* ArcFatigue:
** There were several areas that were thought to be too long, or pointless, to traverse to get to the main objectives that it was considered boring for some players. As a result, the 2.0 patch went about updating the game world to reduce such fatigue. Some of the changes included:
*** Act 1: Reducing the Submerged Passage from 2 levels to 1. Deleting the Coves area between the Ship Graveyard and Merveil's home.
*** Act 2: Reducing the Chamber of Sins from 3 levels to 2. Deleting the Blackwood area between the Riverways and Western Forest. Reducing the Vaal Ruins from 2 levels to 1. Reducing the Caverns from 2 levels to 1.
*** Act 3: Deleting the Sewer Waterway area between the Warehouse Sewers and Ebony Barracks. Reducing the Lunaris Temple from 3 levels to 2.
** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. But in order to kill Loratta, the player had to journey to the Chamber of Sin and Weaver Spider home first to collect items needed to kill said tree. The 2.0 patch fixed this by moving the Wetlands zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a bit shorter.
* AwesomeMusic: Quite a lot, actually ! The Solaris Temple music in particular is very popular.
* BreatherLevel: Act 1 of Cruel difficulty. Yes, the monsters have their health and damage scaled up, but they're still mostly the same shambling pushovers that they were before, as opposed to the fast moving, hard hitting, projectile spamming DemonicSpiders that you've been dealing with throughout Normal Act 4. Going from Cruel Act 4 to Merciless Act 1 involves a similar difficulty drop.
* BrokenBase:
** The orb market, either it's a great replacement over using gold, or it's too complicated and grindy.
** The developer's ah, ''controversial'' decision to stick with non-instanced loot.
*** Now that they've implemented an option for permanently allocated loot, it's more broken between StopHavingFunGuys who think that free-for-all loot should be the only way to play and that the developers shouldn't have added the option, and everyone else who just plays with the option they prefer.
** The skill-tree has always been a split between those that love it for players being able to control how to evolve their character, and those who think that the skill-tree is too simple and lopsided towards certain builds to bring any depth or creativity to the game. A prime example being when a player works around the skill-tree to pile up on the skill points that increase health over experimenting with any of the other skills, because piling up on health is considered to be one of the more powerful builds in the end-game.
*** The overly powerful health is averted nowadays, because other means of defense have been buffed. A somewhat solid reserve of HP is still considered to be very helpful though.
** Getting rid of Act 3's Sewer Waterway in the 2.0 patch. For some, people are glad that it was cut since there was already so much sewer content to deal with that the amount of sewer zones to go through just got tiresome after awhile. On the other hand, the loss of the Sewer Waterway is felt to be a loss of some game immersion as it was a journey to travel under the river to get to the Ebony Barracks. As a result, the new sewer entrance to the Barracks being just shortly after the Warehouse Sewer's Undying Wall has been felt to be a tad out-of-place.
* DemonicSpiders: Rogue Exiles are hostile [=NPCs=] that are exiles like you and have a chance to spawn pretty much anywhere. They have access to the same skills as you do and can be very dangerous, especially in the higher difficulty levels. Bumping into one unprepared can lead to a swift death.
** There are a few monster mods that can down players quickly. For example, Corrupted Blood inflicts the bleed status effect and can sap your health in seconds unless you have a flask with a remove bleed effect on hand. Monsters with Reflect Elemental Damage can also be a huge pain for casters relying on elemental spells. Piling on a load of Storm Calls or fully charging a Flame Blast can lead to an OhCrap moment when you discover that the monster you're about to nuke is going to reflect that right back at you.
** With the introduction of the talisman league, which spawned monsters holding the aformentioned talisman, giving them a unique effect and rewarding the player with one if they managed to kill it, one particular type quickly gained infamy to the point of getting nerfed: Bonespire. Monsters holding the Bonespire talisman sporadically created spiky areas on the floor which both damaged and applied a stacking dot that can't be removed like bleed or circumvented like puncture. Problem was the damage was way too high, to the point of even the slightes of delayed reactions meant certain death and even then portaling back to town was the only real counter to its stacking dot. This was quickly nerfed in a patch, almost not even a day after the league started.
** Monster packs with Bloodline mods can be horrifically dangerous. Bearers of the Guardian causes the pack to summon an Animated Guardian that cannot be killed until the pack is exterminated. Voidspawn of Abaxoth summons a BonusBoss unique demon when the last pack member is killed. Heralds of the Obelisk leave behind lightning-spell spamming untargetable obelisks until the last member of the pack is killed. Frost and Storm Bearers get an honorable mention, as each one spawns a circular AoE that explodes a few seconds after killing them, doing respectable damage. Easy to avoid... if you can see where the circles are, which is not possible on some maps.
* DisappointingLastLevel: The Sceptre of God. ''Six floors'' of the exact same types of enemies with no variation aside from a miniboss on the second and sixth floors, and unlike the Lunaris Temple, the environment remains [[CutAndPasteEnvironments exactly the same]] no matter how far you are. Oh, and the Waypoint is located on the ''third'' floor, so if you die to [[spoiler:Dominus]] and forgot to use a portal scroll, or if your game disconnects or crashes, then you have to slog through three levels of the same damn enemies just to get back to the final battle.
** Luckily, the developers implemented a checkpoint system that allows you to revive just before the final boss fight. Still doesn't help if you crash, though.
** It also isn't the last level anymore, since Act 4 was added, which has some way more impressive final areas.
* DuelingGames: With Diablo 3 (and perhaps Torchlight 2) as the prime action-rpg of this time-period. Marvel Heroes is sometimes brought into the conversation as well.
* EarlyBirdBoss: Most sub-bosses in Act 1 on normal difficulty, primarily Hailrake (see below).
* HolyShitQuotient: The typical reaction when someone sees this game's skill tree for the first time. Fans call it a skill ''forest'' for a reason!
* MemeticMutation:
** "Skillgrimage."
** Vagan's greeting, "Let me bend your ear for a moment!". Helps that it's [[{{Mondegreen}} easy to mishear as]] "Let me bend your ''rear'' a moment," and Vagan is [[CasanovaWannabe the kind of guy]] who would probably think that's a suave come-on.
** "Where there is a [adjective] key, there must be a [adjective] door."[[labelnote:Explanation]]Whenever the player picks up a key in the Labyrinth, Izaro will chime in with some form of the above line. Fans quickly latched on to the line's exploitability and CaptainObvious nature.[[/labelnote]]
* MoralEventHorizon: Given what you see of the results of Piety's... "experiments" inside the Lunaris Temple, she'd crossed this point long ago.
* NightmareFuel: The game gives you brief flashes of horror over the course of the first two Acts, before turning it up to max and leaving it there in Act 3. Special mention goes to the Lunaris Temple, especially Level 3. The monsters there are the results of Piety's "experiments", the entire area is flooded with blood, which will spawn blood elementals to try and kill you! On top of that, the area is full of increasingly high amounts of [[SceneryGorn bodies in various conditions]], and the ambiance and music is very unsettling. Did we forget to mention the fact that there are ''live'' people floundering in the blood in some areas?
** And do you know ''how'' those people in Lunaris were so mangled/mutilated/mutated? Or how the Undyings that infest Act 3 came to be? [[spoiler: Because they had Virtue Gems implanted into them in an attempt of [[{{Transhuman}} Transhumanism.]] ''The very same things'' you place in your gear sockets, also known as 'Skill Gems'.]]
** Act 4 makes Act 3 look like a leisurely stroll through a park. While to begin with it's just the basic desolate outdoor areas, things go rapidly downhill once you get into the mines. Anyone who suffers from Trypophobia should never, ever, EVER zoom in on anything in the mines. [[spoiler: All of the humanoid enemies are made up of horrible, pockmarked, spongy flesh, which seems to be growing out of the very walls and floors, with obvious human shapes protruding from the wall. Whether these shapes used to be human or are budding out of the walls is up to your interpretation. It gets worse when you find the Pocked Goliaths, who tear chunks of themselves off to use as projectiles which form into new Pocked Miner enemies, giving credence to the fact they may be budding out of the growths all around...]] It gets even worse when you reach The Belly of The Beast, which is one of the most revolting [[WombLevel Womb Levels]] ever created. The first section is a hideous path through a huge bloody mass, with eyes and tendrils everywhere. The second area, titled The Bowels of the Beast / The Harvest, is like before, but with a huge layer of rank, fetid sewage on top of that. This eventually culminates when you reach the area with the final boss, which starts off with fighting on a gut-encrusted tendril-y mass that looks suspiciously like a sphincter, which you enter to fall into onto an island in a sea of blood, surrounded by three hearts which you have to destroy in a very gory fashion. It's quite telling when the two area of Act 4 which are implicitly said to be manifest nightmares are far, ''far'' less horrifying than these areas.
* ThatOneBoss: Many, often different for each character-build.
** Oak in Act 2's bandit quest. He's incredibly strong, and he has a leap attack that instantly sends him to his target. This leap attack has almost no cooldown either, so expect to see him leaping around like a rabbit the entire fight. He's even harder to deal with if you like using a lot of fire skills. Expect to find yourself joining random parties just to deal with him.
** Merveil, the end boss of Act 1, is this for some players, especially those who are new to the game. At first, it seems like she just attacks the player with many powerful [[AnIcePerson frost-based]] magic attacks, but upon defeating her, her ''true'' form appears and she not only completely regenerates her health, but also becomes a [[TheMinionMaster summoner-type]] boss (alongside being an ice-mage) that will endlessly spawn {{Mooks}} to [[GodDamnedBats constantly annoy you]]; some even being suicidal-bomber types which will instantly destroy a chunk of health if the player let even one get too close. To top it all off, she has a shield that will regenerate if players hold off on attacking for too long, and in the second fight against a summoner-ice-mage, expect it to happen A LOT. Long story short, players are in for a long, drawn-out, fight against Merveil if they're not stocked up on cold-resist, or they're short on any area-of-effect type attacks to keep the summoned pets at bay.
** Hailrake is brutal in both normal and merciless difficulties. In normal you fight him at about level 2 when you have no real gear, skills, or passive points and you're just getting the hang of the game. His primary ability is both extremely powerful and fairly counter-intuitive if you don't already know what it does (at short range it's harder to dodge, but at long range it's 7 times more likely to completely freeze you which is more or less a guaranteed kill at this level). On merciless you know what to expect, but the map he's on is level 58 and directly adjacent to level 53 maps with no warning that's the case. He is in fact higher level than the mid act boss Brutus and about the same as the end act boss Merveil.
** Players disappointed with Piety's relative ease have had [[BeCarefulWhatYouWishFor complaints answered]] with High Templar Dominus. BossRush as first ''and'' second phases, FlunkyBoss while being no slouch himself in third and fourth, and in said fourth phase, he can call a bloody death mist that instantly kills you unless you stand ''right next to him'' and his powerful melee attacks.
** Your first fight with Piety in the city ruins. She spams a spell (Chain Lightning) that causes a huge ball of energy to careen across the screen firing thunderbolts at anything nearby. If you have low lightning resistance, she's a nightmare.
** Piety in Act 4 is brutal for new players and the archenemy of any minion-dependent class. Still has all the things that make her frustrating in earlier acts, but she gains 6 assisting enemies that activate over time and begin spawning huge numbers of adds unless killed immediately. Further she gains a new lightning beam attack that sweeps the entire area, does enormous amounts of damage, and has no safe place to hide from it. You're meant to keep running in circles around her while she uses it, which often stops you from attacking (letting her energy shield regenerate) and ''will'' kill all your summons, spectres, and totems. And sometimes she'll be next to a wall when she does it so you can't run behind her either, requiring you to jump the beam with a dash. What really makes her a bane though is that, because of the level design and mechanics, you have to fight her every time you go through the area and, unlike most major bosses, the next waypoint is ''not'' by the start of the next area but in the ''middle'' of it, requiring a good slog through one of the game's tougher areas just to find it. Until you do, you're not done with Piety.
** The BonusDungeon carrion-beetle boss, the Sunburst Queen. Powerful fire-spells coupled with the the Queen's never-ending spawning of 50 to 100 suicidal-bombing carrion beetles makes for a rather difficult fight. It's almost like dealing with a fire-version of Merveil...[[UpToEleven only a hundred times worse]]!
** With the introduction of Act 4, another slew of tricky unique monsters also followed. While most areas are tricky, but manageable, people come to dread a certain area because of its uniques alone: Kaom's Dream segment.
*** The first area has Torchoak Grove, a unique totem enemy accompanied by other totems. All of them can bombard the player with mortar-like projectiles which outrange practically any ranged attack at this point, being able to hit from over a full screen away, and way too high damage per projectile compared to the area, usually one-shotting unwary players unfortunate enough to get caught in too many of the blasts. It was later revealed that the high amount of damage was a bug and was fixed in patch 2.1, making them a lot more manageable.
*** The second area has Triskeriaki, a unique rakango enemy with the ability to spawn three tentacles to fire a volley of spikes instead of just one like the regular version. One volley is bad enough, although survivable with sufficient defense, but if you get caught in the crossfire of two or, heaven forbid, all three tentacles, then prepare to see your precious character get slaughtered in a manner of seconds if you don't get out in time. Unlike Torchoak Grove, this boss isn't bugged; it's actually meant to do this much damage.
** [[TrueFinalBoss Malachai]] can make Dominus seem like a walk in the park, at least when it comes to tactics. He rarely gives any breathing room in his attacks, constantly spawning projectiles and creating stuff on the floor that damages you if you stay there, forcing you to be one the move during the whole fight, and if you do find a safe spot then he'll just teleport to you and unleash a devastating shockwave if you don't move away. There's only one attack that gives you an opening and even then you need to mind all the damaging stuff he spawned beforehand.
** Izaro in the Endgame Labyrinth, especially in the final room. Izaro himself is tough, since he charges at you, fires shockwaves at you, or has a screen-sized ground slam, depending what weapon he's wielding that day, and the ground slam especially is a guaranteed one-shot kill against all but the most durable characters. He also has a phenomenal amount of health, taking most characters a long time to wear down. The Goddess is even deadlier, chiming in with her mortar bombardment, which is quite capable of instantly killing more fragile characters if they get caught in the middle of it, and will occasionally teleport anyone close to Izaro into a large number of traps. Further, unlike Izaro, she cannot be distracted or taunted and will never target minions or totems, always aiming for the player. And in the final room he may or may not have impossible-to-remove buffs from his two previous fights and the arena is covered in traps, decreasing the space you have to get out of the way. This is one of the most-complained about fights in the game for a reason.
* ThatOneLevel:
** Back in the day, ''The Battlefront'' of Act 3 used to be this. The worst part of this zone was when you came across the mage variants of the Black Guards who constantly use a thorn-type of spell that causes any form of damage taken from the player to be copied back at said player. It was ''absolutely'' brutal to player builds not dumping their skill points into increasing their health or shield, which usually resulted in instant death. Overtime, the Blackguard mages received nerfs to the amount of damage returned to the player that it's hardly noticeable anymore.
** ''The Lord's Labyrinth''; a giant maze of traps and monsters that must be fully completed without dying...and having NO checkpoint system for the ability to do a portion of the labyrinth, then come back at a later time. Unless your character is built to rush through the dungeon to reach the Izaro fights, the length you have to go in order to get the Ascendancy class for your Exile is just disgusting.
* ThatOneSidequest: Some of the missions for the Forsaken Masters can be very difficult or almost impossible depending on a characters skillset. For example, it is quite hard to solve Vorici's missions of only killing certain enemies, if your character heavily specializes in AreaOfEffect-skills. Haku's missions are considered to be especially hard for almost everyone, because they are very strict [[TimedMission Timed Missions]] of quickly reaching a certain place in narrow, monster-infested caves, in a game that often forces the player to proceed carefully. Oh, and it also throws indestructable Totems into the mix, that attack the player with elemental damage.
* TierInducedScrappy:
** The Marauder got some flak as this. As the pure Strength class, he focuses on powerful melee attacks and armor that is purely defensive. The problem is that, towards the end of the game and ''especially'' the higher difficulties, you pretty much ''need'' some form of ranged attack and evasion/an energy shield to stay alive without having to guzzle potions every other second.
** Several [[{{Commons}} spell gems]] usually get this reaction due to higher level gems being perfect upgrades in comparison. A good example is the ''Fireball'' gem you acquire right at the start of the game, but then gets replaced by the infinitely better ''Firestorm'' gem that can be used a couple level-ups later.
*** Actually subverted, as many low-level spell gems can be extremely effective if combined with the right support gems, thanks to their low mana cost and versatility.
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