History ComplacentGamingSyndrome / VideoGames

28th Nov '16 1:21:18 PM ZombieAladdin
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** In ''VideoGame/PokemonSunAndMoon'''s Festival Plaza, you can pick events to play with other people to gain points to redeem for goodies in the area and level up the plaza, allowing better shops to move in. 9 times out of 10, people will choose either "Type Match-Up Test" or "Inverse Type Match-Up Test." Additionally, these events get an order of magnitude more participants than any other event you can choose.
28th Nov '16 1:18:18 PM ZombieAladdin
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** In ''VideoGame/PokemonSunAndMoon'''s Festival Plaza, you can pick events to play with other people to gain points to redeem for goodies in the area and level up the plaza, allowing better shops to move in. 9 times out of 10, people will choose either "Type Match-Up Test" or "Inverse Type Match-Up Test." Additionally, these events get an order of magnitude more participants than any other event you can choose.
28th Nov '16 5:56:38 AM Valen
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* Because of how the third game's weapons tend to be on set-in-stone tiers, you're going to see more than half of your summons and opponents using one of the following: The Dark Sword, the Gargoyle Flame Spear, the Greatsword, any katana, and the goddamn [[ButtonMashing Carthus Curved Sword]]. Also, expect every sorcery build to wear the Crown of Dusk regardless of its terrible fashion.

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* ** Because of how the third game's weapons tend to be on set-in-stone tiers, you're going to see more than half of your summons and opponents using one of the following: The Dark Sword, the Gargoyle Flame Spear, the Greatsword, any katana, and the goddamn [[ButtonMashing Carthus Curved Sword]]. Also, expect every sorcery build to wear the Crown of Dusk regardless of its terrible fashion.
28th Nov '16 5:51:55 AM Valen
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* Because of how the third game's weapons tend to be on set-in-stone tiers, you're going to see more than half of your summons and opponents using one of the following: The Dark Sword, the Gargoyle Flame Spear, the Greatsword, any katana, and the goddamn [[ButtonMashing Carthus Curved Sword]]. Also, expect every sorcery build to wear the Crown of Dusk regardless of its terrible fashion.
23rd Nov '16 10:21:17 AM ZombieAladdin
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** The move Stealth Rock was considered required on every serious competitive team in Generations 4 and 5. Stealth Rock is an entry hazard that deals damage based on [[ElementalRockPaperScissors type-effectiveness]] upon the opponent switching in. Rock-weak Pokémon take more damage, making them far more difficult to use -- indeed, Pokémon such as Charizard[[note]]whose HP gets ''cut in half'' when Stealth Rock is on the field[[/note]] became [[TierInducedScrappy Tier Induced Scrappies]] because of this move alone. What made this move so omnipresent is that it takes only one turn to set up (unlike Spikes and Toxic Spikes, which stack), ensures KO's that would otherwise be risky, and the only move that removed entry hazards (Rapid Spin, an otherwise weak attack) could be blocked simply by having a Ghost-type on a team. It's telling that even in Generation 6, where the move Defog was buffed into an unblockable Rapid Spin[[note]]on both sides of the field, making it a double-edged sword of sorts[[/note]], Stealth Rock remains popular for its ease of set-up while Spikes and Toxic Spikes are beginning to fall by the wayside.

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** The move Stealth Rock was considered required on every serious competitive team in Generations 4 and 5. Stealth Rock is an entry hazard that deals damage based on [[ElementalRockPaperScissors type-effectiveness]] upon the opponent switching in. Rock-weak Pokémon take more damage, making them far more difficult to use -- indeed, Pokémon such as Charizard[[note]]whose HP gets ''cut in half'' when Stealth Rock is on the field[[/note]] became [[TierInducedScrappy Tier Induced Scrappies]] because of this move alone. What made this move so omnipresent is that it takes only one turn to set up (unlike Spikes and Toxic Spikes, which stack), ensures KO's that would otherwise be risky, and the only move that removed entry hazards (Rapid Spin, an otherwise weak attack) could be blocked simply by having a Ghost-type on a team.team, and unlike the other moves in the Spikes family, there are no Pokémon immune to it, rendering the Focus Sash and the Sturdy Ability useless. It's telling that even in Generation 6, where the move Defog was buffed into an unblockable Rapid Spin[[note]]on both sides of the field, making it a double-edged sword of sorts[[/note]], Stealth Rock remains popular for its ease of set-up while Spikes and Toxic Spikes are beginning to fall by the wayside.
10th Nov '16 11:34:48 PM M3
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** Because Pascal's fighting style is unorthodox and Malik can't heal, the standard ''VideoGame/TalesOfGraces'' party across the board is Sophie, Hubert, Asbel and Cheria.

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** Because Pascal's fighting style is unorthodox and Malik can't heal, heal. Combining this is the fact that before GracesF (The remaster for the PS3) they couldn't use Nova Artes which the endgame monsters were all weak to (or else their nova barrier forbid them from being hurt). Because of those two limitations, the standard ''VideoGame/TalesOfGraces'' party across the board is Sophie, Hubert, Asbel and Cheria.
10th Nov '16 9:54:01 PM Vilui
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** Looking at most of the videos on YouTube for Persona 4, you might be surprised to find that Kanji and Naoto are in fact playable characters, since pretty much every video features a party of the player character (who is locked), accompanied by Yosuke, Yukiko, and Chie. Occasionally, one of them may be substituted for Teddie, but otherwise, it's pretty much those four.

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** Looking at most of the videos on YouTube for Persona 4, you might be surprised to find that Kanji and Naoto are in fact playable characters, since pretty much every video features a party of the player character (who is locked), accompanied by Yosuke, Yukiko, and Chie. Occasionally, one of them may be substituted for replaced with Teddie, but otherwise, it's pretty much those four.
2nd Nov '16 4:19:56 PM TheCuza
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* A big problem in the ''VideoGame/GearsOfWar'' series.
** In the first game, most players would tend to use the shotgun exclusively. When it was nerfed for the second game, a lot of these people got mad and refused to play the game, saying it sucked and took less skill than its predecessor just because they didn't know how to use any other weapon. Hell, in the first game, the shotgun had a chance to instantly kill within a certain close range, which led some battles between shotgunners just ending with the other one being luckier with their shot.
*** The Gnasher Shotgun's fanbase is ''so'' complacent the weapon's overuse and usually mutual dueling in the first game is regularly looked upon by them fondly with the use of nearly every other weapon in the entire series by the series' players considered a mark of NoTrueScotsman.
** The whole multiplayer game is basically unplayable for newcomers thanks to this. If you learn to use any weapon other than the shotgun and start playing online, you have a problem. Most servers are strict about this: if you get a kill with the Lancer, they'll loudly consider kicking you. If you use the chainsaw bayonet, they kick you immediately (lightened on some servers - chainsawing "only" results in a sniper-headshot from an ally). Lancer is bad, but the ''semi-automatic'' pistol is apparently completely fine. Sometimes even active reloading will result in a kick with the reason "active is for suckers". If you have 10 servers, generally seven of them will support only shotgun, two will be sniper vs. sniper only, and only the last one will allow you Lancer.
** ''Gears Of War 2'' later replaced the shotgun only complacency with another one that's even worse: attachable grenades and one-hit kill weapons. Many matches ended with people getting blown up way more often than gunned down, which got really annoying in some maps that had a never-ending supply of explosive weapons. Mortar, Boomshot, Torque Bow, Hammer Of Dawn, two spawn points for Frag Grenades, etc. Hell, one map had ALL of them, and those matches were ultimately determined by who grabbed Boomshot first. At one point, even the original ''GearsOfWar'' looked better balanced with the sequel's overpowered guns.
** Thankfully, both of these issues are averted in ''Gears Of War 3''. All of the weapons are well balanced enough to make using one of them exclusively a bad idea, which encourages variety. The Sawed-Off Shotgun is as powerful as the first game's shotgun, but has enough restrictions (i.e., one shot clip, long reload, only works in very close range) to prevent abuse. Special explosive weapons are spawned fewer times, the attachable grenades come with a slight delay to avoid cheap kills, and the additional Team Deathmatch mode (with its lives based respawn) doesn't make these deaths as aggravating like it would in Warzone or Execution. Epic really went out of their way to prevent this trope from happening again, and it shows.
*** Of course, that still doesn't mean they actually prevented it. Many people still use the Gnasher exclusively. Those who don't use both the Gnasher and Retro Lancer. Epic has gone on record saying that they realize the Gnasher is still overpowered, and they want to nerf it, but the backlash they would receive for doing so would be ''enormous'', so they're not touching it with a ten-foot pole.

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* A big problem in the The entire ''VideoGame/GearsOfWar'' series.
** In
series is played using only the first game, most [[ShotgunsAreJustBetter Gnasher Shotgun]] and almost nothing else. Using anything else is a mark of NoTrueScotsman in the community and will get you plenty of hatred. It doesn't help that due to the GameplayDerailment of the series, using anything else is usually detrimental. Gnasher players would tend to use the TakeCover mechanic for "wallbouncing", a.k.a. taking cover for split instances to move around the map much more quickly than intended and dodge shots in a shotgun exclusively. When it was nerfed for duel. Taking the second game, a lot of these people got mad time to stop and refused to play the game, saying it sucked and took less skill than its predecessor aim a rifle at an opponent is just because they didn't know how begging for one of hid teammates to use any other weapon. Hell, bounce up behind you and blast you to pieces. It's safer for you if you just joined everyone else in the first game, the bouncing around with a shotgun had and never staying still for a chance to instantly kill within a certain close range, which led some battles between shotgunners just ending with moment. Despite this, the other one being luckier with their shot.
*** The
Gnasher Shotgun's fanbase is ''so'' complacent the weapon's overuse and usually mutual dueling in the first game is regularly looked upon by them fondly with the use of nearly purists [[InsaneTrollLogic somehow insist every other weapon in the entire series by the series' players considered a mark of NoTrueScotsman.
** The whole multiplayer game
is basically unplayable for newcomers thanks to this. If you learn to use any weapon other than the shotgun and start playing online, you have a problem. Most servers are strict about this: if you get a kill with the Lancer, they'll loudly consider kicking you. If you use the chainsaw bayonet, they kick you immediately (lightened on some servers - chainsawing "only" results in a sniper-headshot from an ally). Lancer is bad, but the ''semi-automatic'' pistol is apparently completely fine. Sometimes even active reloading will result in a kick with the reason "active is for suckers". If you have 10 servers, generally seven of them will support only shotgun, two will be sniper vs. sniper only, and only the last one will allow you Lancer.
** ''Gears Of War 2'' later replaced the shotgun only complacency with another one that's even worse: attachable grenades and one-hit kill weapons. Many matches ended with people getting blown up way more often than gunned down, which got really annoying in some maps that had a never-ending supply of explosive weapons. Mortar, Boomshot, Torque Bow, Hammer Of Dawn, two spawn points for Frag Grenades, etc. Hell, one map had ALL of them, and those matches were ultimately determined by who grabbed Boomshot first. At one point, even the original ''GearsOfWar'' looked better balanced with the sequel's
too overpowered guns.
** Thankfully, both of these issues are averted in ''Gears Of War 3''. All of
and cheap, which is supposedly the weapons are well balanced enough to make using one of them whole reason they exclusively a bad idea, which encourages variety. The Sawed-Off Shotgun is as powerful as the first game's shotgun, but has enough restrictions (i.e., one shot clip, long reload, only works in very close range) to prevent abuse. Special explosive weapons are spawned fewer times, the attachable grenades come with a slight delay to avoid cheap kills, and the additional Team Deathmatch mode (with its lives based respawn) doesn't make these deaths as aggravating like it would in Warzone or Execution. Epic really went out of their way to prevent this trope from happening again, and it shows.
*** Of course, that still doesn't mean they actually prevented it. Many people still
use the Gnasher exclusively. Those who don't use both in the Gnasher and Retro Lancer. Epic has gone on record saying first place]]. Also, because every match is fought with almost nothing but shotguns, everyone plays as the skinniest characters in order to have a slightly smaller hitbox that they realize the Gnasher is still overpowered, and they want to nerf it, but the backlash they would receive for doing so would be ''enormous'', so they're not touching it with a ten-foot pole.will catch less incoming shotgun pellets.
31st Oct '16 11:29:33 AM TheCuza
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* ''VideoGame/DeadRising'' players gravitate towards the Small {{Chainsaw|Good}}, dropped from Adam the clown. It's not as powerful as the full-sized Chainsaw, but it still shreds apart zombies and psychopaths extremely quickly. Plus, the Chainsaw is too big and heavy to be placed in the inventory, while the Small Chainsaw is not. The game also suffers from BreakableWeapons, but you can pick up magazines that will improve the durability of specific weapon types if they are held in the inventory. There are ''three'' separate magazines that apply to the Small Chainsaw, which means it can last a ''really'' long time.
* ''VideoGame/DeadRising2'' players use the [[WolverineClaws Knife Gloves]], and that's pretty much it (maybe a gun if they ''have'' to fight someone from a distance). Like all combo weapons, it can be crafted without a blueprint if you know the recipe. If you ''do'' have the blueprint, you get bonus PP for every zombie killed with it. They attack fast and hit hard. Also, some psychopaths can knock your weapon out of your hand. Well, the Knife Gloves are worn ''on'' your hands, so they can't do it to those.
30th Oct '16 4:43:14 PM Swyldp
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* For ''VideoGame/{{Undertale}}'', most players will choose to go for the [[GoldenEnding pacifist]] run first and will tell new players to do the same. While the pacifist ending is considered to be the most heartwarming ending in the entire game, there's another reason why everyone goes for that ending first. [[spoiler: Completing a [[KillEmAll No Mercy]] run involves having the entire world destroyed and locking you out of the game, preventing you from replaying unless you agree to give up your soul to the BiggerBad. If you do so, then the pacifist ending is tainted forever by showing the BiggerBad had taken over the player character and will kill everyone. The only way to get around this is to either edit the game's files to prevent it from reading how you did your runs or deleting the save files completely to start over, which is more difficult to do on the Steam version due how the cloud saves work. Also, a more mundane reason being that most fans will argue the No Mercy run won't trigger the same emotional reactions unless you do it 'after' a Pacifist run, and actually build bonds with the characters you're therefore turning against, as opposed to just slaughtering characters you have no personal investment in.]]
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