That's pretty bad, but I'd argue SwSh's equivalent is an even worse offender, being a short hallway to the Chairman Rose bossroom, then stairs to the roof.
Probably not the worst, but I fricking hate Magma Hideout. Wild encounters, more garbage grunts which the game didn't need, and an excessive amount of alternative paths
>pic related
I wouldn't consider that a dungeon. It's more of a story related zone like N's Castle. For the worst dungeon, I wouldn't consider things like the Ravaged Path or the Wellspring Cave to be the worst, because while uninteresting and low quality, they're still early in the game, so the exploration/reward ratio is better balanced. I think the worst dungeon would be Turnback Cave, as its reward is the third member of a legendary trio. There's no skill in navigating any of it, you're just meant to go into doors randomly until you encounter Giratina. The gimmick of a different item depending on how quickly you get lucky is a boring grind. A huge step down from the earlier Sky Pillar
A plot mandatory hallway to reach a cutscene or a 1 room cave that holds a single boss is not a dungeon by any stretch of the word.
>pic related
I wouldn't consider that a dungeon. It's more of a story related zone like N's Castle. For the worst dungeon, I wouldn't consider things like the Ravaged Path or the Wellspring Cave to be the worst, because while uninteresting and low quality, they're still early in the game, so the exploration/reward ratio is better balanced. I think the worst dungeon would be Turnback Cave, as its reward is the third member of a legendary trio. There's no skill in navigating any of it, you're just meant to go into doors randomly until you encounter Giratina. The gimmick of a different item depending on how quickly you get lucky is a boring grind. A huge step down from the earlier Sky Pillar
>not a dungeon by any stretch of the word.
It's literally called the "Unknown Dungeon"
I know it's not in the spirit of what OP's asking, but giving that label to a fricking hallway cave is insulting enough in itself.
>Its called "dungeon" in english so its a dungeon
Ignoring the fact that its called a cave in every other language but german, you should know a dungeon isn't a one (1) room area. There are no wild encounters in this cave, no items, nothing other than your objective.
It is not a dungeon by any stretch of the word.
Not even by a linguistic technicality.
Gen II's Victory Road or half of the other Kanto dungeons that were gimped to hell and back. For the older gens at least. Doesn't come close to SM's Victory Road being a long corridor with occasional branches for a single item.
This one is at least meant to be confusing and difficult to navigate. You get a partner for it so it's, at worst, tedious.
Mt Coronet
serves zero purpose except to pad out the game with garbage
this one is fine in context, you can only see a few tiles away from your character and need to memorize the rock patterns to not get lost
[...]
[...]
t. filtered nip children
>people think wayward cave is in any way difficult to navigate
there's literally never more than one split, any path you take is either an immediate dead end you just turn back from or the correct path - it's nothing more than tedious time wasting bullshit like the entirety of Sinnoh
you would have to actually be braindead to get lost in this shitty ass ""dungeon""
>those bottom two rooms
I'm pretty sure the room with an item is Gible's room right? What was with Sinnoh having you walk back and forth in claustrophobic rooms for a singular encounter?
It was mainly an issue with the Unknown but still.
No, old Pokemon games could only distinguish wild pools by Floor so Gible was the floor below. Which, to be fair, is actually one of the best implementations of a dungeon in a Pokemon game - a hidden area that's hinted at by npcs to get a rare Pokemon. It's strange that this one cave is both one of the worst and the best depending on which entrance you go through.
The worst one, by far, is the volcano in Alola. They wanted a battle at the top of a volcano, went "frick it, too hard to make a dungeon" and just teleported you to the top.
I’ll take teleporting to the top over walking through corridors full of nothing like zubat and geodude like Mt. Coronet. At least GF was honest about not knowing how to make dungeons instead of wasting the player’s time like gen 4.
>b-but there are maps outside of it
You mean like Alola?
9 months ago
Anonymous
The Fiery Path and Magma Hideout both have you travel THROUGH Mt. Chimney, the Jagged Pass has you CLIMB it, and the area itself has you battle Maxie at its very peak. What else did you want them to do with this area, moron? They literally exhausted all the possibilities.
9 months ago
Anonymous
> What else did you want them to do
Have a dungeon that leads up to the peak instead of lazily skipping it with a gondola then making me buy $30 rehash just to get a shitty evil team hideout
9 months ago
Anonymous
>shitty evil team hideout
this but with real emphasis on "shitty"
9 months ago
Anonymous
You have to go down the mountain, would it really add that much to have a nearly identical path upward?
The peak of Mt. Pyre is so atmospheric, and the music bangs, but it serves as a shitty dungeon. It's literally a straight path with like 3 grunts to battle. What a waste of an awesome area. Btw, this totally should've been the place where you encounter Absol, it works on so many levels.
What's so bad about Stark Mountain? I think it's a fantastic dungeon. I get that it's annoying how you can't use Rock Climb and explore it to its fullest unless you return later, but it has everything you'd want in a good cave area.
That's pretty bad, but I'd argue SwSh's equivalent is an even worse offender, being a short hallway to the Chairman Rose bossroom, then stairs to the roof.
Mt Coronet
serves zero purpose except to pad out the game with garbage
Probably not the worst, but I fricking hate Magma Hideout. Wild encounters, more garbage grunts which the game didn't need, and an excessive amount of alternative paths
>pic related
I wouldn't consider that a dungeon. It's more of a story related zone like N's Castle. For the worst dungeon, I wouldn't consider things like the Ravaged Path or the Wellspring Cave to be the worst, because while uninteresting and low quality, they're still early in the game, so the exploration/reward ratio is better balanced. I think the worst dungeon would be Turnback Cave, as its reward is the third member of a legendary trio. There's no skill in navigating any of it, you're just meant to go into doors randomly until you encounter Giratina. The gimmick of a different item depending on how quickly you get lucky is a boring grind. A huge step down from the earlier Sky Pillar
t. filtered nip children
masuda said the kids that were filtered by caves in gens 1-4 were all amerisharts
A plot mandatory hallway to reach a cutscene or a 1 room cave that holds a single boss is not a dungeon by any stretch of the word.
Actual bad dungeons
>not a dungeon by any stretch of the word.
It's literally called the "Unknown Dungeon"
I know it's not in the spirit of what OP's asking, but giving that label to a fricking hallway cave is insulting enough in itself.
>Its called "dungeon" in english so its a dungeon
Ignoring the fact that its called a cave in every other language but german, you should know a dungeon isn't a one (1) room area. There are no wild encounters in this cave, no items, nothing other than your objective.
It is not a dungeon by any stretch of the word.
Not even by a linguistic technicality.
Besides, the team flare base is right after lysandre labs which is an actual dungeon. I don’t think they needed to make 2 team flare base dungeons
Gen II's Victory Road or half of the other Kanto dungeons that were gimped to hell and back. For the older gens at least. Doesn't come close to SM's Victory Road being a long corridor with occasional branches for a single item.
This one is at least meant to be confusing and difficult to navigate. You get a partner for it so it's, at worst, tedious.
t. filtered Japanese kid
>people think wayward cave is in any way difficult to navigate
there's literally never more than one split, any path you take is either an immediate dead end you just turn back from or the correct path - it's nothing more than tedious time wasting bullshit like the entirety of Sinnoh
you would have to actually be braindead to get lost in this shitty ass ""dungeon""
this one is fine in context, you can only see a few tiles away from your character and need to memorize the rock patterns to not get lost
This is literally "just make it longer, cause it's better"
KEK gen 1 to 4 had problems with filling routes for no reason to make you walk through corridors with nothing interesting
>those bottom two rooms
I'm pretty sure the room with an item is Gible's room right? What was with Sinnoh having you walk back and forth in claustrophobic rooms for a singular encounter?
It was mainly an issue with the Unknown but still.
No, old Pokemon games could only distinguish wild pools by Floor so Gible was the floor below. Which, to be fair, is actually one of the best implementations of a dungeon in a Pokemon game - a hidden area that's hinted at by npcs to get a rare Pokemon. It's strange that this one cave is both one of the worst and the best depending on which entrance you go through.
Any dungeon that waits until the third or fourth floor to surprise you with an HM rock
Using any dungeon from SM/USUM should suffice.
original Mt. Lanakila is the worst then
I like those. How are those dungeons worse than Galar mines?? Or Paldea's ""dungeons""
The worst one, by far, is the volcano in Alola. They wanted a battle at the top of a volcano, went "frick it, too hard to make a dungeon" and just teleported you to the top.
I’ll take teleporting to the top over walking through corridors full of nothing like zubat and geodude like Mt. Coronet. At least GF was honest about not knowing how to make dungeons instead of wasting the player’s time like gen 4.
discord post
>walking and using repels is fun gameplay trust me bro
btw gen 3 also has a volcano area that teleports you to the top but conveniently no one complains about it
The Fiery Path, Jagged Pass, and Magma Hideout all exist, dipshit.
>b-but there are maps outside of it
You mean like Alola?
The Fiery Path and Magma Hideout both have you travel THROUGH Mt. Chimney, the Jagged Pass has you CLIMB it, and the area itself has you battle Maxie at its very peak. What else did you want them to do with this area, moron? They literally exhausted all the possibilities.
> What else did you want them to do
Have a dungeon that leads up to the peak instead of lazily skipping it with a gondola then making me buy $30 rehash just to get a shitty evil team hideout
>shitty evil team hideout
this but with real emphasis on "shitty"
You have to go down the mountain, would it really add that much to have a nearly identical path upward?
Galar Mines
SM Victory Road/Mt Lanikila. Good music though.
They massacred my boy
Area Zero
The peak of Mt. Pyre is so atmospheric, and the music bangs, but it serves as a shitty dungeon. It's literally a straight path with like 3 grunts to battle. What a waste of an awesome area. Btw, this totally should've been the place where you encounter Absol, it works on so many levels.
Sorry.
Chimecho it is.
AIIIIIIIIIIIIIEEEEEE
What's so bad about Stark Mountain? I think it's a fantastic dungeon. I get that it's annoying how you can't use Rock Climb and explore it to its fullest unless you return later, but it has everything you'd want in a good cave area.
extremely ugly, especially in DP (this is the Platinum map), annoying to traverse, big for no reason, loads of empty space, houses a shit legendary
OOOOOOOOOOO I LOVE WALKING IN STRAIGHT LINES