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  • Catharsis Factor: For anyone that didn't like the Glow Squid winning the 2020 Mob Vote, they can bring an ice wand (which does the Iceologer's primary attack) to Radiant Ravine and kill one with it. It even nets you an achievement.
  • Demonic Spiders:
    • Enchanted mobs in general. While they are the most commonly seen when powered up by an Enchanter, they can also spawn naturally at higher difficulties. And unlike other Demonic Spiders, they can be found in any level. They have far more health than normal mobs and sometimes possess powerful enchantments, such as Deflect (bounces projectiles back to the player), Electrified (deals high damage to nearby players) and Thorns (reflects damage back to the player). Worst of all, there is a chance for them to spawn with more than one enchantment, which will become more common as the difficulty increases.
      • Enchanted mobs with Deflect specifically can be a pretty big pain to players who favor the Overcharge enchantment and shoot blindly or aren't aware of the mob's enchantments, since a player could potentially One-Hit Kill themselves with a charged shot. This could even be possible if a player is deliberately avoiding shooting them since the enchanted mob could just run in front of the targeted mob and reflect the shot back at them.
    • Geomancers. Not only can these guys completely randomly spawn a wall right in front of you in such a way that it blocks movement entirely, but they can summon exploding pillars as well. With the right combination of other mobs being present, they can create a near-impassable blockade or an instant-death trap for the player.
    • Necromancers. Not only do they repeatedly summon zombies, but also have a ranged attack that knocks the players away when they get hit. TNTs, Firework Arrows and/or long-range melee weapons can be a necessity to fight them off.
    • Pillagers. Their projectiles pack quite a punch, meaning that a large group of pillagers is fully capable of destroying a player in seconds if they don't have very strong armor and/or don't have the Deflect enchantment.
    • Iceologers (a.k.a. Chillagers) from the Creeping Winter DLC. When they get close enough, they summon a floating ice block that follows you around for a bit before finally slamming against the ground. If you don't get away in time, this ice block will damage you AND stun you for a few seconds. Encountering just one Iceologer can be bad enough, and a group of them can be a serious threat, but if you have the misfortune of encountering a group of both Iceologers AND Geomancers? Chances are your neighbors will see a controller or a computer flying out of your house's window.
    • Illager Raid Captains exist to turn a run From Bad to Worse. No really, when killed they will drop a banner that either increases the threat level of the run or applies a random modifier that either makes the enemies stronger or replacing a number of enemies with a specific one, with a mission completion rewarding the player with a strong item based on how many banners they collected. The issue is that every Raid Captain is a Boss in Mook Clothing able to take an absolute beating to kill while hitting harder than an 18-wheeler, regardless of being a Vindicator or Pillager, with Vindicators being a Lightning Bruiser as they can keep up with a player using Boots of Swiftness to flee from them on higher difficulties. Their banners only applying modifiers that work against you can turn every other enemy in the mission into another Demonic Spider or can make the mission downright impossible to complete if RNG despises you at that moment (such as applying Night Mode not even halfway through a mission). What makes them even worse is how they seem to show up frequently no matter which direction you go, being able to show up on the main path right next to a mid-boss and/or 20 blocks away from another Raid Captain. Is it any wonder why they are always marked on the map whenever the player encounters one?
    • Snarelings can result in a quick death for the player if they come in a large group. Like the spider, snarelings will fire a ball of acid to trap the player and uses that opportunity to attack them while they are immobile. The thing is that unlike spiders, when the player is hit by the acid, the snareling that trapped the player and every other snareling in the vicinity will instantly teleport to the player and quickly deplete their health. What makes this worse is that even an efficient use of a healing potion during this beat down can sometimes not save you from getting killed. This is assuming none of them are enchanted, and if they are, getting caught in their acid means You Are Already Dead.
  • Funny Moments:
    • The opening cinematic has a few:
      • As Archie reaches for the Orb of Dominance, he suddenly jerks away in a dismissive manner, complete with the music suddenly cutting off.
      • When Archie gets crowned as the Arch-Illager, he orders both Villagers and Illagers to bow to him, and they do... but suddenly he smacks the Illager who crowned him earlier for not bowing, who quickly bows in fear.
      • A brief moment during the raid, one Illager sets a fire by casually tossing a torch in the window of a Villagers house, complete with wink on the Illager's part and an Oh, Crap! from said villager.
      • As the Arch-Illagers raid rages on, we get a shot of one young man trying to be the hero, complete with narration.
        Narrator: Who would have the valor, the purity of heart, to stand against the Arch-Illager's reign of terror?
        <The young man realizing he's heavily outmatched upon seeing the Redstone Monstrosity closing in on him, making him book it.>
        Narrator: Well, not that one.
    • Some of the enchantments for the bows and crossbows increase the knockback of the projectiles. Couple that with the fact that some of the bows having an extremely high damage rate that can make any attack into a One-Hit KO, and you can have the hilarious side-affect of corpses being flung off the screen.
    • The Growing enchantment can be this just because of how absurd it is. Simply put, any ranged weapon that has this enchant will fire arrows that constantly grow the further they travel through the air. It could also be a sight to see an enemy have an arrow slightly bigger than they are stuck in them. This is also an enchantment mobs with ranged attacks can have, meaning you can see a witch hurl a giant bottle at you.
    • The Skeleton Horsemen appearing out of nowhere will catch people off guard. What makes this funny is how heavy rock begins playing the moment they appear onscreen, which feels extremely out of place compared to the rest of the game's soundtrack.
    • The Redstone Mines has minecarts carrying crystalized redstone throughout the mine... in the playable area. And yes, they do a good amount of damage to anyone who happens to get hit by one, with anything surviving getting launched several feet upwards. Since they have the least health of any of the mobs in the area, zombies will get killed by the minecarts more often than other mobs, so expect to see a few collapse the moment a minecart touches them.
    • Destroy a Tower Guard's shield and watch as they angrily stomp the floor. They even stop attacking the player to do this, as if their shield mattered more than killing the person who broke it.
    • The Seasonal Adventures trailer has a few moments.
      • Valorie and Nuru playing Rock–Paper–Scissors... despite having Fingerless Hands. Nuru somehow wins.
      • At one point, Greta is helping Valorie round up enemies so the latter can defeat all of them with TNT. By the time Valorie is about to throw the TNT, Greta is being chased by so many mobs that she has a look of pure terror on her face.
  • Game-Breaker: There are several in general:
    • The Lightning Rod. An artifact that creates lightning bolts to strike enemies at the cost of soul. What makes it game breaking is its incredible damage potential, it deals extremely high damage when used, which can one hit any non-enchanted mooks and even works on bosses. It also tracks whatever enemy you target with it, making it useful even against very fast enemies. Moreover, the soul cost is relatively low compared to other soul artifacts, meaning you can spam this attack to eliminate most bosses. Since the item is an artifact, it can attack mobs enchanted with Deflect and Thorns without harming the player, making it useful tool to use against them.
    • Harp Crossbow: Similar to its normal counterpart the Scatter Crossbow, it shoots 3 arrows at once. Unlike its counterpart however, it has a chance to shoot even more arrows. Here's where it gets broken; quiver artifacts (Flaming Quiver, Torment Quiver, etc.) will apply the effect to every arrow launched in a single shot, all while only using up one arrow per shot. This means if you use quiver artifacts every arrow in a single shot will have that effect, letting you get way more mileage out of a single use of a quiver artifact. The fireworks rocket in particular is absurd, letting you shoot a barrage of explosions and wiping out every mob at once.
    • Anything obtained from completing a Tower run. Sure, you have to beat a Tower run, but the rewards for beating a tower run will be very strong items that have a power level that goes further beyond any high powered weapons that you could obtain in regular play, can be special event items and, assuming you finished the run on Adventure or Apocalypse difficulty, will always be gilded.
  • Good Bad Bug: Before being patched, arrows created by the Torment Quiver used to deal massive damage when combined with the charge given by the Dynamo enchantment, this quickly became the meta for high difficulties since arrows given by the Torment Quiver don't affect enchanted mobs with Deflect, one of the most notorious enchantments to deal with.
  • Most Wonderful Sound:
    • Hearing the sound of a unique item being dropped by a mob or a chest.
    • If you successfully finish a Tower run, you get to hear this jingle.
  • Nightmare Fuel: The secret level. While the cow level in the Diablo series is rather goofy and lighthearted, not so much here. It’s set on a Mycelium-infested island and the only enemies there are Mooshrooms. Mooshrooms that come in absolute swarms, lumber towards you, making slightly-distorted mooing sounds, facetank TNT blasts and hit like trucks. Additionally, overgrown stone paths, bridges and broken up fencing can be found, as well as an abandoned barn. The scary thing here isn’t the presence of bodies; it’s the thorough LACK of them. And at the end is the Mooshroom Monstrosity, a Redstone Monstrosity that somehow wound up here, became infested by mushrooms, and is now just another pawn of what is clearly a very dangerous infection.
    • Even more frightening; whatever happened on that island, someone went to great lengths to hide its existence, considering how well the runes required to find the map that leads to it are hidden.
    • The music is no joke either; an ominous, haunting tune littered with the groans of something unseen.
    • After completing certain missions once, an Illager Raid Captain accompanied by a few other Illagers will occasionally spawn in the mission. This level is one of the missions they can spawn in. The implication that they managed to discover the island either by tracking the player or other means is concerning enough, but seeing them actively help the mooshrooms by only attacking you (with Enchanters even applying buffs to them if present) means that they're either being complete assholes and wish to see the player dead more than anything else or the mushrooms that infested everything on the island have managed to get a hold of the party of Illagers. Then, you encounter more than one party of Illagers on the island.
  • Porting Disaster: The Nintendo Switch version is notorious for not being able to handle itself well, suffering from frequent crashes and freezes, especially in multiplayer, but that's only assuming you can even connect to a multiplayer game. It also has the lowest framerate and longest load times compared to other versions.
  • Scrappy Mechanic: The fact that pausing in offline mode does not stop the game from running in the background has led to many complaints. Eventually addressed in an October 2021 update.
  • Scrappy Weapon: Well, Scrappy Items and Enchantments.
    • The Fishing Rod isn't something useful on higher difficulties on Default, being an artifact that pulls one enemy towards you and briefly stuns them. Barring how you could replace this with an artifact that either attacks multiple enemies, deal heavy damage or serve as a recovery option, if the enemy you've stunned is strong and survives the beating you deliver in that brief moment it is stunned, then not only do you have to contend with a strong damaged enemy a few feet away from you, but the horde of monsters that you weren't dealing with because you focused on the one.
    • The Protection armor enchantment, mainly because it outright lies to you about how much incoming damage gets taken. At its best, Protection only reduces damage by 15%, but it was discovered that Protection at its best will only reduce damage by 10%. What makes this worse is how defense-orientated items or enchantments like the Ironhide Amulet, Potion Barrier or even the damage reduction effect on some armors will be diminished by Protection while also decreasing its own effect.
    • The Explorer enchantment is even worse. For every 100 blocks you've explored on the map, you regain a small portion of your health... and that's it. As for its tiers, the highest tier for the enchantment will only heal 1% of you overall health every time the enchantment activates. You're much better off carrying a totem of regeneration, as that will heal more health in a single use than Explorer will for an entire mission.
    • The Eye of the Guardian, an artifact only obtainable through the Hidden Depths missions, is considered to be the worst artifact in the entire game. It functions exactly like a corrupted beacon, except it doesn't run on souls, has a brief charge up before firing, the player has abysmal turning speed while using it, has low DPS, cannot be cancelled early and has a very narrow hitbox. Many players can agree that the only thing the artifact does is make it easier for you to get killed.
  • So Okay, It's Average: The critical response to Minecraft Dungeons is seeing it as a fun and charming game with decent visuals and music but the short story mode, lack of game depth and lack of enemy variety has been criticised. A few reviewers have also stated that Minecraft Dungeons lacks the creative spark of the game it spun off from.
  • Tear Jerker: Upon beating the Heart of Ender, you’re treated to a cutscene of the Orb of Dominance shattering in the Arch-Illager’s hands. That’s not the Tearjerky part. The Tearjerky part is when Archie is shown cowering in fear before the heroes. It’s a stark reminder of who Archie really is: a child. A child caught in a whirlwind of anger and suffering, and nearly died because of it. Fortunately, the cutscene turns Heartwarming when the heroes lift Archie to his feet.
  • That One Achievement:
    • As of this writing, Homecoming has been unlocked by 0.03% of people who played the game, which is understandable considering the RNG and Guide Dang It! revolving around it. The description says you have to bring a bat, wolf and soul entity to an Ancient Hunt to visit familiar locations. Simple: wear Spelunker Armor (or any of its unique variations) and bring a tasty bone and soul lantern as artifacts and complete an ancient hunt... but you don't get the achievement. That's because you didn't travel to a Spider Cave, Creeper Woods and Soul Sand Valley in an ancient hunt, which are 3 of 11 different locations an ancient hunt can generate for a run. If you did go to those places and still haven't gotten the achievement, that's because you didn't travel to a specific area on the map with the pet active, which sometimes won't generate during a hunt. Have fun repeatedly scavenging gear to enter a hunt that has these locations.
    • Alpha Centurion is, for all reasons, an ungodly nightmare. To get it, you have to defeat 100 Tower Guards. You know, the Tower version of the Royal Guard that you may never see during a Tower run and will usually see 1-3 when it does appear?
  • That One Attack:
    • One of The Nameless One's attacks is to summon between one to seven copies of itself that fire one Energy Ball at the player before vanishing. This attack is not too bad as it can be easily avoided... if the copies aren't summoned very close to you. In the case this happens, you will either get killed or lose a majority of your health. It's still possible to survive this granted you have a totem of shielding on hand or you dodge every bullet the copies fire at you, but this is assuming you'd be ready for that slim chance that The Nameless One decided it was time to summon his twins to gank you.
    • The Heart of Ender's rotating laser attack. This can instantly kill you within less than 5 seconds if you don't avoid it properly, and even touching it for a little bit can take half of your health. Unfortunately, the boss also spams fire all over the place, making completely avoiding it near impossible. Luckily, the laser can be blocked with a Totem of Shielding.
  • That One Boss: The Abominable Weaver ancient boss was designed by a madman. For starters, like all ancients, the Abominable Weaver is a Wolfpack Boss that is accompanied by eight creepers enchanted with Deflect and Quick. So that means that defeating the creepers involves putting yourself in the most risk possible and will be difficult to outrun, but that's not the worst part. The worst part is that the Abominable Weaver has Mob Resurrection Aura and Regeneration as two of its enchantments. Not only are you going to put yourself at high risk trying to kill the creepers, but the main boss can automatically revive them and can regenerate a good portion of its health if the player stops attacking it for a second, which they might not even be doing since all creepers will respawn in close proximity to the boss and the player will most likely be running away from them to not get killed.
  • That One Level:
    • The Woodland Mansion, an area exclusive to Ancient Hunts, is a nightmare to get by. For starters, the player has to contend with an entire mansion where mobs will usually be encountered in the halls, which are very tight. Then the player gains access to the roof, which is where the exit is. At certain intervals after using the lightning rods, a few Charged Creepers will spawn, followed by an Evoker showing up. Deal with the Evoker and Charged Creepers start spawning en masse around the area as the player is tasked with reactivating the lightning rods. Oh, did you somehow get killed after activating a lightning rod while nothing was near you? Yeah, parts of the wire on the floor that connect the lightning rods will occasionally become electrical and can also kill you instantly. If this shows up at the very end of the Hunt, try not to scream bloody murder with your windows open.
    • If a mission has a sub-area the player has to travel through, then it will likely become this on high difficulties since this is where the mission is most likely putting most of its enchanted mobs and all of the mid-bosses and Illager raid captains if there are any. You will most likely encounter them at the entrance to the sub-area. Combined with most of the areas being pretty tight (Soggy Swamp and Obsidian Pinnacle), trying to survive in these places will be difficult.
    • Depending on the modifier combination, a daily trial can become this. One example would be giving players the Critical Hit enchantment while setting their initial life count to 1 and giving 50% of mobs the Deflect enchantment in a trial on Windswept Peaks (a mission where it is very easy to die from Falling Damage in later parts).

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