Alt-itis: The game is very friendly towards this: by default, you can have up to 25 different characters and can buy up to 5 additional slots from the ingame store (out of 42 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.
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 APCs (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 APCs 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 APCs 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.
S2 turns certain questline finales into this as final battles against Lotus and the Death dragons you'll have 2-4 of the legendary blade masters as allies, lending weight and epicness to the battles. Only downside is that your ranking'll suffer.
Base Breaker: The Knight class, fans are divided if she is a character with a unique subclass system and gameplay or a Mary Sue who is Purposefully Overpowered with a design that incorporates too much Fanservice that looks rather out of place or disgusting. Korea in general seems to dislike her, since she was released during the time when people were looking forward to another class being released after they had been waiting for it for a long time.
Broken Base: 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.
The fact that Neople restricted Auction Hall usage to characters Level 50+ and only kept it open on weekends 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. Currently the Auction Hall is unavailable to characters below level 30, but to compensate, all magic-sealed equipment in dungeons below that level is dropped in box form, which allows you to pick your preferred kind of weapon, armor and accessory from them, lessing the need for the Auction Hall at lower levels.
The NeoPremium contract caused a major backlash when it was initially announced due to its exorbitant price: while most other MMO games have a monthly subscription fee of around 10-20 dollars per month, the Plus version was initially priced at a massive 42 dollars a month. The logic behind the price was that it was mainly aimed for players who wanted to do as many Otherverse runs as possible per day, and from that point of view, the contract was a noticeably better deal than buying an equal amount of Otherverse resets: however, most people don't want to spend that much time running Otherverse, the price of resets can easily be thought to be artificially inflated and there's no option to buy the contract and opt out of the daily items including the Otherverse resets, which make up for most of the price. Thankfully, the price of the contract was quickly dropped to a more competitive and sensible 15 dollars per month for the basic version and 30 dollars for the Plus version, the amount of extra FP for both contracts was increased and one-time 3- and 7-day trial versions of the Plus contract were made buyable with ingame gold.
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.
Vilmark — Area 50. While largely the same as its predecessor, it's been vastly toned down in difficulty to match its much lower access level, allowing many same-level characters to simply brute-force it instead of sticking to the strategy required for the original, which very well qualified for That One Level. Nowadays, it serves as a buffer between the Death Dragon mini-arc and the Emperyan arc and fills out a few remaining plot details. However, the real version, and the Requiem mode version are level cap dungeons and very much pose a challenge to end-game players (especially the Requiem mode version).
Side story versions of other ancient dungeons serve as this as their difficulty never exceeds a certain point.
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.
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.
Ice Dingles (found in the second dungeon in the game) deserve special note as they fire homing ice balls that persist a while, have a sizable hitbox and do a nasty chunk of damage. Many early deaths are cased by them, enough to the point of Season 2 tweaking them to be less obnoxious by removing the homing feature and making them disappear much quicker.
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.
Good Bad Bugs: The Elven Knight gets the good end: Casting a buff skill such as War Cry allows the Elven Knight to keep her Chain Rush going between rooms as long as the actual buff persists.
If an Avenger uses his Demonize form's Demon Guard at the same time they trigger a room change, the effect stays permanently with them until the end of the dungeon, massively reducing the amount of damage they take from all physical attacks.
The powered up Chasers that Battle Mage gets with her second Awakening have multiple bugs associated with them, some of them helpful, some of them harmful (for example, broken hitboxes, nonexistent area of effect damage, hitting dead or invincible enemies creates glitched Chasers that do ridiculous amounts of damage, etc), to the degree that people jokingly call her a Bug Mage. For a list of them, see here.
LGBT Fanbase: Gay Rule34 of DFO characters comes in only slightly less numbers compared to their Straight counterparts, as the DNF tags of Tumblr and Pixiv can confirm.
Mary Sue: The Knight as between her seemingly protagonistic 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 Loser: Male Brawler. He's gained a reputation for being the "wheelchair class" due to being rather trash at endgame, when most enemies resist Poison, the primary status effect that Brawlers inflict. Thanks to the Season 2 update, M. Brawler has been coming back from being "wheelchair-tier" as the result of massive re-balancing overhauls that have increased the class's endgame viability.
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.)
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.)
Various Metastatus areas have elements of this as you visit areas that were affected by it, most of them being formerly peaceful areas.
Scrappy Mechanic: Despite how basic and essential of a gameplay mechanic it is, switching rooms can be a pain in the ass at times: there's no way to prevent switching rooms when you're close to a door, which can be troublesome when there's some other action you need to perform when next to it such as boarding a vehicle or picking up an item, some of the room transition triggers aren't positioned correctly and finding them can be more difficult than it should be and finally, doors only take moving inside their trigger area into account, meaning you can try to actively run away from a door and still be sent to the room it leads to in some cases.
Also, in Forgotten Land, switching rooms can take much longer than usual, making it easier for enemies to knock you away from the spot and force you to kill them and waste more time.
The Global counterpart for the Kunoichi trailer produced by the DFOG team has even lower production values and even more cheese, and is just as great.
Tear Jerker: The Season 2 update added a Scenario Dungeon involving rescuing Lorainne and her Denkas from Sky Tower, a Call Back to an identical quest pre-Metastasis. This can be rather disheartening if you saw the Easter Egg in Chessboard of Despair that highly implies that she died.
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 ofGoddamn 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) and new even more annoying ranged attacks.
Riot Captain Shred, a bike riding boss who has a full screen 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 someone able 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. Furthermore, since the flames advance constantly and they bypass all forms of invincibility, they can kill you easily even if you avoid all of Hexos' attacks if you make the mistake of using any move that takes a long time to execute or moves you forward.
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.
Don Enzo Sipo, boss of Battle at Arden City. Powerful attacks, loves to break out of combos, and has an annoyingly high amount of health that will take even powerful classes forever to take down. Even worse, once you get him below about 15 bars, he explodes while turning invincible for a few seconds, and then gets a high damage tracking energy ball that leaves a radius of pain where it lands, and a lightning storm that leaves him totally invincible and has hitstun that will almost certainly chain every hit into each other, potentially killing you from full health.
Aldebain from the Fanatics special dungeon. He has nigh-permanent super armor, and once his HP is low enough, he turns invincible and summons 4 bulky mobs. If you can't kill them all in time, then he blows up the entire room, instantly killing you.
Quarto Manus in King's Library has massive amounts of HP, his only weak points are his arms that are only vulnerable for short perioids of time, he can't be stunned or thrown due to being a Background Boss and he spawns turrets that constantly spawn lingering energy balls. To add to this, his easiest-to-counter attack are his punches, but once he loses half of his life, he stops using that attack and won't take any more damage until he retracts his arm.
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.
The post-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're scriped to use an unavoidable attack that destroys it instantly. 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.
Not a lot of people use the Creator class, but when they do, it doesn't last very long due to her gameplay that gets really repetitive really quickly.
Dark Knight gets this treatment mainly because he's very difficult to fight when played well.
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 Pv P 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.
Woolseyism: Nexon engaged 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. So far, NeoPle keeping most of Nexon NA's translations for class names while changing the names of some of the more inaccurately localized names.