Post your least favorite dungeons.

Post your least favorite dungeons.

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  1. 11 months ago
    Anonymous

    is that the one with Ultima?

    • 11 months ago
      Anonymous

      Yeah I think you gotta go back and redo it again for that to happen to.

      this one seems hard but all the teleporters have numbers so you just take them in order and everything is fine

      For me it was less getting lost and just so much backtracking, it was just such a drab and samey locale that was mostly running around.

  2. 11 months ago
    Anonymous

    this one seems hard but all the teleporters have numbers so you just take them in order and everything is fine

  3. 11 months ago
    Anonymous

    None, i love dungeon crawlers.

    • 11 months ago
      Anonymous

      I was wrong, there's absolutely nothing wrong about this one

      it was so traumatic that i forgot about it.

  4. 11 months ago
    Anonymous

    >butt ugly
    >dungeon music is just a 5 second droning loop
    >so long it constitutes almost 15% of the game's entire length

    • 11 months ago
      Anonymous

      That place legitimately gave me a headache.

      Emulator Zone is worse imho.

    • 11 months ago
      Anonymous

      I kinda enjoyed the place after i understood it

  5. 11 months ago
    Anonymous
  6. 11 months ago
    Anonymous
    • 11 months ago
      Anonymous

      As much as I like SMT "...if", THIS SHIT CAN FRICK OFF! Whose Idea was it to make WAITING the main gimmick of a dungeon?!

    • 11 months ago
      Anonymous

      This is worse than Ohtsuki's unintelligible class!

    • 11 months ago
      Anonymous

      Came here to post this, ...If is a fun game but this is such a fricking slog

      • 10 months ago
        Anonymous

        Yeah, it's frustrating. Everything else in the game is perfectly fine but you have one single 0/10 dungeon that forces you to waste an insane amount of time.

  7. 11 months ago
    Anonymous

    The one in vtmb

  8. 11 months ago
    Anonymous

    that one shitty dungeon in FFXV where all you had was that damn ring

    • 11 months ago
      Anonymous

      Does that count as a dungeon?
      In the same game, people generally hate the pitioss optional dungeon but I liked how unique and properly mazelike it felt, even if I had to deal with a lot of frustration with the actual platforming.

      Otherwise, I remember P2 Innocent Sin on the psp having "theatre quests" or something like that that weren't in the original release. Did a few of them but Christ were the dungeons in them annoying, especially with the teleporting floor tiles that get you to the other side of the map or on another level.

      • 11 months ago
        Anonymous

        I never did pitioss because the mere concept of a platforming dungeon in a game with no platforming elements turned me off.

        Plus it involved using the Flying Car and that was such a pain in the ass to use when I tried it earlier that I swore to never use it again

  9. 11 months ago
    Anonymous

    JUST MAKE A MAP YOU DAMN BRAT

  10. 11 months ago
    Anonymous

    You are all like little babies

  11. 11 months ago
    Anonymous

    Castle Darkmoor
    >hey, let's put 1000 enemies that can dispell your entire party
    at least it gave cartographers a reason to exist

    • 11 months ago
      Anonymous

      >can dispell your party through walls
      the game really shits the bed from that point

  12. 11 months ago
    Anonymous

    The Fade in DA:O is absolute ass
    The stock waterphone sound effect that plays every 10 seconds while in there makes me want to blow my brains out

    • 11 months ago
      Anonymous

      >Completely annihilates all story momentum in your path

      I didn’t mind the fade. The deep roads were a much bigger pain in the balls imo.

  13. 11 months ago
    Anonymous

    >Completely annihilates all story momentum in your path

    • 10 months ago
      Anonymous

      I always use a mod to skip the fade. It's so fricking tedious.

    • 10 months ago
      Anonymous

      Eh, its fun figuring it out the first time and every subsequent run you should remember what order to do the worlds in, which makes it as easy as any other major quest in origins. People who use the 'skip the fade' mod are babies.

  14. 11 months ago
    Anonymous

    Deep caves in Underrail without a map was a real gameblock for me.

  15. 11 months ago
    Anonymous

    >tfw random encounter triggers right when you jump

    • 11 months ago
      Anonymous

      just trigger a battle right before you jump as if you could somehow predict that instead of hoping it wouldn't happen

    • 10 months ago
      Anonymous

      >not listening to the change in the disc spinning sound to tell you that a fight is loading
      >not jumping on the spot and THEN pressing the direction a frame later so the game can't surprise-trigger a fight
      ngmi

  16. 11 months ago
    Anonymous

    Late FF12 dungeons sucked in general. You can tell when the director left the project because then they just padded out the rest of the game with next to no story and some deliberately overly long dungeons that were just slogs to get through. Its when the game just becomes a long string of "Find the macguffin in this dungeon" one after the other.

    • 11 months ago
      Anonymous

      Holy frick thank you.
      I just finished getting through Ridorana and you've put into words exactly how it felt.

    • 11 months ago
      Anonymous

      The opposite for me. Those were the dungeons I liked more.

    • 10 months ago
      Anonymous

      The early dungeon also sucked (the mines, the one in the flying islan , the king tombs).
      FF12 worked the best outside dungeons

    • 10 months ago
      Anonymous

      Dear god yes. That giant tower was a painfully dully slog. And when you think you're at the end, you're cheerfully informed that you're at the half-way point.

  17. 11 months ago
    Anonymous
    • 11 months ago
      Anonymous

      I didnt find this place nearly as hard or annoying as i heard some people claim it was pretty straightforward

  18. 11 months ago
    Anonymous

    Dragon Quest 2's penultimate dungeon, before the castle, is pretty bad

  19. 11 months ago
    Anonymous

    >can*t use remove wall spell to skip

  20. 11 months ago
    Anonymous

    >that one rare monster that you had to kill something like 250 enemies in the crystal and then get a 50 chain of ghosts in order to spawn but even then it could spawn in one of 5 different places
    >has a 1% chance of dropping the ultimate dagger

    • 10 months ago
      Anonymous

      you can build a chain to get a better drop rate but you have to kill the enemies to spawn it with poison damage or they will frick your chain

      or you could just RNG manipulate like a sane person

      • 10 months ago
        Anonymous

        On the modern ports with auto-save you can just spawn the rare mob once and keep reloading your save upon entering the room it's in until you get the dagger, but I actually did it on the PS2 version of IZJS without auto-save on a real PS2. Thankfully though I got absurdly lucky and the dagger dropped after just a couple attempts.

  21. 11 months ago
    Anonymous

    So what would be the recipe for the worst dungeon ever?
    >Maze like layout with no map
    >Trap rooms
    >Tons of dead ends with not even loot or clues or anyhing
    >Locked doors that require backtracking to open
    >Encounter rate out the ass
    >When you open one door it locks another
    >Conveyer belts/ice that makes you slide in a specific direction
    What else?

    • 11 months ago
      Anonymous

      >limited sight, nearsighted viewing distance, lack of light, fog, darkness, blindness, visual impairment, low visual acuity
      >fake objects/environments, mirages, hallucinations
      >impaired movement speed
      >misleading sounds and noises, lack of sound, deafness
      >environments look exactly the same, copypasted rooms, no landmarks
      >unsolicited teleportation, not being able to go back the way you came
      >endless, procedual environmental generation
      >non-stop swarms of enemies
      >race against time, everything becomes more difficult, enemies become harder to kill and more dangerous
      >convoluted, unfair, nonsensical puzzles

    • 11 months ago
      Anonymous

      You are all like little babies

    • 11 months ago
      Anonymous

      Every room and all the walls look all the same.

    • 11 months ago
      Anonymous

      No save points. So you gotta do it all in one sitting.

      • 10 months ago
        Anonymous

        Nah. Regular autosave points with only one save slot and a chance of getting stuck/permafricked. The whole dungeon is 120 hours into the game. Rare but existing save-corrupting bugs optional but welcome.

    • 11 months ago
      Anonymous

      Telepad gimmick

    • 11 months ago
      Anonymous

      are you familiar with the spiral of content school of level design?

      • 11 months ago
        Anonymous

        like that?

        • 11 months ago
          Anonymous

          When is Cleve's Wizardry engine gonna be released so we can do shit like this

        • 11 months ago
          Anonymous

          I remember you from that thread

    • 11 months ago
      Anonymous

      non-eukleidian geometry with all of the above
      also alternatively hidden teleporters to locations that look the same but aren't (so you don't even notice when you've teleported)

    • 11 months ago
      Anonymous

      non-eukleidian geometry with all of the above
      also alternatively hidden teleporters to locations that look the same but aren't (so you don't even notice when you've teleported)

      >non-eukleidian geometry with all of the above
      Guess what anon, I have good news for you :o)
      https://www.digitalmzx.com/show.php?id=1817

      I hope you like taking notes!

    • 11 months ago
      Anonymous

      >Underwater section
      >Escort section

    • 10 months ago
      Anonymous

      >What else?
      The shit from Wrath of the Righteous where you have to rotate your camera constantly since certain things are only visible & accessible from certain angles.

      • 10 months ago
        Anonymous

        >think about replaying Wrath
        >remember act 4 and never touch it again

      • 10 months ago
        Anonymous

        If you are gonna talk about Wrath of the Righteous, you gotta be talking about Enigma. That place is a giant nightmare of dumb puzzles.

        Also bonus shout out to the Engima adjacent "dungeon" with all those fricking plate dungeons. They might not be half as bad if they'd just give it a special UI specifically for them instead of how you do it ingame.

        • 10 months ago
          Anonymous

          i liked enigma, but i was using guides for the puzzle tho. It was a comfy end-game dungeon with nice atmosphere and music.

          • 10 months ago
            Anonymous

            The puzzles were what makes it suck.

            The boss fight at the end was pretty sick though. Shame most of the other bosses were basically just "tank and spank" for lack of a better phrase.

    • 10 months ago
      Anonymous

      >Tons of dead ends with not even loot or clues or anyhing
      Except for one dead end that looks exactly the same as the rest yet has chest with best equipment in game(for better effect you can't backtrack to that maze)

    • 10 months ago
      Anonymous

      Boy you must have HATED the Chrysler Building

  22. 11 months ago
    Anonymous

    The last dungeon in Tales of Arise.
    Honestly the whole final story arc feels rushed as frick, and yet they made sure to make it feel as slow as possible by giving the final dungeon long ass corridors and combat encounters with way too much HP.

    • 11 months ago
      Anonymous

      The whole pacing of arise, on macro and micro levels, felt terrible to me.
      >Calaglia is what, four or five map screens wide, you go into the "castle" which is a single basic spiral, and liberate it.
      >Second zone whose name I forget is over incredibly quickly too
      >The tower dungeon of that second zone was also phyiscally tiny.

      I think it's compounded by the fact that in modern Tales, you have larger screens, so you're loading between screens less often, and going between screens is what triggers enemy respawns. That plus less puzzles in the dungeons means you get way less respawns to fight, which means that if you play efficiently the dungeons feel very short.

      The midsection of the plot was decent, but I don't need to explain to you how dire the final villain was.

      I personally liked the length and "slog" feeling of the last dungeon, but that was in part because the earliest dungeons left me thinking I'd been served one fricking slider.

  23. 11 months ago
    Anonymous

    Without save states this place is miserable.

    • 11 months ago
      Anonymous

      I think it's dropped in terms of nightmarishness thanks to the Pixel Remaster adding auto saves and also a place to fully recharge HP and MP. I think the 3D remake also added the fully recharge HP and MP place. Though that was balanced out with making the final boss even harder by adding two tentacles, one that damages the whole party and one that heals, plus bosses attack twice in that game.

    • 11 months ago
      Anonymous

      It's not that bad. Just those 4 bosses at the end then the final boss that makes it bullshit, because they're just rng and praying you win. After hearing so much about this dungeon, it was surprising at how much easier I found it.

      Hardest dungeon in the game is that dividing enemy one before you get the weapon to deal with them.

    • 11 months ago
      Anonymous

      The roided out airship makes it a fair challenge. I only had to backtrack twice to it on my first playthrough. You should have posted any mini dungeon after the first.

  24. 11 months ago
    Anonymous
    • 10 months ago
      Anonymous

      >playing it after the map was added
      You didn't beat it.

    • 10 months ago
      Anonymous

      The comfiest place in all Underrail.

  25. 11 months ago
    Anonymous

    Tartarus - Persona 3

  26. 11 months ago
    Anonymous

    Seraphic Blue - Benedicta's Tears, a massive slog of a dungeon with encounters that can frick your shit sideways (AKA killing a certain enemy locks your commands other than attack). Only saving grace is the Return Trees that act as checkpoints so you can backtrack.

  27. 11 months ago
    Anonymous

    Blackreach in skyrim.

    No significant treasure or any quests except for that crimson nirnroot one.

  28. 11 months ago
    Anonymous

    Last dungeon in Vesperia(taquaron?).
    It has nothing interesting going on for it while simultaneously being bland and shit to navigate

    • 11 months ago
      Anonymous

      I was expecting it to be some giant labrynth but it turned out every walkway that wasn't a straight line to the top was completely optional. I guess they ran out of time or realized nobody that plays modern jarpigs wants an actual dungeon

      • 10 months ago
        Anonymous

        >Modern
        >15 years old
        Anon...

        • 10 months ago
          Anonymous

          moron, he's right. Games have been pretty bad for a while now. Just because you weren't born back then doesn't make it not modern.

          • 10 months ago
            Anonymous

            >Just because it’s not modern doesn't make it not modern.
            Words have meanings anon

  29. 11 months ago
    Anonymous
  30. 11 months ago
    Anonymous

    I can't think of one dungeon in Tales of Symphonia that I liked. All of them felt like busywork, a chore to get through. Very simple puzzles. The music in the game was great, except in dungeons, where it got old real quick.

  31. 10 months ago
    Anonymous

    Why do you even play RPGs? Navigating big, complex dungeons is the meat of the entire genre. Some of you are such babies you start crying if a dungeon takes longer than 30 minutes

    • 10 months ago
      Anonymous

      Dungeon Crawlers aren't RPGs

    • 10 months ago
      Anonymous

      Baiting morons aside, I don't think anyone here is arguing complexity is bad. I see a few posts complaining about oversimplicity like

      Last dungeon in Vesperia(taquaron?).
      It has nothing interesting going on for it while simultaneously being bland and shit to navigate

      Seems more about what the dungeons contain and have you overcome rather than how they're laid out.

  32. 10 months ago
    Anonymous

    >Navigating poorly designed dungeons is the meat of the entire genre
    The key to baiting is pretending to be moronic, not "going full moron".

    • 10 months ago
      Anonymous

      >waaah don't challenge me or make me work for something this is bad design I shouldn't need to put effort into anything!

  33. 10 months ago
    Anonymous

    >RPGs
    >challenging
    Again, they key to baiting is "pretending", not "proving".

  34. 10 months ago
    Anonymous

    Arcanum's Black Mountain Mines
    >you go there at like level 10 and it's mandatory, locking off the rest of the game until you do it
    >it's nothing but tunnels and small rooms
    >the only enemies are level 30 ore golems
    >ore golems are unbelievably tanky, requiring upwards of a hundred bullets from the guns available at that point
    >ore golems are largely immune to elemental damage
    >ore golems break your melee weapons when you hit them
    >ore golems hit like trucks and typically one-hit you or any of your party members
    >ore golems have a frickton of Action Points for some reason and can walk down a whole hallway and punch your head off in one turn
    >every fricking room or corridor has at least one ore golem in it
    the only solution is to turn the game to Real Time mode, because despite have 1 million AP they walk incredibly slowly, and kite the shit out of them while either spamming the Harm spell or hosing them down with literally hundreds of bullets. It is absolutely fricking miserable.

    • 10 months ago
      Anonymous

      you can totally avoid all ore golems in that though. but yeah that segment definitely assumes you have the combat figured out and maybe did most of the side quests. i was probably level 17 when i got there

  35. 10 months ago
    Anonymous

    The underground cave in FFX-2 where the roof, floor, and every single wall is the same generic brown earth texture and you had to find and bomb specific points to create a path through to the end

  36. 10 months ago
    Anonymous

    The Ice Mine in Arcana, it's not a difficult or complicated dungeon, but I hate this place.

  37. 10 months ago
    Anonymous

    Any phantasy star 2 dungeon past the first one, holy shit teleporters are cancer, i think that game has the worst dungeon of any game ever, a guide is required

  38. 10 months ago
    Anonymous

    The dungeon in BoF1 that has buttons that makes the room spin, and everything looks identical.

  39. 10 months ago
    Anonymous

    some of those golden sun 2 dungeons were annoying af as a kid

  40. 10 months ago
    Anonymous

    McDonald's CEO from Persona 5.
    >time limit to beat him
    >round limit to defeat an employee
    >they infinitely respawn if not beaten within the limit
    whoever designed it should be fired.

    • 10 months ago
      Anonymous

      >The only fight that required you to think even the tiniest amount in the whole game
      Come on man

      some of those golden sun 2 dungeons were annoying af as a kid

      Some I can see. The Elemental Rock dungeons especially were all big mazes with puzzle gimmicks that looked the same

    • 10 months ago
      Anonymous

      Oddly enough, his dungeon was the worst in vanilla P5. The first segment with getting the good enough ID went on a lot longer and the airlock puzzle at the end was a lot more complicated (though I kinda miss that part in royal, the airlock puzzle in Royal is barely a puzzle anymore).

  41. 10 months ago
    Anonymous

    The shadow dungeon ended my first run of Symphonia. Frick those shadows.

  42. 10 months ago
    Anonymous

    Song of Nephilim from Xenosaga 1 is high on my shit list. If you don't have Erde Kaiser by then, the enemies are completely unbalanced.

  43. 10 months ago
    Anonymous

    It looks so simple...

    • 10 months ago
      Anonymous

      just turn right
      once you eventually leave by doing this, just go straight

  44. 10 months ago
    Anonymous

    Take your meds anon

  45. 10 months ago
    Anonymous
  46. 10 months ago
    Anonymous

    The dungeons were the only part of FF12 I liked.

  47. 10 months ago
    Anonymous

    I love how the in-game map is just a drawing of the crystal from the outside with a YOU ARE HERE indicator.

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