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** Magic Crafting and Hilwen Engineering. Both skills are not assigned to any talent, so you're not going to get any boosts outside of x2 exp potions and events. What's worse, the two skills are very time consuming and are almost impossible to level in solo play.[[note]]Both skills have a single area where you can only train the skills, and the areas where you gather their materials are infested with multi-aggroing mobs. Some of the mobs are immune to knockback. Plus, they are bunched up together. Have fun.[[/note]]

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** Magic Crafting and Hilwen Engineering. Both skills are not assigned to any talent, so you're not going to get any boosts outside of x2 exp potions and events. What's worse, the The two skills are very time consuming and are almost impossible to level in solo play.[[note]]Both skills have a single area where you can only train the skills, and the areas where you gather their materials are infested with multi-aggroing mobs. Some of the mobs are immune to knockback. Plus, they are bunched up together. Have fun.[[/note]]



** Ducats. Commercing [[RuleOfThree (Again?)]] and Outlaw Hunting are the only way to earn them. Fortunately, Ducats are all optional. BUT, if players want to get their Composing rank from Ranks 5 to Rank 2, you will have to dish out 900,000 Ducats from an NPC.

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** Ducats. Commercing [[RuleOfThree (Again?)]] and Outlaw Hunting are the only way to earn them. Fortunately, Ducats are all optional. BUT, if players want to get their Composing rank from Ranks 5 to Rank 2, you will have to dish out 900,000 Ducats from an NPC.



* ''VideoGame/TheLordOfTheRingsOnline'' had Radiance, a raid-gating mechanism introduced with the first expansion pack. Raids in the base game allowed anyone to join, and encouraged diverse builds by having crafted, raid, and world-drop gear being relatively equivalent. In the expansion pack, you could only raid if you were wearing a specific armor set, acquired by playing the same 3- and 6-man instances many times over. This was somewhat OK when it gave you a 10% boost to health and damage, but this was removed to improve the viability of non-Radiance armor sets, which still weren't viable because you can't raid in them. Later raids required different armor with higher Radiance, but often with worse stats, meaning that to progress at all, you often had to spend a long time grinding instances in the hopes of getting an armor drop that was worse than what you were already wearing. The system was later removed, with the developers publicly making a mea culpa on the entire idea.

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* ''VideoGame/TheLordOfTheRingsOnline'' had ''VideoGame/TheLordOfTheRingsOnline''
** There used to be
Radiance, a raid-gating mechanism introduced with the first expansion pack. Raids in the base game allowed anyone to join, and encouraged diverse builds by having crafted, raid, and world-drop gear being relatively equivalent. In the expansion pack, you could only raid if you were wearing a specific armor set, acquired by playing the same 3- and 6-man instances many times over. This was somewhat OK when it gave you a 10% boost to health and damage, but this was removed to improve the viability of non-Radiance armor sets, which still weren't viable because you can't raid in them. Later raids required different armor with higher Radiance, but often with worse stats, meaning that to progress at all, you often had to spend a long time grinding instances in the hopes of getting an armor drop that was worse than what you were already wearing. The system was later removed, with the developers publicly making a mea culpa on the entire idea.



** Going hand in hand with that was the Custom System. The Custom System allowed a player to increase the stats on a unit to make them stronger or tougher than their base rank, meaning units that were ''already'' overpowered became even more overpowered and broken in an instant.
*** With the arrival of Generation Six update, both were done away in favor of a parts system. However, even ''this'' is broken as, nine times out of ten, players would slap on parts that would, when they hit their opponent with machine gun-type weapons, affect them with a flashing aura that will ''drag their framerate down considerably'' to the point where they can't fight back.

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** Going hand in hand with that was the Custom System. The Custom System allowed a player to increase the stats on a unit to make them stronger or tougher than their base rank, meaning units that were ''already'' overpowered became even more overpowered and broken in an instant.
***
instant. With the arrival of Generation Six update, both were done away in favor of a parts system. However, even ''this'' is broken as, nine times out of ten, players would slap on parts that would, when they hit their opponent with machine gun-type weapons, affect them with a flashing aura that will ''drag their framerate down considerably'' to the point where they can't fight back.



*** Another Datacron, noted for it's unique difficulty, is one found on Tatooine where one must wait HALF AN HOUR IN REAL TIME on an air balloon just to reach the datacron. Mind you that the half hour wait is for ONE direction, so if you miss it, good luck waiting for the next ride down.
*** Worse, some classes have a significantly easier time of it, being able to jump to where another player is. Bear in mind, too, the GameplayAndStorySegregation involved in telling Jedi and Sith characters that they can't simply leap to a platform unless someone else is already there...

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*** ** Another Datacron, noted for it's unique difficulty, is one found on Tatooine where one must wait HALF AN HOUR IN REAL TIME on an air balloon just to reach the datacron. Mind you that the half hour wait is for ONE direction, so if you miss it, good luck waiting for the next ride down. \n*** Worse, some classes have a significantly easier time of it, being able to jump to where another player is. Bear in mind, too, the GameplayAndStorySegregation involved in telling Jedi and Sith characters that they can't simply leap to a platform unless someone else is already there...



* ''VideoGame/Wizard101'':
** [[CriticalHit Critical and Block]], due to adding even more [[LuckBasedMission luck-based mechanics]] to the game. In ''Wizard 101'', the chance to critical on a hit (or heal) increases by your Critical Rating (though your level also factors in a hyper convoluted calculation that lowers your critical chance percentage as you level). Block Rating in turn allows you to block critical hits (though you can't block heals). As more updates happened, all stats creeped up and Critical Rating went batshit insane. As of the time of writing this, the metagame revolves around spamming critical hits before your enemy can spam you to death.

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* ''VideoGame/Wizard101'':
**
''VideoGame/Wizard101'': [[CriticalHit Critical and Block]], due to adding even more [[LuckBasedMission luck-based mechanics]] to the game. In ''Wizard 101'', the chance to critical on a hit (or heal) increases by your Critical Rating (though your level also factors in a hyper convoluted calculation that lowers your critical chance percentage as you level). Block Rating in turn allows you to block critical hits (though you can't block heals). As more updates happened, all stats creeped up and Critical Rating went batshit insane. As of the time of writing this, the metagame revolves around spamming critical hits before your enemy can spam you to death.
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World of Warcraft has its own page now.


* ''VideoGame/WorldOfWarcraft'':
** A perfect example would be the ''Wrath Of The Lich King'' xpac's Heroic or Hard Mode system, which separated ''all'' raid content into Heroic/Regular varieties, giving each variety its own separate lockout, and then separating FURTHER into 10-man/25-man varieties, meaning each active raiding guild could hit all relevant raiding content ''four times per week'', once 10, once 25, once 10 hm, once 25 hm. The exact same content slogged through ''four times'' each week. Raid rewards were based not only on individual boss-kill drops, but also on special tokens garnered per boss-kill - meaning in order to remain competitive, each raid was not so much ''allowed'' to hit this content four times per week as ''forced'' to. There are no words for how tedious and hated this system was, as it caused content to become old and tiresome ''four times as quickly'' and was, thankfully, phased out in the very next major content patch.
** Daze is another. If anything at any level hits you in the back, you can be dazed and get dismounted, and move at half your normal walking speed. Deadly when you're at the area's level and it lets a number of things jump you at once, but just intensely annoying when you're three times the level of the zone and are just trying to get somewhere.
** Weapon skill. It added nothing to the game except ensuring that if you swapped weapon type after using the same one for a while you had to go grind enemies slowly until you could actually fight again. This might be excusable if there were any difference between say an axe and a mace, but for almost everyone (rogues need to have a dagger to backstab) there was no difference to what you actually ''did''.
** Pet Happiness and ammunition for Hunters. For the first, hunters ''had'' to feed their pet every once in awhile, or said pet would begin doing less damage, forcing the Hunter to dedicate a number of inventory spaces for food to serve this purpose; even worse was that certain pets (Gorillas and Tortoises, I'm looking at you) had exotic diets that required any players that owned them to go out of their way just to get food that their pets would actually eat. As for ammunition, hunters had to buy bullets to fire shots, pretty much their only worthwhile way of doing damage, meaning that they were the only class who had to constantly spend gold just to be able to fight anything. They also generally had to waste a bag slot on a specialized bag to hold said ammunition. This is another example of this trope that was eventually removed in ''Cataclysm''.
** Soul Shards for Warlocks. These items were needed for most of a Warlock's more important spells, and could only be obtained one at a time by channeling a certain spell on an enemy that granted XP or Honor Points as it died. Even worse, they didn't stack at all. Most warlocks had to dedicate an entire bag worth of space just to holding these, and some even more than that. Fortunately, this was yet another mechanic that was dropped in ''Cataclysm''.
** The original Paladin blessings were a ghastly example of busywork, as they lasted 5 minutes - shorter than many single fights. Combine this with the 40 person raids, and you can see how much fun Paladins used to have making sure that everyone was buffed with the blessing they wanted. Various attempts to make this system less annoying were tried (most notably, turning them into longer-lasting buffs that could be cast on an entire group) until eventually they just removed all but two types and made it work like everyone else's long-term buffs.
** One of the most hated mechanics in the game would probably be the Deserter debuff. To get this, you have to either be totally inactive during a battleground, or manually leave before it's over. If you get this, it'll force you to wait 15 or 30 minutes (depending on what Blizzard feels like this patch) to queue for another one. This, in theory, will stop players from [[RageQuit just leaving a battleground when they don't like how it's going]] and just requeuing for another one, or just hanging back and doing nothing to rack up honor points. In ''theory''...because this is usually ''not'' how you get it. The usual cause will be a person in your battleground group, usually one of the [[{{Troll}} less desirable types of players]], reporting you as being AFK just because, or because your internet failed and you couldn't move. It results in you getting a debuff called Inactive. If you wait too long, you'll automatically get Deserter, even if you're still in the battleground. If you get to this point, there's no stopping it. Even if you meet the requirements to get rid of them (getting into a fight or some other kind of PVP action), you'll still be kicked out a lot of the time.
** The old honor system. There was a limited amount of players who could get the higher titles, and honor decayed quickly. To get the top title you'd have to grind battlegrounds non-stop for months, and taking a break for even one day would set you back a lot.
** Knockback effects have been the bane of many players. It causes your character to be flung in midair, interrupting your spellcast for casters and often knocking melee and ranged out of range. This is especially deadly when you're trying to, say, heal a character and that character dies because you were flung across the room from a knockback effect. One daily quest during Brewfest uses this mechanic and it's often irritating to do because the drills containing the dark iron dwarves randomly appear and throws your character halfway across the action. [[LuckBasedMission It requires a lot of luck and cooperation from other players to unlock a daily quest]].
** Tenacity in Wintergrasp earned ire on both sides of the fence. The faction with the [[ComebackMechanic fewest players in the battle]] would receive a scaling bonus buff, increasing health and damage done. It succeeded only in prolonging individual fights, as the overall battle relied heavily on point-capture mechanics. On servers with high population imbalances, every point could easily be captured and held by the dominant faction, regardless of Tenacity.
** Hello Archaeology profession. Everyone hates you. Fortunately it's entirely optional. [[WhatCouldHaveBeen It was initially supposed to tie into a variety of side quests and player buffs based on reverence for particular titans associated with the ruins in question]], but that got DummiedOut, leaving only the surface element behind.
** Daily quests required for content and reputations. Daily quests are viewed primarily as busy work and making them the only route to unlock high-end game content and rewards from factions makes them even more reviled. Blizzard removed the 25 per day cap on them in ''Pandaria'', which led to people hitting ''all'' the reputation dailies to quickly grind reputation and hating them ''even more''.
** The original Raid Finder looting system. Players who could use an item could roll Need on it, even if they didn't actually need it. This resulted in abuse of the system where players from the same guild would roll on loot for one another and trade what they received to whoever needed it.
** The updated Raid Finder and charms looting system. In Raid Finder and Flexible Raid the game does an off-screen roll that determines whether the player receives gold or an item from the boss' loot table, which can be repeated by spending one charm. The chance of receiving an item is relatively low and it is entirely possible to receive a duplicate or inferior version of an item the player already has, which has led to some hate despite it being more efficient and fair than the old system.
*** This loot system was added into 5-Man Dungeons in ''Warlords of Draenor'' and ''Legion'' with many players complaining about going through multiple dungeons and receiving no drops. What's worse is that the "consolation prize" is an insultingly tiny amount of gold. This is made even worse if you're farming for a particular item for Transmogrification, and have to not only hope you get an item (which is an even lower chance) but that it will also be the particular item that you're looking for out of the six that can potentially drop.
** The Shipyard in Warlords of Draenor is on the surface just a slightly different version of the Garrison and it's follower minions. The two real problems come from first having such a low cap on how many ships a player can have that they have to regularly swap out a ship's equipment to improve odds of succeeding on a mission, which destroys the not inexpensive equipment the ship already has. Second, the ships can be destroyed, which means new ones have to be built and trained up all over again. Meanwhile the cap for regular followers is over twice as high, allowing characters more options for each mission, and if they fail there's no consequences beyond having to wait for the mission to come up again to try.
*** An extra layer of annoyance on top of that was the fact that the race of the ship's crew gives a unique bonus. Some of these bonuses are useless or redundant, such as having a chance to recover ship equipment versus a flat increase to success chance. But the crew is randomly chosen on creating the ship and cannot be changed. The only way to get a better crew is to destroy the ship, build a new one at full price, wait the required hour, and hope RNG lines up next time.
** In order to enter the Zul'Aman dungeon, players have to hit a gong at the exact same moment as an NPC. If they mess up too many times, said NPC slowly walks back to his starting area and players have to start all over.
** Legendary items in ''Legion'' have three different scrappy complaints against them. First, the method of acquiring a legendary is nothing more than grinding a series of activities for rewards that ''might'' include a legendary. Thankfully each time without a legendary being awarded increases the chance of receiving one, but it's still a significant slog. Second, the legendary received is random. Each class has legendaries that are undesirable and receiving them is seen as a waste. Third, the right set of legendaries is nearly required to be competitive in the end-game. Many players can go ''months'' without ever obtaining the legendary they need, resulting in their performance lagging behind others regardless of their skill level.
** Upgrading cooking recipes in ''Legion'' has earned the character Nomi much hatred and mockery. Nomi takes work orders to research recipes based on cooking ingredients but has a ''very'' low chance of actually producing a recipe. Instead he takes perfectly good ingredients and reduces them to vendor trash, though later patches allow him to sometimes return some of the ingredients instead. Given each work order takes four hours, he reduce 30 usable items into worthless trash in a single day.
** Suramar is a densely-populated hostile city and the site of the last major storylines in ''Legion'' prior to patches. Players receive an ability that disguises them as Nightborne, so they can freely move around and pursue their quests. However a large number of guards in the city have a detection ability; if the player enters a certain distance they will begin a cast and remove the disguise, and if caught off-guard it's nearly impossible to escape the effect radius. Early on this could easily kill a player as the high mob density would lead to them being swarmed. Even after this was no longer a threat, being forced into combat is still deeply annoying. However the biggest complaint is the limited choice of obnoxious comments shouted as the spell casts.
** A major source of complain in Shadowlands are the world quests. Not the quests themselves, but rather [[MovingTheGoalposts the fact they have multiple hidden steps to do them]]. Several especially bad offenders will suddenly have 4 to five times as many steps compared to what was originally displayed to complete, turning what looked like a 2 mins world quest into one that drags for 10 mins or possibly even longer. This world quests were so poorly received that post-launch zones do not feature world quests that list hidden steps, instead having the actual steps displayed from the get-go.
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* When ''VideoGame/PhantasyStarOnline2'' launched in Japan, upgrading weapons was reliant on a RandomNumberGod system that made it harder to grind out higher-level upgrades, sometimes resulting in the weapon ''downgrading'' in the case of a failed grind attempt. Players by-and-large hated this, and the NPC[=s=] that handled grinding, Dudu and Monica, were [[TheScrappy near-universally reviled]] as a result (not helped at all by Dudu's seemingly-smug attitude and Monica coming across as an unqualified klutz). Later updates added "New Type" weapons that did away with the RNG-grinding, instead requiring only that players use other weapons to upgrade them. When the game made its way to the West, pre-"New Type" weapons were completely abolished, and previous weapons that only had the original grinding upgrade option were given "New Type" versions.
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** These days, though, ask a KOL player who's interested in [[SpeedRun speed]] about delay(), if you're looking for a rant. Delay() is a mechanic that [[ExactlyWhatItSaysOnTheTin briefly delays whatever plot/quest-appropriate outcome you need by a amount by a random number]], to ensure that no matter how nice the UsefulNotes/RandomNumberGenerator is being to you, it will never be ''that'' nice to you that you'll get the {{Macguffin}} on your first or second time in an area. [[ChallengeGamer Die-hard fans of speed running]] '''hate''' delay(), because there's no way of protecting your carefully planned-out run through the game from random elements. [[WordofGod Jick]] has said he doesn't like delay() either, and while he is phasing it out, it's [[ScheduleSlip taking a while]]. In the meantime, [[http://forums.kingdomofloathing.com/vb/showthread.php?t=185999 it's 5 in all areas.]]

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** These days, though, ask a KOL player who's interested in [[SpeedRun speed]] speed about delay(), if you're looking for a rant. Delay() is a mechanic that [[ExactlyWhatItSaysOnTheTin briefly delays whatever plot/quest-appropriate outcome you need by a amount by a random number]], to ensure that no matter how nice the UsefulNotes/RandomNumberGenerator is being to you, it will never be ''that'' nice to you that you'll get the {{Macguffin}} on your first or second time in an area. [[ChallengeGamer Die-hard fans of speed running]] '''hate''' delay(), because there's no way of protecting your carefully planned-out run through the game from random elements. [[WordofGod Jick]] has said he doesn't like delay() either, and while he is phasing it out, it's [[ScheduleSlip taking a while]]. In the meantime, [[http://forums.kingdomofloathing.com/vb/showthread.php?t=185999 it's 5 in all areas.]]
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* ''Elsword'':

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* ''Elsword'':''VideoGame/{{Elsword}}'':
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* ''VideoGame/GuildWars'' had the original Signet of Capture system. The Signet was the only method for acquiring Elite skills from bosses. The original design required casting the Signet at the same time as the desired skill. Timing this was extremely finicky as you might accidentally get a different skill, especially when after short- or instant-cast skills, and some bosses simply wouldn't use their Elite. Eventually it was modified so the Signet triggered off the boss's corpse and gave an option of which skill to learn.

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* ''VideoGame/GuildWars'' had the original Signet of Capture system. The Signet was the only method for acquiring Elite skills from bosses. The original design required casting the Signet at the same time as the desired skill. Timing this was extremely finicky as you might accidentally get a different skill, especially when after short- or instant-cast skills, and some bosses simply wouldn't use their Elite. Eventually it was modified so the Signet triggered off the boss's corpse and gave an option of which skill to learn.learn.
* ''VideoGame/NiNoKuniCrossWorlds'':
** The NFT and blockchain integration found in the North American, South American, European, Middle Eastern, Oceanian and South East Asian servers are widely panned by players who are tired of the crypto hype and the damage to the real world economy (especially their contribution to the CPU and GPU shortage problem) they have caused. Made worse when it was discovered that the Far East Asian, Korean and Japanese releases of the game will continue to not have NFT and crypto support.
** Lava Valley is generally considered this by all but the most top-tier players due to the way matchmaking is done turning it to almost entirely a LuckBasedMission. Specifically, when you begin matchmaking, you are placed in a party with two other players, your total CP (combat points) is calculated and then that team is pitted against another team with approximately the same amount of CP total. The problem is, no attempt is made to compensate for the possibility of wildly varying CP amounts among individual players. As such, for example your team may be as follows - Player 1: 1,500,000 CP, player 2: 1,000,000 CP, player 3: 1,2000,000 CP. Meanwhile, the opposing team is Player 1: 2,000,000 CP, player 2: 900,000 CP, player 3: 800,000 CP. More likely than not, the 2,000,000 CP player will simply obliterate the opposing side, sometimes without dying once. You may even find yourself on a team where, say, you're at 1,000,000 CP and you have an ally on your team who is only 300,000.
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** A major source of complain in Shadowlands are the world quests. Not the quests themselves, but rather [[MovingTheGoalposts the fact they have multiple hidden steps to do them]]. Several especially bad offenders will suddenly have 4 to five times as many steps compared to what was originally displayed to complete, turning what looked like a 2 mins world quest into one that drags for 10 mins or possibly even longer. This world quests were so poorly received that post-launch zones do not feature world quests that list hidden steps, instead having the actual steps displayed from the get-go.

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* ''VideoGame/WorldOfTanks'' has a much hated matchmaking system that balances tanks teams based on HP rather than tank performance or player skill. This in turn has lead to many situations with [[FragileSpeedster light tanks]] facing off tanks that are 4 to 5 tiers higher. These matches would become unwinnable since light tanks can't harm higher tier tanks even when flanking and are outspotted by higher tier mediums, rendering them useless for scouting and harassment. Although subsequent patches have ironed out the tier gap, the matchmaking [[NeverLiveItDown will always be known by fans for being horribly drunk and unbalanced]].

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* ''VideoGame/WorldOfTanks'' has ''VideoGame/WorldOfTanks''
** Prior to patch 0.9.0, the game had
a much hated matchmaking system that balances tanks teams based on HP rather than tank performance or player skill. This in turn has lead to many situations with [[FragileSpeedster light tanks]] facing off tanks that are 4 to 5 tiers higher. These matches would become unwinnable since light tanks can't harm higher tier tanks even when flanking and are outspotted by higher tier mediums, rendering them useless for scouting and harassment. Although subsequent patches have ironed out the tier gap, the matchmaking [[NeverLiveItDown will always be known by fans for being horribly drunk and unbalanced]]. The matchmaker has since been toned down to only go two tiers in either direction (so a tier 6 will only ever see a tier 8 maximum or a tier 4 minimum, and never both simultaneously), but this still leaves bottom-tier light tanks at risk of being outperformed in their scout role by a top-tier medium.
** Equally hated is the 'gold ammo' system, whereby players may purchase a special type of premium ammunition with increased performance (usually penetration) for either gold (purchased with real money) or a grossly inflated amount of in-game credits. The idea was to encourage players to keep a small amount of these 'gold ammo' in reserve for emergencies, however, nothing stops players from stocking up on nothing ''but'' gold ammo. Players who carry nothing but gold ammunition are often accused of [[BribingYourWayToVictory buying their way to improved tank stats over players who can't afford to carry a full rack of gold ammo]].
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grammar


** In other instance-based games, a NPC that offers gear repair service awaits players after you clear the instances. Not the case here.

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** In other instance-based games, a an NPC that offers gear repair service awaits players after you clear the instances. Not the case here.



** In order to enter the Zul'Aman dungeon, players have to hit a gong at the exact same moment as an NPC. If they mess up to many times, said NPC slowly walks back to his starting area and players have to start all over.

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** In order to enter the Zul'Aman dungeon, players have to hit a gong at the exact same moment as an NPC. If they mess up to too many times, said NPC slowly walks back to his starting area and players have to start all over.
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grammar


** Ducats. Commercing [[RuleOfThree (Again?)]] and Outlaw Hunting are the only way to earn them. Fortunately, Ducats are all optional. BUT, if players want to get their Composing rank from Ranks 5 to Rank 2, you will have to dish out 900,000 Ducats from a NPC.

to:

** Ducats. Commercing [[RuleOfThree (Again?)]] and Outlaw Hunting are the only way to earn them. Fortunately, Ducats are all optional. BUT, if players want to get their Composing rank from Ranks 5 to Rank 2, you will have to dish out 900,000 Ducats from a an NPC.
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grammar and typo


** Magic Crafting and Hilwen Engineering. Both skills are not assigned to any talent, so you're not going to get any boosts outside of x2 exp potions and events. What's worse, the two skills is very time consuming and is almost impossible to level it in solo play.[[note]]Both skills have a single area where you can only train the skills, and the areas where you gather their materials are infested with multi-aggroing mobs. Some of the mobs, are immune to knockback. Plus, they are bunched up togather. Have fun.[[/note]]

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** Magic Crafting and Hilwen Engineering. Both skills are not assigned to any talent, so you're not going to get any boosts outside of x2 exp potions and events. What's worse, the two skills is are very time consuming and is are almost impossible to level it in solo play.[[note]]Both skills have a single area where you can only train the skills, and the areas where you gather their materials are infested with multi-aggroing mobs. Some of the mobs, mobs are immune to knockback. Plus, they are bunched up togather.together. Have fun.[[/note]]
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Darth Wiki/ should not be linked in the main wiki.


** Suramar is a densely-populated hostile city and the site of the last major storylines in ''Legion'' prior to patches. Players receive an ability that disguises them as Nightborne, so they can freely move around and pursue their quests. However a large number of guards in the city have a detection ability; if the player enters a certain distance they will begin a cast and remove the disguise, and if caught off-guard it's nearly impossible to escape the effect radius. Early on this could easily kill a player as the high mob density would lead to them being swarmed. Even after this was no longer a threat, being forced into combat is still deeply annoying. However the biggest complaint is [[MostAnnoyingSound the limited choice of obnoxious comments shouted as the spell casts]].

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** Suramar is a densely-populated hostile city and the site of the last major storylines in ''Legion'' prior to patches. Players receive an ability that disguises them as Nightborne, so they can freely move around and pursue their quests. However a large number of guards in the city have a detection ability; if the player enters a certain distance they will begin a cast and remove the disguise, and if caught off-guard it's nearly impossible to escape the effect radius. Early on this could easily kill a player as the high mob density would lead to them being swarmed. Even after this was no longer a threat, being forced into combat is still deeply annoying. However the biggest complaint is [[MostAnnoyingSound the limited choice of obnoxious comments shouted as the spell casts]].casts.
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so... is it or isn't it


** It didn't help that the raid in question is widely regarded as the game's worst ever, and was the only progression content for nearly six months. In fairness, though, it is likely much of the disdain for this raid is due to the lingering annoyance the above raid mechanic created.

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added information on "Elsword" tab.


** [[NoExportForYou Magic Wardrobe]] is a customization system that didn't leave the Korean server for a reason: Registered pieces for custom avatars can be dismantled, giving Magic Stones of the Wise/Sage stones. While the Sage Stones have a lot of RNG in them, this can be a problem because Sage Stones give huge stat enhancements, thus becoming an [[GameBreaker easy way to become a powerful fighter]].

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** [[NoExportForYou Magic Wardrobe]] is a customization system that didn't leave the Korean server for a reason: Registered pieces for custom avatars can be dismantled, giving Magic Stones of the Wise/Sage stones. While the Sage Stones have a lot of RNG in them, this can be a problem because Sage Stones give huge stat enhancements, thus becoming an [[GameBreaker easy way to become a powerful fighter]]. As of now, MW became available on any server.


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** A recent update removed the solo players from getting "Assemble of Heroes" buff after they finished a dungeon and wanted to retry. Prior to that, there was a bonus stage, "Gate of Darkness", that forced players to go back to the lobby after either finishing the stage or refusing to enter.
** In other instance-based games, a NPC that offers gear repair service awaits players after you clear the instances. Not the case here.
** ''VOID Elsword'', a private server, offered full support for graphical mods and voice change. Somewhere around 2016, the owners of VOID decided to drop that, with the claims of [[UnfortunateImplications Hackers using said support for graphical and sound mods as a means to cheat without punishment]].
**Ironically, shortly after the mod ban incident, [[TakeThat A player named "Inaste" managed to use a trainer to make treasure chests spawn infinitely in every instance, thus proving the owners of VOID's current view on modding wrong]].
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*** 2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's Midnight Sun Pagoda and the other housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.

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*** 2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's ''VideoGame/Wizard101'''s Midnight Sun Pagoda and the other housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.
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* ''VideoGame/{{Wizard101}}''
** [[CriticalHit Critical and Block]], due to adding even more [[LuckBasedMission luck-based mechanics]] to the game. In Wizard101, the chance to critical on a hit (or heal) increases by your Critical Rating (though your level also factors in a hyper convoluted calculation that lowers your critical chance percentage as you level). Block Rating in turn allows you to block critical hits (though you can't block heals). As more updates happened, all stats creeped up and Critical Rating went batshit insane. As of the time of writing this, the metagame revolves around spamming critical hits before your enemy can spam you to death.

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* ''VideoGame/{{Wizard101}}''
''VideoGame/Wizard101'':
** [[CriticalHit Critical and Block]], due to adding even more [[LuckBasedMission luck-based mechanics]] to the game. In Wizard101, ''Wizard 101'', the chance to critical on a hit (or heal) increases by your Critical Rating (though your level also factors in a hyper convoluted calculation that lowers your critical chance percentage as you level). Block Rating in turn allows you to block critical hits (though you can't block heals). As more updates happened, all stats creeped up and Critical Rating went batshit insane. As of the time of writing this, the metagame revolves around spamming critical hits before your enemy can spam you to death.

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* PlayerVersusPlayer in ''VideoGame/FinalFantasyXI'', for several reasons:
** Many matches of [=PvP=] turn into [=1v1=] matches, even though the game is based almost entirely on party play, turning most team matches into insane free-for-alls.
** Many [[AnAdventurerIsYou job combinations]] are horribly ill-suited for solo play in the first place. A Bard/anything will likely be turned into paste in one-on-one.
** Swapping equipment has harsh penalties, and while it's to prevent players being untargetable, the game is almost bursting with players that swap equipment all the damn time in order to perform perfectly.
** Very few players even ''have'' a large interest in [=PvP=], and most of those people are on one server.
** And due to the lack of interest in PvP, the classes are largely unbalanced. Paladins have a large inherent advantage against melees (especially PLD/RDM) and a skilled Red Mage can beat pretty much any class.



* ''VideoGame/FinalFantasyXIV'' has several mechanics that are widely hated:
** Rage quit penalties. Anyone that ditches a party on a quest will get slapped with a 30 minute timeout, which means that player cannot sign up for any quest on the duty finder until their 30 minutes are up. While the mechanic does help curb rage quitting, it also punishes players that want to leave due to the party being trolls or the party simply being bad and can't finish the quest. The 30 minute penalty also applies globally, which means that even if you are in a premade party, you can't do a quest with your friends at all until the timer runs out.
** Teleportation fees. You have to pay a small amount of gil if you want to teleport to any city whose aetheryte you attuned to and the fees can rack up quickly if you teleport a lot, even if you take advantage of every measure to reduce it.
*** The gear repair fees are arguably worse. While players can theoretically repair their own gear, you'd have to be an incredibly bored sadomasochist to bother, as it's much faster and not any more expensive to just get an NPC mender to do it for you. This adds exactly ''nothing'' to the gameplay beyond requiring one to take a minute to track down a Mender. And if you space out and forget to repair your gear for long enough and then join up on an ill-fated dungeon run/trial fight, subsequently die a bunch (which causes your gear to wear out faster, [[DeathIsCheap the only penalty for dying besides the embarrassment]]), and your gear breaks, you lose a large portion of the stats on it until you get it fixed. Unless you have the materials on you and the appropriate craft leveled to fix it yourself (and no one has the materials on them), you have to leave whatever instance and find a Mender in order to fix it. All in the name of regulating the in-game money supply, which could just as easily have accomplished by not having every trash mob in every dungeon inexplicably bleed gil, or is already done by the above teleportation costs.
** [=FATEs=], which stand for Full Active Time Events. Said events are randomly generated everywhere and are usually "kill all monsters" or "gather items for this NPC". The better you perform in the events, the more experience points, gil, and company seals you can earn. [=FATEs=] are good for low level characters, but are a pain for high level players that need the events to level grind due to the RNG of the events popping up. It also doesn't help that many seasonal events are also based around the FATE mechanic.
*** There are two [=FATEs=] that spawn [[BonusBoss King Behemoth and Odin]] and they require a ''lot'' of people to come together to take the bosses down. It is not unusual to see ''hundreds'' of players trying to fight the super bosses all at once, which can cause massive slowdown for many people. The problem was so bad that the boss characters would sometime fail to appear on many peoples' screens, making it impossible to attack them. Square did attempt to alleviate the issue by giving the bosses higher priority for character rendering, but the zerg rushes that follow can still cause issues.
** The entirety of the Relic Weapon quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. Finishing the initial leg of the quest required some effort, but was doable within a reasonable amount of time - you acquired the original, broken weapon, collected a few materials through event fights, fought a few open world monsters, and finally capped it off with easily-obtainable items purchased with end-game dungeon currency. It was when the Atma portion of the quest was reached that the entire chain quickly devolved into a mind-numbing experience. Tasked to locate 12 Atma crystals (randomly dropped from any FATE you participate in, with 1 unique Atma per zone), it was quickly discovered that the RNG drop rate was so terrible that one player could spend hours grinding in a single area and receive nothing, while incredible luck would mean another player could find all the Atma in equal or even decidedly less time. Worse still, the second half of the quest demanded you collect 9 books to give your weapon its true power (the Atma quest doesn't even do that, merely raising the weapon's item level) and every book carried an original price tag of 1500 mythology tomes to purchase, out of a 2000 tome cap. Although Patch 2.4 alleviated some of the pain by boosting the drop rates of the Atma crystals and reduced the amount of tomestones needed to purchase the books, the tomestones used for purchase were changed from Mythology to Soldiery, and the overall ease of acquiring them was limited compared to gathering Mythology. While the Atma books were, fortunately, a quest item and located in your key items inventory, the Atma crystals were treated as regular loot - capable of accidentally being discarded or sold. Worse yet, each Atma corresponds to a single Zodiac sign (Atma of the Crab, Archer, Fish, etc.) and took up a single inventory slot apiece, much like weapons and armor. It was only much, much later that Atma of the same type would stack together, but by that point the utility of obtaining a Relic Weapon was more or less moot.
*** The Novus portion of the relic quest line cuts out the RNG in exchange for materia farming. You need 75 pieces of Alexandrite and 75 pieces of materia to power up your relic. Said materia are easy to obtain or buy from other players until you start using the higher grade materia, which are a lot more difficult to come by, involves some RNG in terms of what kind of materia you get, and you forking over a ton of gil on the market board if you want to buy high level materia from someone. Assuming one did manage to obtain all the materia and Alexandrite, the very next step involved "Light" farming - tasked with obtaining 2000 Light to power up the weapon, at a time when completing the entirety of a 24-player raid would only yield 8 points, and most other activities granting perhaps 1 or 2 at most.
*** The Zodiac weapon, which is the transformation of your relic weapon, is even more absurd by combining everything hated from the previous relic quests into one ball of "we enjoy watching players suffer." Hope you loved farming for the low drop rate Atmas because now you get to do it again for ''sixteen'' items needed for your Zodiac weapon and they can only be acquired by running the very lengthy dungeons! You'll also need several hundred thousand gil just to purchase a few key items needed for the quest, over 6000 Soldiery Tomestones for another item, and 60,000 grand company seals for a different item. Hope you also took up some crafting classes because now you'll need to get items that can only be obtained through crafting and desynthesis!
** Loot drops. By itself, the mechanic isn't bad, but when combined with a weekly lockout, it's a pain in the ass. For the Binding Coil of Bahamut, whatever item you obtain locks you out from rolling on more loot until the next week's reset. You have the potential of ''never'' seeing the gear you need to get while constantly passing on gear you could use for your other classes so that you don't get locked out from your most wanted gear. While chunks of the coil had their loot restrictions lifted, the gear becomes heavily outdated by then. The Crystal Tower segments also went through a similar problem.
** Crafting scrips, and indeed, high-level crafting/gathering and collectibles in general for the ''Heavensward'' expansion. While specialty nodes for gatherers appeared for a small window in the ARR release, these windows allowed enough time for players to travel to different zones and gather the items they needed. The new nodes, however, only appear for roughly 55 real-time seconds, and are far enough away from zone Aetherytes that it is literally impossible to gather from more than one node at a time...all of which are only available twice per in-game day.
*** This is compounded by the fact that the collectible minigame involves using a series of skills in a precise order which not only renders the item gathered unfit for use in any crafting, but each item acquired takes up a single inventory slot, and, if any deviation in said minigame occurs, means that it is impossible to recover from and either means losing another collectible or wasting the node entirely. Collectibles must be of a certain rarity value (achieved through the minigame) to have any XP value as a turn-in, or be worth any amount of end-game scrip currency.
*** Collectibles also impact crafting classes, who must engage in the same type of minigame upon making an item to turn in, if they wish to see any moderately level-appropriate XP rewards or acquire any scrips. The terrible thing for crafters is that it is extraordinarily difficult to make the items needed without first having the gear and tools to acquire said items, which requires acquiring those same items to make the gear, which requires having the gear to begin with, which [[Catch22Dilemma necessitates obtaining the items...]]
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** Teleportation fees. You have to pay a small amount of gil if you want to teleport to any city whose aetheryte you attuned to and the fees can rack up quickly if you teleport a lot. There's a free company benefit that lets you cut teleportation fees by 10% or 20% (assuming your character is in a free company to begin with) and using Square Enix's one time password feature allows you register one aetheryte as a free teleporation point. Most players won't join a free company just for the reduce teleporation rates and the rest won't fork over real money for security enhancements on their account just for one free teleport either.

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** Teleportation fees. You have to pay a small amount of gil if you want to teleport to any city whose aetheryte you attuned to and the fees can rack up quickly if you teleport a lot. There's a free company benefit that lets lot, even if you cut teleportation fees by 10% or 20% (assuming your character is in a free company take advantage of every measure to begin with) and using Square Enix's one time password feature allows you register one aetheryte as a free teleporation point. Most players won't join a free company just for the reduce teleporation rates and the rest won't fork over real money for security enhancements on their account just for one free teleport either.it.
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** One is the platforming required to obtain [[GottaCatchThemAll Datacrons]], which boost stats. It's a lot of platforming on an engine that really wasn't designed for it, crossing areas with dodgy meshing. Some require a party to obtain, and a single mistake means you have to start ''all over from the beginning.'' Makeb's endurance datacron is nearly ''impossible'' for players to obtain, and confers a huge amount of Bragging Rights.

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** One is the platforming required to obtain [[GottaCatchThemAll Datacrons]], which boost stats. It's a lot of platforming on an engine that really wasn't designed for it, crossing areas with dodgy meshing. Some require a party to obtain, and a single mistake means you have to start ''all over from the beginning.'' Makeb's endurance datacron is nearly ''impossible'' for players to obtain, and confers a huge amount of Bragging Rights. More recent patches have made the bonuses shareable across the account, making it a bit better.
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** 'The iron is too impure and you fail to refine it'. Yes, it's probably necessary to keep iron bars from flooding the game, but ''damn'' is it frustrating to mine a massive load of iron and then lose most of it just because the RandomNumberGod hates you. If you're relatively experienced, you know there's ways around this, but for a new player, it just feels like the game giving you a big middle finger.

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** 'The iron is too impure and you fail to refine it'. Yes, it's probably necessary to keep iron bars from flooding the game, but ''damn'' is it frustrating to mine a massive load of iron and then lose most of it just because the RandomNumberGod hates you. If you're relatively experienced, you know there's ways around this, but for For a new player, it just feels like the game giving you a big middle finger.finger. Fortunately, your success rate improves as your Smithing level gets higher, but by the time you get the highest success rate, you're just five levels away from smelting mithril. There's also other ways to get 100% success, but many are just too impractical to use.
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** Suramar is a densely-populated hostile city and the site of the last major storylines in ''Legion'' prior to patches. Players receive an ability that disguises them as Nightborne, so they can freely move around and pursue their quests. However a large number of guards in the city have a detection ability; if the player enters a certain distance they will begin a cast and remove the disguise, and if caught off-guard it's nearly impossible to escape the effect radius. Early on this could easily kill a player as the high mob density would lead to them being swarmed. Even after this was no longer a threat, being forced into combat is still deeply annoying. However the biggest complaint is [[MostAnnoyingSound the limited choice of obnoxious comments shouted as the spell casts]].
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** Teleportation fees. You have to pay a small amount of gil if you want to teleport to any city whose aetheryte you attuned to and the fees can rack up quickly if you teleport a lot. There's a free company benefit that lets you cut teleportation fees by 10% or 20% (assuming your character is in a free company to begin with) and using Square Enix's one time password feature (which costs real money to use) allows you register one aetheryte as a free teleporation point. Most players won't join a free company just for the reduce teleporation rates and the rest won't fork over real money for security enhancements on their account just for one free teleport either.

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** Teleportation fees. You have to pay a small amount of gil if you want to teleport to any city whose aetheryte you attuned to and the fees can rack up quickly if you teleport a lot. There's a free company benefit that lets you cut teleportation fees by 10% or 20% (assuming your character is in a free company to begin with) and using Square Enix's one time password feature (which costs real money to use) allows you register one aetheryte as a free teleporation point. Most players won't join a free company just for the reduce teleporation rates and the rest won't fork over real money for security enhancements on their account just for one free teleport either.
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** The Squeal of Fortune minigame, for a number of reasons both in-game and in real life. For starters, the developers apparently think that playing it is the first thing players will want to do when they log in, as the first thing one now sees upon doing so is an irritating popup that must be clicked on (starting the minigame) or dismissed before you are even allowed to move. Second, most of the common rewards are useless; while they do scale to your level, it's always stuff the player can get with little to no effort. Third, it's a [[MoneyDearBoy fairly blatant cash-grab]], as it entails the "ability" for free players to win items reserved for those with paid subscriptions, at which point a cheery "Give us five bucks a month to redeem this cool thing!" message will come up. Finally, and most importantly, it allows player to buy spins with real money. This was also known as 'real-world trading', something Jagex has railed against for the entire existence of the game. When asked if this made them [[{{Hypocrite}} hypocritical]], the developers responded with, essentially, "[[DistinctionWithoutADifference Oh, it wasn't buying items with real money that was the problem, it was buying items with real money FROM OTHER PLAYERS]]." If it's possible for something that isn't a character to be a CreatorsPet, this minigame would probably qualify.
*** It gets worse; despite the intense hatred, Jagex continues to update the Squeal and prioritize Squeal updates over almost everything else. Hardly a week goes by where they aren't hyping the next Squeal update or talking about how cool the previous update was.

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** The Squeal of Fortune minigame, minigame and its replacement Treasure Hunter, for a number of reasons both in-game and in real life. For starters, the developers apparently think that playing it is the first thing players will want to do when they log in, as the first thing one now sees upon doing so is an irritating popup that must be clicked on (starting the minigame) or dismissed before you are even allowed to move. Second, most of the common rewards are useless; while they do scale to your level, it's always stuff the player can get with little to no effort. Third, it's a [[MoneyDearBoy fairly blatant cash-grab]], as it entails the "ability" for free players to win items reserved for those with paid subscriptions, at which point a cheery "Give us five bucks a month to redeem this cool thing!" message will come up. Finally, and most importantly, it allows player to buy spins with real money. This was also known as 'real-world trading', something Jagex has railed against for the entire existence of the game. When asked if this made them [[{{Hypocrite}} hypocritical]], the developers responded with, essentially, "[[DistinctionWithoutADifference Oh, it wasn't buying items with real money that was the problem, it was buying items with real money FROM OTHER PLAYERS]]." If it's possible for something that isn't a character to be a CreatorsPet, this minigame would probably qualify.
*** It gets worse; despite the intense hatred, Jagex continues to update the Squeal and prioritize Squeal updates over almost everything else. Hardly a week day goes by where they aren't hyping the next Squeal update or talking about how cool the previous update was.was. They've also dedicated a day to old promotions, meaning that nearly every day there's a promotion. The cycle now goes: Tuesday - Old promotion; Wednesday - Advertising of new promotion; Remaining five days - New promotion. Sometimes they skip the advertising and make the promotion six days long. And this happens EVERY SINGLE WEEK!
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** Upgrading cooking recipes in ''Legion'' has earned the character Nomi much hatred and mockery. Nomi takes work orders to research recipes based on cooking ingredients but has a ''very'' low chance of actually producing a recipe. Instead he takes perfectly good ingredients and reduces them to vendor trash, though later patches allow him to sometimes return some of the ingredients instead. Given each work order takes four hours, he reduce 30 usable items into worthless trash in a single day.

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*** This loot system was added into 5-Man Dungeons in ''Warlords of Draenor'' and ''Legion'' with many players complaining about going through multiple dungeons and receiving no drops. What's worse is that the "consolation prize" is an insultingly tiny amount of gold. This is made even worse if you're farming for a particular item for Transmogrification, and have to not only hope you get an item (which is an even lower chance) but that it will also be the particular item that you're looking for out of the six that can potentially drop. ''Legion'' added Legendary items into this system, turning it into the single most complained about aspect of the expansion.

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*** This loot system was added into 5-Man Dungeons in ''Warlords of Draenor'' and ''Legion'' with many players complaining about going through multiple dungeons and receiving no drops. What's worse is that the "consolation prize" is an insultingly tiny amount of gold. This is made even worse if you're farming for a particular item for Transmogrification, and have to not only hope you get an item (which is an even lower chance) but that it will also be the particular item that you're looking for out of the six that can potentially drop. ''Legion'' added Legendary items into this system, turning it into the single most complained about aspect of the expansion.


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*** An extra layer of annoyance on top of that was the fact that the race of the ship's crew gives a unique bonus. Some of these bonuses are useless or redundant, such as having a chance to recover ship equipment versus a flat increase to success chance. But the crew is randomly chosen on creating the ship and cannot be changed. The only way to get a better crew is to destroy the ship, build a new one at full price, wait the required hour, and hope RNG lines up next time.


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** Legendary items in ''Legion'' have three different scrappy complaints against them. First, the method of acquiring a legendary is nothing more than grinding a series of activities for rewards that ''might'' include a legendary. Thankfully each time without a legendary being awarded increases the chance of receiving one, but it's still a significant slog. Second, the legendary received is random. Each class has legendaries that are undesirable and receiving them is seen as a waste. Third, the right set of legendaries is nearly required to be competitive in the end-game. Many players can go ''months'' without ever obtaining the legendary they need, resulting in their performance lagging behind others regardless of their skill level.

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* ''VideoGame/{{Mabinogi}}'' has the RNG problem, as for a current in-game event. In the event, Players usually "AFK" in-game to get tickets in half an hour they log in, and they are used to exchange for an item that uses the scrappy RNG to determine if you fail getting the item or not. Que to a person afking for a whole day and fail to get the top prize.

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* ''VideoGame/{{Mabinogi}}'' has ''VideoGame/{{Mabinogi}}''
** RNG. Repair rates are affected by it, Item drops, [[BribingYourWayToVictory Gachapon]] drops are effected by it, and
the RNG problem, as for list goes on. 90%. Seems high right? Wrong. The game seemingly wants to screw you over and generate the 10% to fail.
** Disconnection Penalty. You have to wait
a minute in order to log back into the game. Before the Dawn of Dungeon update, this kicks you out of the current in-game event. In dungeon with no chance to go back. After the event, Players usually "AFK" in-game update, you get five minutes to return... assuming that your computer and the server can reconnect you in time.
** Magic Crafting and Hilwen Engineering. Both skills are not assigned to any talent, so you're not going
to get tickets any boosts outside of x2 exp potions and events. What's worse, the two skills is very time consuming and is almost impossible to level it in half an hour solo play.[[note]]Both skills have a single area where you can only train the skills, and the areas where you gather their materials are infested with multi-aggroing mobs. Some of the mobs, are immune to knockback. Plus, they log in, are bunched up togather. Have fun.[[/note]]
** Commerce. You have bandits who attack you as placement encounters,
and they are used to exchange for an item get difficult on how more expensive your cargo is. Commercing also gives you a debuff that uses the scrappy RNG to determine if you fail lowers your damage rate for some odd reason, and when bandits successfully steals any Scathach commerce items, You are not getting it back.
** Bandits in usual- low end, if not, all computers seems to have a severe slowdown when they appear- This is a problem if you're doing a commerce run.
** Ducats. Commercing [[RuleOfThree (Again?)]] and Outlaw Hunting are
the item or not. Que only way to a person afking for a whole day and fail earn them. Fortunately, Ducats are all optional. BUT, if players want to get the top prize.their Composing rank from Ranks 5 to Rank 2, you will have to dish out 900,000 Ducats from a NPC.
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** The Squeal of Fortune minigame, for a number of reasons both in-game and in real life. For starters, the developers apparently think that playing it is the first thing players will want to do when they log in, as the first thing one now sees upon doing so is an irritating popup that must be clicked on (starting the minigame) or dismissed before you are even allowed to move. Second, most of the common rewards are useless; while they do scale to your level, it's always stuff the player can get with little to no effort. Third, it's a [[MoneyDearBoy fairly blatant cash-grab]], as it entails the "ability" for free players to win items reserved for those with paid subscriptions, at which point a cheery "Give us five bucks a month to redeem this cool thing!" message will come up. Finally, and most importantly, it allows player to buy spins with real money. This was also known as 'real-world trading', something Jagex has railed against for the entire existence of the game. When asked if this made them [[{{Hypocrite}} hypocritical]], the developers responded with, essentially, "[[NoExceptYes Oh, it wasn't buying items with real money that was the problem, it was buying items with real money FROM OTHER PLAYERS]]." If it's possible for something that isn't a character to be a CreatorsPet, this minigame would probably qualify.

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** The Squeal of Fortune minigame, for a number of reasons both in-game and in real life. For starters, the developers apparently think that playing it is the first thing players will want to do when they log in, as the first thing one now sees upon doing so is an irritating popup that must be clicked on (starting the minigame) or dismissed before you are even allowed to move. Second, most of the common rewards are useless; while they do scale to your level, it's always stuff the player can get with little to no effort. Third, it's a [[MoneyDearBoy fairly blatant cash-grab]], as it entails the "ability" for free players to win items reserved for those with paid subscriptions, at which point a cheery "Give us five bucks a month to redeem this cool thing!" message will come up. Finally, and most importantly, it allows player to buy spins with real money. This was also known as 'real-world trading', something Jagex has railed against for the entire existence of the game. When asked if this made them [[{{Hypocrite}} hypocritical]], the developers responded with, essentially, "[[NoExceptYes "[[DistinctionWithoutADifference Oh, it wasn't buying items with real money that was the problem, it was buying items with real money FROM OTHER PLAYERS]]." If it's possible for something that isn't a character to be a CreatorsPet, this minigame would probably qualify.
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* ''Elsword'':
** Stoic Treshold. In theory, something that would prevent players from performing infinite stunlock in bosses. In practice, a cheap countermeasure that forces player characters to suffer a knockdown.
** Most bosses have telegraphed attacks and long invincibility frames for when they do it. While this is considered by people as "challenging", it's actually a hindrance if your character can't deal much damage. In some fights, such as Avalanche and Iplitan, damage doesn't make much difference, because they have scripted attacks that prevent players from attacking when they reach certain HP quantities.
** [[NoExportForYou Magic Wardrobe]] is a customization system that didn't leave the Korean server for a reason: Registered pieces for custom avatars can be dismantled, giving Magic Stones of the Wise/Sage stones. While the Sage Stones have a lot of RNG in them, this can be a problem because Sage Stones give huge stat enhancements, thus becoming an [[GameBreaker easy way to become a powerful fighter]].
** Item storage is limited at will, and every row of slots is paid individually. This means a player has to spend a lot of cash/K-ching/Elcoins in order to get more inventory space. This also applies to being able to use more skills and more quick-slot items.
** During some stages in Peita, glitter/Vargo archers will shoot down arrows on the players. This is frustrating, due to the fact that there are plenty of [[PlatformHell stages on which you have to cross gaps]].
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*** This loot system was added into 5-Man Dungeons in '"Warlords of Draenor'' and ''Legion'' with many players complaining about going through multiple dungeons and receiving no drops. What's worse is that the "consolation prize" is an insultingly tiny amount of gold. This is made even worse if you're farming for a particular item for Transmogrification, and have to not only hope you get an item (which is an even lower chance) but that it will also be the particular item that you're looking for out of the six that can potentially drop. ''Legion'' added Legendary items into this system, turning it into the single most complained about aspect of the expansion.

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*** This loot system was added into 5-Man Dungeons in '"Warlords ''Warlords of Draenor'' and ''Legion'' with many players complaining about going through multiple dungeons and receiving no drops. What's worse is that the "consolation prize" is an insultingly tiny amount of gold. This is made even worse if you're farming for a particular item for Transmogrification, and have to not only hope you get an item (which is an even lower chance) but that it will also be the particular item that you're looking for out of the six that can potentially drop. ''Legion'' added Legendary items into this system, turning it into the single most complained about aspect of the expansion.
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*** This loot system was added into 5-Man Dungeons in '"Warlords of Draenor'' and ''Legion'' with many players complaining about going through multiple dungeons and receiving no drops. What's worse is that the "consolation prize" is an insultingly tiny amount of gold. This is made even worse if you're farming for a particular item for Transmogrification, and have to not only hope you get an item (which is an even lower chance) but that it will also be the particular item that you're looking for out of the six that can potentially drop. ''Legion'' added Legendary items into this system, turning it into the single most complained about aspect of the expansion.

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