I remember that Gnomeregan was very difficult to run at level. All the patrols, big groups, accidental pulls and especially the “Intruder Alert” mobs made it brutal to inexperienced groups.
This is not even counting the “jump down” part where people kept dying and eventually gave up.
You almost had to outlevel it a bit to have a good shot at completing it.
Wailing caverns was notorious for new groups getting lost in its winding caves and missing jumps, only to get lost again. If you measure difficulty by success rate of killing the last boss, I’d say WC has to be high on the list.
As for tough encounters, nothing really comes to mind except for the goblin foundry in vc. But you can also attribute that difficulty to inexperience.
Yeah I remember anything with jumping being hard for people. That little bridge in Blackfathom Deeps…
I remember Sunken Temple being pretty hard to tank at the level I first tried it. We got it, but spent a lot of time lost first time through. After several butt pulls, we just cleared the whole place to nip that in the bud.
For a PuG? I think it’s going to be hard to beat a FULL gnomer run. From everything to the patrols, the hard pulls, the intruder bots, and the dreadfull hallways where you can aggro the whole dungeon if you were low enough level to aggro them. It was painful.
One I could see being a runner up would be the FULL sunken temple. It’s going to be easier now, but back then when everyone was doing it for the first time? Yikes yikes yikes yikes
Ulda was probably the worse, just due to the level scaling. 40 mobs, then the last boss just pops up at like 48 or 47, and is a dps race… Yeesh, Personally i never got lost in any of the dungi’s besides my First RFK run in Vanilla, some one wanted to to do escort first…
ST is up there as well, those trolls before prohet who fear, and turn into ghost upon death suck, plus they’re undead so no CC besides shackle, and that last boss can tear through you and you can’t remove sleep if i recall.
Edit : Gnomers a good call, only for the last part… One person peaking over the edge = /trainofdeath.
Sunken Temple. It was a multi tiered maze that players who weren’t used to it would regularly get lost in, or even wipe just trying to get to it. Plus a single wrong move could pull multiple large groups in the middle room, or set you back so hard that you were fighting respawns.
The one thing I like about ST is that it was like a level 50 dungeon but you still had some 60s run it because it dropped a sword that was still good at endgame.
SOUL CRUSHING AGGRO… Nothing like 700 elite level 30 gnomes coming to wreck your world…
This is one instance where I made darn sure my pet was dismissed due to how crazy wack funky that aggro radius was. Getting utterly destroyed by gnomes… NO THANKS!