YMMV: Dungeon Fighter Online

  • Alt-itis: The game is very friendly towards this: by default, you can have up to 25 different characters (out of 32 currently available classes and subclasses) and the FP system also makes playing them mandatory if you want to play more than 2-4+ hours per day it takes to exhaust all your FP on a single character. The game also encourages this with the Arad Adventurers system, which allows you to use your alts as an Assist Character for a weaker character once they reach lv50, gives you an increasing stat and experience boost the more high-level characters you have on your account, and the ability to send characters you don't play to play as to explore for varying lenghts of real-life time.
  • Anti-Climax Boss: Before the Metastasis came into the picture, Gangling Lotus was this. One of the "Apostles" (the thirteen strongest beings in the world), who is responsible for enslaving the entire GBL order (who interestingly continue serving him after his demise), is trapped in a statue and barely attacks. This is justified, Lotus was extremely weakened prior to his boss fight. However, post-Metastasis, this has been averted.
    • See his redesign here
    • Almost all of the stationary bosses are easy to defeat.
  • Awesome Levels: Final Pursuit. From a storyline perspective, the Kartels have mainly been on the offensive and pushing Ghent into a corner until the dungeon fighters came along. The dungeon is a Decisive Battle to finally push the Kartel out of Ghent, and the dungeon does everything to make you feel like it is, with AP Cs (automated player characters) reinforcing you throughout the dungeon, the enemies showing fear for you (as opposed to what some said in the earlier dungeons), this awesome piece of music playing throughout the dungeon up to the boss room, and a Humongous Mecha as the boss.
    • Mount Hardt Showdown possibly tops Final Pursuit. Not only do you get three of the best AP Cs from Final Pursuit plus Sandstorm Varracht helping you, but you can watch as some of the most annoying minibosses from the previous dungeons get either shreded by the AP Cs or nuked to death. Also, the same Humongous Mecha from the previous dungeon is the boss again, but this time, if you make it through the dungeon fast enough, you can battle it with one of your own.
  • Base Breaker: The return of Fatigue Points in Neople's revival of Dungeon Fighter Online Global. Supporters argue that FP helps stabilize the economy over Blitz Points, while detractors dislike the Anti-Poop Socking aspect of it.
    • News of Korea slimming down the female Fighter's sprite (most noticeable with the arms and legs) added another small schism to parts of the fanbase. People are split between those who hate the idea of it since it makes her look more typical and less unique, as well as because it makes her lose some of her Amazonian Beauty appeal, while others either don't care for it or welcome the change.
    • The fact that Neople restricted Auction Hall usage to characters Level 50+ as a temporary countermeasure to fight gold selling bots essentially split the playerbase into two factions: those who support everything Neople does to keep the game running, and those who are upset that they would use extreme measures and restrict an incredibly useful and integral part of the game because they don't have a better plan yet. It has since settled down with them being scaled back to mainly characters 30+ (the time where you'd start to need stuff from it)
  • Breather Level: The Iced Wall of Resignation dungeons are much easier than most of the other post-Metastasis dungeons. The main gimmick of the dungeons is that they're based on the pre-Metastasis dungeon areas with occasional out of place enemies thrown in (ex. Dark Elves in the middle of the Grand Flores dungeon, Zombies in the middle of the Mt. Thunderime dungeon, etc.). However, all the pre-Metastasis enemies are much less dangerous than the post-Metastasis enemies.
    • Lampshaded by the game — a mid-to-late quest in the area involves you discouraging other Dungeon Fighters from getting involved. How do you do this? Gather a bunch of Madness Bandit badges in order to convince them there's nothing more interesting in there than some wimpy enemies that aren't worth their time.
  • Complacent Gaming Syndrome: Gunner Classes. Just try to beat a competent Ranger or Mechanic in PVP.
  • Crowning Music of Awesome: The menu screen's music is pretty awesome. The Purgatorium's track is also pretty epic.
  • Difficulty Spike: Post-Metastasis, the first one occurs around the time of the subclass change. Enemies in the later part of Abnova and onward start to have more varied attack patterns and enough damage to take out the player in only a few hits, not to mention that dungeons in the Meltdown area feature changable difficulty, as opposed to Abnova being pretty much easy difficulty by default. The next one occurs when the player get to Empyrean at level 55, where Ultimate difficulty is unlocked. Enemies in Ultimate boast much higher HP and defense, making them harder to kill and more likely to kill you.
  • Game Breaker: Some people view the Gunners as an entire class of them due to the fact that their default attack is a projectile, whereas other classes have to spend MP to use projectile attacks.
    • In PvE party play, one class dominates: Full Support F Sader. His focus on buffs/heals enables him to keep any party alive and massively power them up to such a point it more than makes up for his lacking offense. As some put it, "He turns men into gods". He also possesses quite possibly the highest surivalibity in the game. Pray that you never see one in team PvP.
    • Mechanics are the worst gunners with this. They still keep all of the pre-advancement Gunner bread-and-butter skills for PvP, and then add robots to take control of the field, easily outnumbering about any opponent they would face.
    • Launchers wear Heavy Armor, unlike most gunners, which allows them to take more hits, as well as have the power to call air strikes and drop literal nukes on the field, allowing them to wipe out large groups of enemies at once. Did we mention that the male Launcher can also summon a Kill Sat after their awakening? In general, their entire playstyle is centered around annihilating the enemy with lasers, grenades, cluster bombs, flamethrowers, black hole guns and miniguns before the enemy ever gets close enough to hit them: the male Launcer emphasizes even more on this, with the eventual ability to see the location of offscreen enemies and getting bonuses for killing them before even being able to see them.
    • Witches can be considered this on many counts. Most of their attacks, while slow with high cooldowns, result unvaryingly in death if they hit. A particularly notable attack is the drill, which they summon from the sky, get in, and then ride around in for about 10 seconds. A player hit by the drill is almost completely immobilized and constantly centered on the drill tip. By the time the skill expires the player is usually long dead. Fortunately, all of the Witches attacks are based on probability. If it becomes a "sleeper success," it literally turns into an Ice Car. If it fails, it just explodes on impact with the ground, leaving the witch vulnerable until she gets up.
      • Witches also have strong air attacks, which makes fighting the witch difficult unless you have anti-air attacks yourself.
    • Exorcists can definitely be considered this, being given two skill trees (effectively making exorcists a two-in-one class especially if they are built for PvP). The first skill tree has skills that come with flinch resistance that allows them to overwhelm about anyone too close to them and land their opponents into a combo. The other skill tree gives an exorcist superior area denial abilities when their opponents are not willing to come close to them.
    • Male Brawlers are terribly effective in most of PvE and PvP, it's only a chunk of endgame dungeons where he begins to run into problems.
    • Male Mages have become this due to the fact that, like a gunner, have default ranged attacks. The Elemental Bomber is a game breaker in PvE but not PvP, because it doesn't matter how many enemies he faces he'll take them all out at a range, but he has less variety in moves than an elementalist so he doesn't do as well in PvP. Glacial Masters sacrifice range for better combo ability.
    • Thieves were said to be gamebreaking at one point before they got nerfed to their current standing.
      • One major exception would be the Kunoichi subclass where her overwhelming power is such that her weaknesses (low defense, overfocus on fire element attacks) don't amount to much. She was one of a handful of classes that are outright banned from PvP until recently in kDnF, after various nerfs.
    • Creator is designed to be this. The fact that she fights with the mouse means that her "range" is effectively synonymous with "where the screen is". She also gets tons of powerful attacks, including her basic attack alone, and a Disc One Nuke in the form of Ice Plate, which deals insanely large damage in a massive area around wherever you right clicked. This is "balanced" by making her a Glass Cannon even by Mage standards, which essentially means that a strong enough monster only has to punch her in the face to knock her over. However, unlike other Game Breakers, she cannot participate in PvP.
    • Summoners are gamebreaking in solo play for being able to summon what amounts to a Zerg Rush of summoned monsters, which escalates as she levels. The fact her summons can cause massive lag however makes her not so well suited for party play and makes her dreaded in PvP.
    • While banned from PvP, the Knight Subclass Chaos (until recently in the Korean version) could steamroll through dungeons even with outdated gear.
    • Once again the priest has another role. The Avenger is a surprisingly hearty fighter, having a beginning subclass skill that restores his HP, deals heavy damage over a large area, and recharges quickly. It's supposed to be balanced with Painful Rapture, where you use it to consume your your demon bar, drain HP from an enemy, and go wait to use Painful Rapture, but really all it does is let him keep healthy as you keep working on a demon transformation and then proceed to stomp your way through a dungeon. It's not as bad as others because you tend to want to hold off on spamming demon form because it still takes a room to recharge and you need enemies to refill the health used to push the demon bar up, but he can still steamroll dungeons and quickly recover lost health.
      • It's worth noting the attack Shadow Render is supposed to let you use your demon bar to improve the attack while it's happening, but since it heals and is strong on it's own, it's easier to just use it and save your demon bar for the full transformation, which is much more destructive.
    • While all Female Slayer classes can be considered to broken in their own way up to a point, the Vagabond easily comes off as being the strongest one of them: they're the only class that can dualwield 2 different weapons by default and even though they only get 10% of the base stats and none of the other effects from their offhand weapon, their attack speed is the average of their equiped weapons, allowing them to use a fast lightsabre in their offhand and a normally slow zanbato in their main hand and attack much faster with it than most other classes and as a result, their basic attack chain is usually the fastest way to deal damage. That's not even the half of it, though: they have a buff that gives them a massive damage bonus that can be stacked 5 times at the cost of having it quickly wear off and each stack taking longer to cast than the one before it and most of their actual skills have ridiculous AoE and reach, such as a Beam Spam attack that pierces enemies, a fast-moving dashing grab that creates massive fire explosions reaching to the other side of the screen behind the initial target and multiple moves that group enemies together so she can shred them to pieces even quicker. It's pretty telling that they were quickly nerfed after being initially released in the Korean version but they still come off as being the strongest.
  • Goddamned Bats: Per zone, there's pretty much a list of them. Special mention goes to the ranged scorpions in the Rotting Lot. To wit: their hitboxes are rather low to the ground, making them awkward to hit. They like to hang back and shoot poison stings that do a lot of damage and can poison you to do even more damage. And, to make it worse, you usually find at least 2 a room.
    • To give you an idea of what status makes an enemy a goddamned bat: ranged attacks (aforementioned scorpions), being immune to launching (whisps/stalkers are hard because you can't use conventional combos to stop them attacking), or have an annoying gimmick that gets in the way of battle (the flare worms at Dendroid Hub)Generally, they won't kill you, but they will be a headache to deal with in a crowd for various reasons.
  • LGBT Fanbase: Gay Rule34 of DFO characters comes in equal amounts or even greater quantities than their Straight counterparts, as the DNF tags of Tumblr and Pixiv can confirm.
  • Mary Sue: The Knight as between her seemingly protagonist role in the story, overpoweredness, and her method of subclass training (syncronizing with alternative selves), and her and her subclasses have a whole array of Common Mary Sue Traits.
  • Memetic Badass: G.S.D. is considered to be the equivalent of Chuck Norris in Dungeon Fighter Online, though with his inactivity in post Metastasis DFO, another might take his spot.
    • Considering he's level 84 out of 70 (original DFO) and can use his ultimate attack at any time, it's no surprise why.
  • Memetic Mutation: STRAIGHT PUNCH LIKE A MAN!!!
    • Kiri (equipment enhancer) being portrayed as someone who delights in breaking weapons.
    • YOU GOTTA SPEND MONEY TO MAKE MONEY! (popular phrase among the pot-headed pot sellers)
    • "Unique Experience" a quote from Nexon as to why the first run of DFO was different than other areas; it has since become synomous among DFO vets for the trope.
    • DREAM4U (The name of Knight's Image Song, which somehow caught on with the NA fanbase.)
  • Mondegreen: The Priest's Korean Death Cry can easily be misheard as "Ooooh, Fuck this!"
  • Most Annoying Sound: NPC chatter and idle sounds can still be heard even if you minimize the game.
    • To quote a Youtube User reporting bugs via video. "Normally, [The Gunner idle stance] wouldn't be so bad. That is, if HALF THE PLAYERS WEREN'T FRICKIN GUNNERS!"
    • DINK. DINK. DINK DINK DINKDINKDINKDINKDINKDINKDINKDINKDINKDINK DINK.. DINK DINKDINK. DINKDINKDINKDINK. (This is the sound of the Gold Spammer Bots in the trade channels and most popular waiting areas.)
      • It's even worse now that they reduced the number of channels for your character to log in to. There used to be three or four for each dungeon group (you'd get bonus EXP for choosing a dungeon in that group while on that channel), but now there's only one per group.
    • fortunately, in the steam version at least, the sound goes away when you close the window, as well as chat boxes no longer making any noise. The noise pollution of the gunners has also dropped dramatically.
    • EGGA! EGGA! (Mark the Target! callout, a Summoner skill that is (and should be) repeatedly spammed.)
    • WHOOO! WHOOO! (Witches doing their thing.)
    • The constant loud heartbeat sound caused by Asuras' Wave Brand Manifestation skill, which they have no reason to ever turn off.
  • Nightmare Fuel: Puppet Museum. Notice every one of the statues of Dungeon Fighters you beat into oblivion? Every single one was a human Dungeon Fighter. Just. Like. You.
    • As a Brick Joke, Serpentina has the aforementioned statues in her room at the Abandoned Mine, and can also summon them.
    • GBL members were all mind controlled by Lotus, which can happen to you unless you wear a particular item which requires a protracted quest to get. This item is not required to do actual dungeon runs against Lotus but has some neat special effects.
    • Various Metastatus areas have elements of this as you visit areas that were affected by it, most of them being formerly peaceful areas.
  • So Bad, It's Good: The live action promotional trailer for the Kunoichi
  • That One Boss:
    • High Priest Aslor. The boss has no annoying gimmicks, but the combos she is capable of are annoying. There are 2 attacks that are notable. 1. is her jump, which moves very quickly and homes in on a character, making it harder to avoid than most regular hunters. 2nd is her nail/blade throw, where she doesn't have a long charging time, unlike the mooks, and can sometimes throw 3 in a single volley, which can remove a good chunk of your HP or outright kill you if you are caught in it, and it also inflicts a nasty bleed status that can finish you off if you survive the initial attack. She moves fast as well, making what are normally scaled attacks on mooks demonic on her. She also has an annoying habit of using dragon's roar, a weak AoE that is meant to knock others back and normally activated on level up or revival, at random times, meaning you immediately get knocked back from a combo because the A.I. was being spitefully, possibly knocking you into place for a nail barrage.
      • Post-Metastatis, she isn't as hard as she's fought later and you have more tools at your disposal.
    • Isadora, one of the two bosses in the Endless Nightmare. She has a near-unavoidable teleport/smack attack that, with her dark balls of energy, can deal well over 1000 damage, a One-Hit Kill fireball spell, a meteor storm spell, and, to top it off, summons a bunch of Goddamn Bats.
    • Post Metastasis Gangling Lotus. Now, instead of stationary boss you can wail on, Lotus hangs in the background for most of the fights. For the most part, the only way you're going to do damage to him is by attacking his tentacles, the same tentacles he uses to attack you. The hitboxes for the attacks also tend to be larger than they appear, leading to getting attacked even if you think you're safe.
    • Gold King Widir, the boss of Gold Tunnel (and Gold King's Secret Cave). He moves insanely fast and has multiple ranged attacks that force the player to run around to avoid them, leaving very little opportunity to attack. And then when you take off enough HP, he removes his armor and gains a very long multi-hit melee combo that shreds through HP bars very quickly (it leaves him immobile after it finishes, but good luck dodging it).
    • Riot Captain Shred, a bike riding boss who has a full stcreen stun by jumping a certain ways, A Laser, Missiles, land runners as well as attacking with his bladed front wheel. That combined with his nigh-permament super armor makes attacking him a pain barring soemone to stun/freeze him.
    • Red Flame Hexos, as you have to escape a constantly adavancing flame while trying to deal damage to him. He'll do various blasts that may leave damaging lava pools around and if you're unfortunate enough to run into a blast, you'll likely end up pushed into the flames, killing you.
    • It's easier to list bosses and minibosses in Otherverse that AREN'T this or a Goddamned Boss: a large number of them either have attacks that cause a Total Party Kill if you don't do their gimmicks correctly or are annoying to fight either because you need to fulfill a specific condition to be able to defeat them or because they counter your strongest attacks with ones of their own.
  • That One Level: Dendroid Hub is filled with tons of really annoying monsters. For one, the Dendroids themselves cannot be launched or grabbed, meaning fewer moves are effective on them. If that weren't bad enough, there are camouflaged versions of them that blend into the background doodads which like to attack without warning, knocking you over and granting them super armor. The problem with the attack is that it's supposed to bend in with the ground flowers and you trip one to activate it, but the collision can be way off and you'll get attacked even if you weren't touching a flower. If that weren't enough, there's also the Flare Worms, zombies whose only attack consists of granting themselves super armor, grabbing you, and gnawing on you for about 5 seconds, which cannot be escaped by mashing buttons or anything else, and can cause bleeding. To make this even worse, this attack knocks you down when it finally finishes, which can be disorienting. Oh, and they like to travel in packs, so you can get stun locked into endless attacks. Finally, they leave a puddle of acid which slows you down and damages you when they die. The boss, Amphora, is mostly a pushover, save for when its HP gets low, where it will set itself on fire and start moving and attacking much faster, and do heavy damage to anyone that gets too close to attack it.
    • Metastasis version adds Centaur mages, which depending on the type can easily summon lightning or ground spikes beneath you. If you get there using a blimp, they will soon wreck it. The spearmen and the Centaur boss aren't so bad in comparison.
  • Tier-Induced Scrappy: In addition to Dark Knight in Korea (see below), Gunners tend to get this treatment as he has easy and free ranged attack and the windmill kick attack makes it difficult for inexperienced players to get in close.
    • Summoners are also quite reviled just due to her ability to induce massive lag with her army of summons.
    • Necromancers are considered to be one of the least fun classes to play, since her moveset is mainly built around her 2 minions...one of which is largely controlled by the AI and another of which essentially works like a simplified secondary character you have more direct control over and without either of them, she can do little more than lay traps and use basic thief moves. It also doesn't help that she currently only has 2 subclasses available to her and it's easy to make the mistake of picking Necromancer instead of the vastly more varied Rogue.
  • The Scrappy: The newer classes save Female Slayer (mostly) get treated like this mildly in the NA regions for delaying subclasses of M.Mage and Thief.
    • In Korea however, the Knight Class gets this treatment HEAVILY due to being a fanservicey, overpowered but flawed character who seems groomed to be the protagonist. That and getting her instead of the much awaited second awakenings for later characters (M.Gunner, F.Mage, Priest). Knight players were popular targets of Town PvP Ganking early on.
    • Thief also got hit with this soon after she was released due to being faster and stronger than existing characters and while she got nerfed to a more balanced state (at best), the sentiment seems to have stuck. M.Mage is an exception as he's merely not popular. Such cold (at best) receptions are a factor in why they're slow to get their subclasses.
    • Dark Knight gets this treatment mainly because his Tier-Induced Scrappy status as he's very difficult to fight when played well.
  • Woolseyism: Nexon enaged in this with varying levels of success, with some names sounding better (Monk instead of Infighter) and some being worse (Monk'a awakening being Templar compared to God Hand). And Asura's awakening class Dark Knight being the same as a later class. It's unknown how NeoPle plans on having things translated.
    • So far, they're keeping most of Nexon NA's translations for class names while changing the names of some of the more innaccurate localized names.