, you're even worse off. The quest that takes you here specifically requires you to kill all of them. If you're on the Light path, the quest you need to do here is just the Archmage promotion quest, where you simply have to grab a book, and get out.
* TierInducedScrappy: In ''MMVII'', Clerics are the only class that can cast grandmaster protection from magic, which is the only defense against monsters which can automatically kill or eradicate players by hitting them. This makes the Cleric more or less essential, and an annoyance to players who like playing different classes for variety and would like to do 4 different class playthroughs rather than 3 different classes + cleric playthroughs.
* ThatOneBoss: In ''VII'', this Trope ''definately'' applies to Robert the Wise or Toberti. (The one you have to fight depends on whether you're on the Dark or Light Path; cosmetic differences aside, it's the same Boss.) This guy not only has a lot of hp and powerful defenses and a few immunities, he can cast Hour of Power ''and'' Power Cure on himself, and his attacks can cause Eradication. (The best way to deal with this BossFight is SaveScumming, and save each time you score a good hit.)
** It's also possible to steal the item you need from him without having to deal with the fight. If you cast invisibility and have a character with Grandmaster Stealing, you can snatch it right off him and he doesn't know you're there. What's funny is that the one who gives you the quest to kill him and get the item still assumes he is dead.
* UnwinnableByInsanity: It is possible in Might and Magic VII to make the game unwinnable during the Warrior-Mage promotion quest. The quest is to replace a pulley belt on the elevator mechanism in an abandoned mine with a weak belt that's meant to break after an hour, rendering the elevator useless (and you unable to leave the mine if you're still on the lower level at that time). You can still get out of the mine by having the party wiped out by the many medusas and oozes in the lower level... unless you've defeated them all, and aren't lucky enough to have a teleport spell on your person.
** Actually, it's really not that simply. In that game, the two teleport spells - Town Portal and Lloyd's Beacon - have some conditions. Town Portal can't be cast with hostile monsters in the area, unless the caster is a Grandmaster of Water (and likely isn't at that point) so if that is to be an option, defeating all the monsters is likely required (and in this dungeon, they're ''tough''). Lloyd's Beacon can't be cast at all unless you're a Grandmaster. Basically, unless you do wipe out all the monsters, making a run for it (maybe with Haste) is the best idea, after saving the game first.