History DemonicSpiders / TurnBasedStrategy

24th Jul '17 1:40:02 PM Piterpicher
Is there an issue? Send a Message


* ''StarWarsRebellion'' has a ''lot'' of {{Game Breaker}}s, but on the other side, they are, you guessed it, DemonicSpiders:

to:

* ''StarWarsRebellion'' ''VideoGame/StarWarsRebellion'' has a ''lot'' of {{Game Breaker}}s, but on the other side, they are, you guessed it, DemonicSpiders:
11th Jun '17 3:43:48 AM GigaHand
Is there an issue? Send a Message


** Wyvern/Draco/Dragon Knights are pretty nasty opponents, they have very high strength and defense which makes them difficult for your melee units to kill. They are also flying units so they can just zoom in at any opportunity to harass you once a unit is in their range. And despite being flying units, their defense is often so high that they can ''laugh'' at their apparent [[KryptoniteFactor weakness to arrows]], unlike their [[FragileSpeedster Pegasus Knight]] counterparts. And they love to pick off weaker units and healers thanks to their higher movement range and the fact that in most games they wield lances so getting ambushed by one with a Javelin is not uncommon. And in the non-GBA installments, they will (or at least attempt to if they have movement spaces left) fly away from their target to terrain non-traversable by ground units after attacking, [[SpitefulAI denying you the opportunity to finish them off when your turn comes]]. And they often spawn in said terrain so they will almost always get the first strike. The third thru fifth games were by far their worst. Magic, especially Wind (or Thunder in [=FE10=]) Magic, and Wyrmslayer swords are about the only effective tools to dispose of them.

to:

** Wyvern/Draco/Dragon Knights are pretty nasty opponents, they have very high strength and defense which makes them difficult for your melee units to kill. They are also flying units so they can just zoom in at any opportunity to harass you once a unit is in their range. And despite being flying units, their defense is often so high that they can occasionally ''laugh'' at their apparent [[KryptoniteFactor weakness to arrows]], unlike their [[FragileSpeedster Pegasus Knight]] counterparts. And they love to pick off weaker units and healers thanks to their higher movement range and the fact that in most games they wield lances so getting ambushed by one with a Javelin is not uncommon. And in the non-GBA installments, they will (or at least attempt to if they have movement spaces left) fly away from their target to terrain non-traversable by ground units after attacking, [[SpitefulAI denying you the opportunity to finish them off when your turn comes]]. And they often spawn in said terrain so they will almost always get the first strike. The third thru fifth games were by far their worst. Magic, especially Wind (or Thunder in [=FE10=]) Magic, and Wyrmslayer swords are about the only effective tools to dispose of them.



** [=FE4's=] got: Any enemy with Bolting, Blizzard, or Meteor. (Infinite uses, long range attack, will probably hit and do tons of damage.) These show up in other [=FEs=], but are no where near as annoying (And can usually be soaked through. The ones in [=FE4=] have infinite uses, it's five charges in any other game.) It gets even worse in [=FE5=], where Blizzard inflicts Sleep. Which in turn results in your units being instantly captured if an enemy so much as touches them.
*** Or worse, Loptyr Mages and Hell (Eclipse) it reduces the Target's HPToOne and because at least one damage will always be dealt from any successful hit in [=FE4=], any hit after taking a Hell means you're dead.
*** On the other hand, you can unleash your own Demonic Spider on the enemy: This one lets you have the dread "Berserk" Staff... you know the one that'd make [[LovableRogue Colm]] turn around and kill [[VictoriousChildhoodFriend Neimi]]. In this title, status-effect staves automatically hit if the user's MAG is higher than the target's RES and very few non-magical units have significant RES, making these staves monstrously powerful for either side.

to:

** [=FE4's=] got: Any enemy long-range attack - which is to say, any attack with Bolting, Blizzard, or Meteor. (Infinite uses, long range attack, will probably hit and do tons of damage.) These show up in other [=FEs=], but are no where near as annoying (And can usually be soaked through. The ones in [=FE4=] have infinite uses, it's five charges in any other game.) It gets even worse in [=FE5=], where Blizzard inflicts Sleep. Which in turn results in your units being instantly captured if an enemy so much as touches them.
*** Or worse, Loptyr Mages and Hell (Eclipse) it reduces the Target's HPToOne and because
at least one damage will always be dealt 3 range - is going to make you gnash your teeth in frustration since the only ways to defend against them is to keep any unit that is likely to die to them as far away from the action as possible (and deny them any successful hit experience), or to simply charge in [=FE4=], any hit after taking a Hell means you're dead.
*** On the other hand, you can unleash your own Demonic Spider on the enemy: This one lets you
with some tanky unit (and have them hog all the dread "Berserk" Staff... you know experience). Special mention goes to long-range magic in [=FE 4=] (which never runs out), the one that'd make [[LovableRogue Colm]] turn around Berserk staff in [=FE 8=] (inflict a status which causes the afflicted unit to attack the nearest unit, friend or foe), and kill [[VictoriousChildhoodFriend Neimi]]. In this title, status-effect staves automatically hit if the user's MAG is higher than the target's RES and very few non-magical units have significant RES, making these staves monstrously powerful for either side.stoneborn from ''Fates'' (high damage, high defense - most long-rangers are {{Squishy Wizard}}s).
13th May '17 4:38:45 PM nombretomado
Is there an issue? Send a Message


*** Bonus points for these Chryssalids actually looking like a cross between a spider and a [[{{Starcraft}} hydralisk]] and being able to leap on and off the top of buildings. However, they have been nerfed to the point where their attack doesn't mean instant death. They can only infect those they kill, and you can further protect your soldiers by equipping them with the [[LikeCannotCutLike Chryssalids' own carapace]].

to:

*** Bonus points for these Chryssalids actually looking like a cross between a spider and a [[{{Starcraft}} [[VideoGame/StarCraft hydralisk]] and being able to leap on and off the top of buildings. However, they have been nerfed to the point where their attack doesn't mean instant death. They can only infect those they kill, and you can further protect your soldiers by equipping them with the [[LikeCannotCutLike Chryssalids' own carapace]].
23rd Apr '17 10:16:19 AM nombretomado
Is there an issue? Send a Message


* ''SwordOfTheStars'' has a few of these:

to:

* ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' has a few of these:
6th Apr '17 7:15:42 PM SuperFeatherYoshi
Is there an issue? Send a Message


*** Any [[Anime/FafnerInTheAzureDeadAggressor Festum]] successfully hitting an allied unit drops the pilot's Will and armor value. While these StandardStatusEffects aren't such a big problem, the "demonic" part lies with all Festum units having an ability that grants them greater accuracy and evasion rates against ''non-Fafner units'' (and Heroman).

to:

*** Any [[Anime/FafnerInTheAzureDeadAggressor Festum]] successfully hitting an allied unit drops the pilot's Will and armor value. While these StandardStatusEffects aren't such a big problem, the "demonic" part lies with all Festum units having an ability that grants them greater accuracy and evasion rates against ''non-Fafner units'' (and (except Heroman).
26th Mar '17 2:14:15 PM nombretomado
Is there an issue? Send a Message


* Cockatris in ''OgreBattle'', these creates [[strike:[[TheComputerIsACheatingBastard can]]]] [[TheComputerIsACheatingBastard will]] turn your characters to stone for the rest of the fight. This wouldn't be so bad unless A.Ogre battle expected you to "win" most battles (rather than force retreat via dealing more damage, then following it up once or twice THEN dealing enough damage to kill, meaning your chance of winning is lower because you don't have that character dealing damage) and B.said monsters didn't have godly dodge and accuracy.

to:

* Cockatris in ''OgreBattle'', ''VideoGame/OgreBattle'', these creates [[strike:[[TheComputerIsACheatingBastard can]]]] [[TheComputerIsACheatingBastard will]] turn your characters to stone for the rest of the fight. This wouldn't be so bad unless A.Ogre battle expected you to "win" most battles (rather than force retreat via dealing more damage, then following it up once or twice THEN dealing enough damage to kill, meaning your chance of winning is lower because you don't have that character dealing damage) and B.said monsters didn't have godly dodge and accuracy.
16th Sep '16 4:49:46 PM hamza678
Is there an issue? Send a Message


** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies that have a Seal skill: they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, among others. The catch? Well, get this: no matter what you do, the attack, no matter if it's a counter or not, will seal your unit. The guy missed the attack? You get sealed. The guy can't counter your attack? You get sealed. His attack was negated by a Dual Guard? You ''still'' get sealed. The attack doesn't do any damage? You guessed it: you get sealed. The only way to avoid getting sealed is if the guy ''actually dies'' in the attack. As in, your counter or attack MUST kill the guy so the seal doesn't activate. Have fun.

to:

** Fire Emblem: Fates VideoGame/FireEmblemFates adds quite a few spiders as well: namely, enemies that have a Seal skill: they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, among others. The catch? Well, get this: no matter what you do, the attack, no matter if it's a counter or not, will seal your unit. The guy missed the attack? You get sealed. The guy can't counter your attack? You get sealed. His attack was negated by a Dual Guard? You ''still'' get sealed. The attack doesn't do any damage? You guessed it: you get sealed. The only way to avoid getting sealed is if the guy ''actually dies'' in the attack. As in, your counter or attack MUST kill the guy so the seal doesn't activate. Have fun.
15th Aug '16 4:20:40 PM htuttle
Is there an issue? Send a Message


* 3-hit combo from ''{{X-Com}}'': Cyberdisks, Psi-using aliens, and Chryssalids. Cyberdisks can fly and come with an accurate plasma cannon capable of rendering your units dead in a hurry, along with the fact that they [[CriticalExistenceFailure react violently]] [[MadeOfExplodium to dying]]; the one advantage you do have against them is that they're much larger than a normal enemy and thus easier to hit, which is just as well because the only starter weapon that can reliably OneHitKill them is the rocket launcher. Oh, yeah; there's also a 50% chance that they'll show up in the ''first month'', along with a psi-using alien. And those guys are fun, too. Once one of their allies spots ''one'' of your units, the psi-user amongst them gains the ability to go through your ''[[TheComputerIsACheatingBastard entire team]]'' for the unit with the lowest psi-defense (that you [[FakeDifficulty can't even see without the proper upgrade]]) and promptly makes that unit their bitch. Enjoy having that unit either run around randomly without their weapon, fire all over the place, or get Mind Controlled and take out 2 or 3 of their former teammates. The only way this crap gets more broken is when [[GameBreaker you get it]]. And then there are Chryssalids. [[http://ironshrinemaiden.deviantart.com/art/Pick-up-that-soap-83170472 Oh dear God there are Chryssalids.]] These things have one attack and one attack only: An infectious bite that instantly converts whatever was hit into a zombie (And kills tanks in a hurry). Said zombie becomes a new Chryssalid upon taking sufficient non-fire damage, which can then convert more units, and so on. And there is absolutely no defense against this bite: Your SuperSoldier of a Commander falls just as easily as your [[{{Redshirt}} Rookies]]. On top of this, they possess enough Time Units to charge at a unit from beyond visual range and transform it into a drooling zombie before the player is even sure it's there. Upon finding out that these things are involved in the mission, players are known to take drastic measures such as carrying a primed grenade at all times, killing civilians in the area to prevent them from being infected, and blowing up the body of every single Chryssalid that goes down, just to be sure.

to:

* 3-hit combo from ''{{X-Com}}'': ''{{VideoGame/XCOM}}'': Cyberdisks, Psi-using aliens, and Chryssalids. Cyberdisks can fly and come with an accurate plasma cannon capable of rendering your units dead in a hurry, along with the fact that they [[CriticalExistenceFailure react violently]] [[MadeOfExplodium to dying]]; the one advantage you do have against them is that they're much larger than a normal enemy and thus easier to hit, which is just as well because the only starter weapon that can reliably OneHitKill them is the rocket launcher. Oh, yeah; there's also a 50% chance that they'll show up in the ''first month'', along with a psi-using alien. And those guys are fun, too. Once one of their allies spots ''one'' of your units, the psi-user amongst them gains the ability to go through your ''[[TheComputerIsACheatingBastard entire team]]'' for the unit with the lowest psi-defense (that you [[FakeDifficulty can't even see without the proper upgrade]]) and promptly makes that unit their bitch. Enjoy having that unit either run around randomly without their weapon, fire all over the place, or get Mind Controlled and take out 2 or 3 of their former teammates. The only way this crap gets more broken is when [[GameBreaker you get it]]. And then there are Chryssalids. [[http://ironshrinemaiden.deviantart.com/art/Pick-up-that-soap-83170472 Oh dear God there are Chryssalids.]] These things have one attack and one attack only: An infectious bite that instantly converts whatever was hit into a zombie (And kills tanks in a hurry). Said zombie becomes a new Chryssalid upon taking sufficient non-fire damage, which can then convert more units, and so on. And there is absolutely no defense against this bite: Your SuperSoldier of a Commander falls just as easily as your [[{{Redshirt}} Rookies]]. On top of this, they possess enough Time Units to charge at a unit from beyond visual range and transform it into a drooling zombie before the player is even sure it's there. Upon finding out that these things are involved in the mission, players are known to take drastic measures such as carrying a primed grenade at all times, killing civilians in the area to prevent them from being infected, and blowing up the body of every single Chryssalid that goes down, just to be sure.
5th Apr '16 8:58:00 AM Tinandel_1
Is there an issue? Send a Message


** ''[[VideoGame/XCOM2]]'' introduces stun lancers. These units have both shock swords and assault rifles, high health, and innate dodge chance. They can still attack after dashing, unlike the vast majority of units, and can thus threaten your troops from obscenely long distances with high-accuracy melee strikes. Their weapons have a chance to stun or even ''instantly knock unconscious'' your soldiers, rendering them helpless - often for the entire duration of the mission - and requiring yet another precious soldier to be pulled from active combat in order to evacuate them safely. They appear very, very early in the campaign, before the player is equipped to deal with them, and remain a constant threat throughout. Making matters far worse, the game considers them fairly mundane units and often deploys them in large numbers. Finally, if all that wasn't enough, they have an 'elite' version that gets introduced later on with even more health and dodge.

to:

** ''[[VideoGame/XCOM2]]'' ''VideoGame/XCOM2'' introduces stun lancers. These units have both shock swords and assault rifles, high health, and innate dodge chance. They can still attack after dashing, unlike the vast majority of units, and can thus threaten your troops from obscenely long distances with high-accuracy melee strikes. Their weapons have a chance to stun or even ''instantly knock unconscious'' your soldiers, rendering them helpless - often for the entire duration of the mission - and requiring yet another precious soldier to be pulled from active combat in order to evacuate them safely. They appear very, very early in the campaign, before the player is equipped to deal with them, and remain a constant threat throughout. Making matters far worse, the game considers them fairly mundane units and often deploys them in large numbers. Finally, if all that wasn't enough, they have an 'elite' version that gets introduced later on with even more health and dodge.
5th Apr '16 8:57:15 AM Tinandel_1
Is there an issue? Send a Message

Added DiffLines:

** ''[[VideoGame/XCOM2]]'' introduces stun lancers. These units have both shock swords and assault rifles, high health, and innate dodge chance. They can still attack after dashing, unlike the vast majority of units, and can thus threaten your troops from obscenely long distances with high-accuracy melee strikes. Their weapons have a chance to stun or even ''instantly knock unconscious'' your soldiers, rendering them helpless - often for the entire duration of the mission - and requiring yet another precious soldier to be pulled from active combat in order to evacuate them safely. They appear very, very early in the campaign, before the player is equipped to deal with them, and remain a constant threat throughout. Making matters far worse, the game considers them fairly mundane units and often deploys them in large numbers. Finally, if all that wasn't enough, they have an 'elite' version that gets introduced later on with even more health and dodge.
This list shows the last 10 events of 84. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=DemonicSpiders.TurnBasedStrategy