History Borderlands2 / TropesAToC

24th Oct '16 9:42:25 AM BrainOnStandby
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* AmericanKirbyIsHardcore: Fully applies despite the game being American. The [[http://360.mmgn.com/News/japanese-borderlands-2-box-art-released Japanese cover]] would rather focus on [[YouGottaHaveBlueHair Maya's]] assets.

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* AmericanKirbyIsHardcore: Fully applies despite the game being American. The [[http://360.mmgn.com/News/japanese-borderlands-2-box-art-released [[http://i.imgur.com/EdyvYKd.jpg Japanese cover]] would rather focus on [[YouGottaHaveBlueHair Maya's]] assets.
23rd Oct '16 2:01:06 PM KillerClowns
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* [[Invoked]]CharacterAlignment: The ''TabletopGames/DungeonsAndDragons'' system is given a [[ParodiedTrope tongue-in-cheek reference]] in ''Tiny Tina's Assault On Dragon Keep''. There are 9 class mods for each character, one for each of the nine core alignments of ''TabletopGames/DungeonsAndDragons''. Each gives different stat boosts, but they have absolutely no effect on the character's actual behavior.

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* [[Invoked]]CharacterAlignment: CharacterAlignment: The ''TabletopGames/DungeonsAndDragons'' system is given a {{invoked}} and [[ParodiedTrope tongue-in-cheek reference]] parodied]] in ''Tiny Tina's Assault On Dragon Keep''. There are 9 class mods for each character, one for each of the nine core alignments of ''TabletopGames/DungeonsAndDragons''. Each gives different stat boosts, but they have absolutely no effect on the character's actual behavior.
23rd Oct '16 1:59:04 PM KillerClowns
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* CharacterAlignment: The ''TabletopGames/DungeonsAndDragons'' system is given a [[ParodiedTrope tongue-in-cheek reference]] in ''Tiny Tina's Assault On Dragon Keep''. There are 9 class mods for each character, one for each of the nine core alignments of ''TabletopGames/DungeonsAndDragons''. Each gives different stat boosts, but they have absolutely no effect on the character's actual behavior.

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* CharacterAlignment: [[Invoked]]CharacterAlignment: The ''TabletopGames/DungeonsAndDragons'' system is given a [[ParodiedTrope tongue-in-cheek reference]] in ''Tiny Tina's Assault On Dragon Keep''. There are 9 class mods for each character, one for each of the nine core alignments of ''TabletopGames/DungeonsAndDragons''. Each gives different stat boosts, but they have absolutely no effect on the character's actual behavior.
23rd Oct '16 1:58:02 PM KillerClowns
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Added DiffLines:

* CharacterAlignment: The ''TabletopGames/DungeonsAndDragons'' system is given a [[ParodiedTrope tongue-in-cheek reference]] in ''Tiny Tina's Assault On Dragon Keep''. There are 9 class mods for each character, one for each of the nine core alignments of ''TabletopGames/DungeonsAndDragons''. Each gives different stat boosts, but they have absolutely no effect on the character's actual behavior.
23rd Oct '16 10:12:38 AM Sammettik
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* CharacterAlignment: Used in Tiny Tina's Assault On Dragon Keep. There are 9 class mods for each character, representing each of the nine core alignments, and each giving different stats.
10th Aug '16 1:20:18 PM REV6Pilot
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** Rocket Launchers in general. Gearbox saw what they were doing wrong and beefed them up since the first game so that they resemble their namesakes and not just underpowered pyrotechnics cannons like they were in the first game. Now practically every direct hit is a OneHitKill on mooks that aren't five levels above you, even if the launcher itself is five levels ''below'' yours, no matter the brand. There are a few particular examples:
*** Ever got a Vladof Rocket Launcher? High Rate of Fire, fast reload, reduced ammo consumption... You can kill pretty much everything in a single sweep!

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** Rocket Launchers in general. Gearbox saw what they were doing wrong and beefed them up since the first game so that they resemble their namesakes and not just underpowered pyrotechnics cannons like they were in the first game. Now practically every direct hit is a OneHitKill on mooks that aren't five levels above you, even if the launcher itself is five levels ''below'' yours, no matter the brand. There are a few particular examples:
*** Ever got a Vladof Rocket Launcher? High Rate rate of Fire, fire, fast reload, reduced ammo consumption... You can kill pretty much everything in a single sweep!
2nd Aug '16 6:18:03 AM REV6Pilot
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** Rocket Launchers in general. Gearbox saw what they were doing wrong and beefed them up since the first game so that they resemble their namesakes and not just underpowered fireball makers like they were in the first game. Now practically every direct hit is a OneHitKill on mooks that aren't five levels above you, even if the launcher itself is five levels ''below'' yours, no matter the brand. There are a few particular examples:

to:

** Rocket Launchers in general. Gearbox saw what they were doing wrong and beefed them up since the first game so that they resemble their namesakes and not just underpowered fireball makers pyrotechnics cannons like they were in the first game. Now practically every direct hit is a OneHitKill on mooks that aren't five levels above you, even if the launcher itself is five levels ''below'' yours, no matter the brand. There are a few particular examples:



*** E-Tech Rocket Launchers. They must either shoot very fast projectiles or immediately explode energy at the point. Either way, literally a BFG 10k. Some E-Tech launchers are ''literally'' named 'PBFG': Pretty Big Friggin' Gun.

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*** E-Tech Rocket Launchers. They must either shoot very fast projectiles or immediately explode energy at the point. Either way, literally a BFG 10k. Some One kind of E-Tech launchers are launcher is ''literally'' named 'PBFG': Pretty Big Friggin' Gun.
14th Jul '16 3:56:49 PM Ferot_Dreadnaught
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** Hyperion is GenreSavvy here. Their robots are explicitly forbidden to "develop self awareness" via speakers, and are tested for it:

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** Hyperion is GenreSavvy wise here. Their robots are explicitly forbidden to "develop self awareness" via speakers, and are tested for it:
3rd Jul '16 10:33:16 PM Octorok103
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** A mysterious assassin after Zero (maybe?) is killed (probably) by [[spoiler:...someone. The corpse is found impaled on weird spikes. No one except Zero knows what's up with that]].
--->'''Zero:''' I understand it. / A message sent, and received. / Mercy is coming.

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** A mysterious assassin after Zero [=Zer0=] (maybe?) is killed (probably) by [[spoiler:...someone. The corpse is found impaled on weird spikes. No one except Zero [=Zer0=] knows what's up with that]].
--->'''Zero:''' --->'''[=Zer0=]:''' I understand it. / A message sent, and received. / Mercy is coming.



** One of Zer0's skills highlights the weak points for the player.

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** One of Zer0's [=Zer0=]'s skills highlights the weak points for the player.



* AudienceSurrogate: Zer0, of all people. Blank background, exclusively focused on killing, looting, and being cool; expresses itself with emoticons... [[spoiler:it's a killer [[NinjaPirateZombieRobot NinjaSniperAlienRobot]] with the personality of an FPS gamer.]]

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* AudienceSurrogate: Zer0, [=Zer0=], of all people. Blank background, exclusively focused on killing, looting, and being cool; expresses itself with emoticons... [[spoiler:it's a killer [[NinjaPirateZombieRobot NinjaSniperAlienRobot]] Ninja Sniper Alien Robot]] with the personality of an FPS gamer.]]



* BrotherSisterIncest: Scooter has an unrequited crush on his sister.

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* BrotherSisterIncest: Scooter has an unrequited crush on his sister. Sidequests make it fairly obvious that it's a lot more common among the Hodunk clan proper, which was apparently part of the reason Moxxi wanted out.



* ButtonMashing: Jakobs guns can all fire faster the faster you press the trigger.

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* ButtonMashing: Apart from their sniper rifles and a few special cases, Jakobs guns can all fire faster the faster you press the trigger.



* ChokepointGeography: The game's zones are still separated by loading screens, although by now largely as a measure of style rather than neccessity - the updated engine is definitely capable of rendering massive draw distances (as becomes evident by a major part of the story mid-way through) and could probably be used to create a seamless world.

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* ChokepointGeography: The game's zones are still separated by loading screens, although by now largely as a measure of style rather than neccessity necessity - the updated engine is definitely capable of rendering massive draw distances (as becomes evident by a major part of the story mid-way through) and could probably be used to create a seamless world.



* {{Cloudcuckoolander}}: Psychos of any kind. They pretty much yell nothing but nonsense and nonsequitors, whether [[NoFourthWall they're demanding their hitpoints back]] to [[MindScrew saying you can't kill them because they're already dead tomorrow]], or Midgets squeaking ''"BICYCLE!"'' at the top of their tiny lungs, all because you just shot them in the face. Listening to a group of psychos talk among themselves in Southpaw Steam & Power, or to Rakkman's ECHO log, you have to ''really'' use your imagination to make any sense of what they're saying. This makes it especialy strange when they might suddenly quote an entire monologue from ''Theatre/TheMerchantOfVenice''.

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* {{Cloudcuckoolander}}: Psychos of any kind. They pretty much yell nothing but nonsense and nonsequitors, non sequiturs, whether [[NoFourthWall they're demanding their hitpoints back]] to [[MindScrew saying you can't kill them because they're already dead tomorrow]], or Midgets squeaking ''"BICYCLE!"'' at the top of their tiny lungs, all because you just shot them in the face. Listening to a group of psychos talk among themselves in Southpaw Steam & Power, or to Rakkman's ECHO log, you have to ''really'' use your imagination to make any sense of what they're saying. This makes it especialy especially strange when they might suddenly quote an entire monologue from ''Theatre/TheMerchantOfVenice''.



* ColorCodedForYourConvenience: Different weapons have their rarity identified by colors. In order from most common to most rare: white, green, blue, purple, orange, cyan (Pearlescent weapons), pink (Seraph weapons that can only be obtained from raid bosses.)
* ColorCodedItemTiers: The number of tiers is reduced to six: White and Green being the most common, Blue are unique, named items, Purple are special Eridium-enhanced weapons, Pink are introduced in the first DLC as AwesomeButImpractical powerful guns with significant drawbacks, and Orange ones are ultra-rare items akin to the Pearlescent ones from the first game.

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* ColorCodedForYourConvenience: Different weapons have their rarity identified by colors. In order from most common to most rare: white, green, blue, purple, orange, cyan (Pearlescent weapons), pink (Seraph weapons that can only be obtained from raid bosses.)
*
Employed in several different contexts.
**
ColorCodedItemTiers: Weapons and other equipment follow a rarity-based tier system, which slightly affects stats. The number of tiers is reduced to six: White and Green being remains the most common, Blue same as in the previous game, but the tiers' uses have been shuffled around somewhat. Ordinary weapons still follow the white-green-blue-purple progression, with unique weapons getting lumped in with blue. Legendary weapons have been consolidated to a single shade of orange, while the [[NewGamePlus UVHM]]-exclusive Pearlescents are unique, named items, Purple once again cyan. The new [[AbnormalAmmo E-tech]] weapons are special Eridium-enhanced classified as magenta, behaving roughly on par with purple gear. [[BraggingRightsReward Seraph]] weapons, Pink are introduced obtainable by defeating raid bosses in UVHM, get a new pink color; their rank in the first DLC hierarchy is ambiguous, but their stats place them close to legendary weapons.
** ColorCodedElements: Much like the previous game, [[PlayingWithFire Incendiary damage]] is orange, [[ShockAndAwe Shock]] is blue, [[APoisonousPerson Corrosive]] is green, and [[StuffBlowingUp Explosive]] is yellow. Slag, the newcomer, is bright purple,
as AwesomeButImpractical powerful guns a nod to its nature as a byproduct of the [[GreenRocks Eridium]] refinement process. Weapons that deal one of these damage types will usually feature lights of the appropriate color, and the damage numbers that fly off targets will use the color as well.
** Enemy health bars can tell you how they'll react to different elements. Red means flesh, which is vulnerable to Incendiary but resists Corrosive. On the flipside, a pale yellow indicates an armored target, which will shrug off Incendiary and non-elemental attacks but melt under Corrosive. Either one may be preceded by a blue segment, representing the target's shield; sap it
with significant drawbacks, and Orange ones are ultra-rare items akin Shock, but don't expect any other element besides Slag to the Pearlescent ones from the first game.do much.



*** Maliwan is the exact opposite to Jakobs in that they have some of the lowest raw damage but ''always'' have an element that isn't explosive. This can make them amazing if you're fighting enemies that are weak against that element (bugs and fire, loaders and corrosive, ect.), but do scratch damage against most anything else (except [[DepletedPhlebotinumShells Slag]], which does even damage against everything). Additionally, Maliwan pistols consume more than one unit of ammo per shot, making them a fast drain on your pistol ammo reserve.

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*** Maliwan is the exact opposite to Jakobs in that they have some of the lowest raw damage but ''always'' have an element that isn't explosive. This can make them amazing if you're fighting enemies that are weak against that element (bugs and fire, loaders and corrosive, ect.etc.), but do scratch damage against most anything else (except [[DepletedPhlebotinumShells Slag]], which does even damage against everything). Additionally, Maliwan pistols consume more than one unit of ammo per shot, making them a fast drain on your pistol ammo reserve.



* CriticalHitClass: When Zero enters his Deception mode, all enemies are highlighted in blue, and his attacks will do more damage the closer the duration timer runs out. One of his abilities later on highlights the critical hit areas on enemies in red. Other abilities in the same skill tree increase damage for critical hits, increases accuracy and zoom on sniper rifles, and increases melee damage when backstabbing an enemy (not a critical hit area, but can be if you aim carefully.)

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* CriticalHitClass: When Zero [=Zer0=] enters his Deception [=Decepti0n=] mode, all enemies are highlighted in blue, and his attacks will do more damage the closer the duration timer runs out. One of his abilities later on highlights the critical hit areas on enemies in red. Other abilities in the same skill tree increase damage for critical hits, increases accuracy and zoom on sniper rifles, and increases melee damage when backstabbing an enemy (not a critical hit area, but can be if you aim carefully.)
13th Jun '16 6:54:33 PM NorthWindGray
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** This also tends to be the end result of an absurdly high amount of Anarchy stacks (close to the 600 cap provided by Gaige's Slayer of Terramorphous class mod) and a weapon with low accuracy, due to the negative accuracy from Anarchy creating what is, in effect, an accuracy singularity. Bullets will go sideways, start zigzagging, and even manage to miss at point blank range.
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