Beef Gate: Difference between revisions

Line 51:
** On the other hand, there are a number of zones when there's no such forewarning. Ashenvale is a particularly notable offender, since that zone is smoothly connected to a much higher-level zone (Felwood) with no obvious "danger ahead" signs.<ref>Actually, the "danger ahead" sign is simple: Most high-level areas are much, much less pleasant-looking than the low-level ones. If you go from lovely forested area to scorched, corrupted hellhole, you should probably turn around. Not always reliable, but generally so.</ref>
** Similarly, don't try going from Duskwood into Deadwind Pass at less than level 40, unless you have a deathwish or can run very fast. Ironically, there's a quest available around level 40 that requires you to do exactly that.
** Doubly so on a Horde character: There's an Alliance town in your way that's tricky to bypass. The horde actually have quests to go there around level 30, (better get that mount you could get when you dinged 20, you'll need it!) and having to run from far south through an Alliance Zone, completely through a hostile town, and then through Deadwind. On top of that becomes the quest you get from there to Kargath which either requires you to go back through that town, up through the opposing faction's starting areas, and then through level 50 zones with far more mobs than deadwind, or you get the longest run in the game. The horde is not happy.
 
Doubly so on a Horde character: There's an Alliance town in your way that's tricky to bypass. The horde actually have quests to go there around level 30, (better get that mount you could get when you dinged 20, you'll need it!) and having to run from far south through an Alliance Zone, completely through a hostile town, and then through Deadwind. On top of that becomes the quest you get from there to Kargath which either requires you to go back through that town, up through the opposing faction's starting areas, and then through level 50 zones with far more mobs than deadwind, or you get the longest run in the game. The horde is not happy.
** The infamous "Wetlands death run," a route that night elf and draenei players originally had to take in order to get to the Alliance capitals in the Eastern Kingdoms for the first time. It was called that because most players go there at fairly low level, since Darnassus and the Exodar are practically ghost towns, and the zone they had to go through is filled with mobs roughly twice their level. Patch 3.0.2 eliminated the death run once and for all by redirecting the Auberdine-Menethil ship to the newly implemented Stormwind Harbor.
** Anyway, it was always possible to avoid the whole thing by swimming. Assuming you avoid the [[Everything's Even Worse with Sharks|hammerhead shark]] and the murlocs in Menethil Harbour's waters, the rest of the journey is completely safe (if incredibly long and boring) until you hit the level 10 murlocs guarding the Westfall coast. (This way, you'd actually end up going through the place where Stormwind Harbor is now - before they built it. You have to admire the human builders for turning the towering, vertical, wall-like cliffs that used to be there into a harbor just like that.)
Line 77 ⟶ 76:
* ''[[Ragnarok Online]]'' can be like this if you happen to enter the wrong map. It doesn't help that the higher a monster's level is, the more likely it is to attack you on sight. Then there are mini-bosses and MVPs, which spawn intermittently on what could otherwise be fairly safe maps. Turn the wrong corner without expecting it, and you'll be dead before you can even register what hit you.
* There is a notable example in ''[[Maple Story]]''—at the bottom of the clock tower in Ludibrium, there's two paths, and in the last area sits a boss that is almost impossible to avoid, and whose level is guaranteed to be over Level 130. However, the thief class in this game comes with Dark Sight, which protects from physical and touch damage from monsters, but at levels lower than maximum it reduces speed. Hence, any thief with enough speed-enhancing equipment can literally walk through the right-hand one, Thanatos, and get to an area where the only notable feature is a locked door leading to an even stronger, and much-more-famous, boss at the extreme bottom of the clock tower.
** An Enforced example, the Arcane River. By the time you reach Level 250, you will likely be able to one-shot any enemy you have previously encountered, including most bosses. Your first mission in the Arcane River is to kill ten mobs in order to receive an Arcane Symbol. This seems easy, seeing as this is a game full of quests where you have to kill 250 monsters (or more!) but the mobs in the Arcane Road are obscenely powerful. Your combos that could previously flatten Magus or Hilla in one swipe will barely scratch even one Mook on Arcane River, and their attacks will likely crush ''any'' overconfident character (even at level 250) forcing you to be careful. After managing to kill ten of them, the Arcane Symbol helps you survive easier, but there's still an uphill challenge ahead.
* ''[[The Lord of the Rings Online]]'' has North Chetwood, a rather low-level area with Mooks that range from levels 10-14 (and an easily avoidable [[Boss in Mook Clothing]] at 15). However, there is a path that leads to the Weather Hills, filled with regular Mooks with levels around 20, and [[Elite Mooks]] which are at level '''55'''.
** The game later almost breaks this trope in Angmar. If you attempt to cross a certain part of the swamp, your character literally gets scared to death (translation: your "dread" gets so high that it paralyzes your movement and decreases your "morale" until you have none left). A certain quest in the storyline has to be beaten before you can cross this area. Of course, you can still power-level your way through the storyline quests if you so choose, but that does mean there's virtually no way a player can get there without leveling up.
Line 91:
When you have sufficient level you can simply walk across the map, but that's only at levels 60 and above, whereas the aforementioned Quest caps you at level 50. Elan also has such a quest, where you must kill a mob that only spawns one at a time, surrounded by equally strong but useless to you mooks. In addition, even if you have hit the maximum level and are wearing the best set of equipment, and is the tanker class, you'll still have a hard time trying to survive in that place.
* Most content in ''[[Billy vs. SNAKEMAN]]'' can be attempted before you're strong enough to actually get through it. An excellent example is the Discords, about a third of the way through the r00t plotline. Being able to breeze through the entirety of older plotlines isn't enough to guarantee a full 1% chance to defeat Discords.
 
 
=== Real Time Strategy ===