History DemonicSpiders / TurnBasedStrategy

5th Apr '16 8:58:00 AM Tinandel_1
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** ''[[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.

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** ''[[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
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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.
9th Mar '16 2:02:59 AM henrymidfields
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* [[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, in most cases, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away from them.

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* ** [[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, in most cases, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away from them.
9th Mar '16 2:02:10 AM henrymidfields
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''[[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away.

to:

''[[VideoGame/FireEmblemElibe * [[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, in most cases, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away.away from them.
9th Mar '16 1:59:36 AM henrymidfields
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Added DiffLines:

''[[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away.
2nd Mar '16 5:32:26 PM Zero8000
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** 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.

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** 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" ''actually dies'' in the attack. As in, your counter or attack MUST kill the guy so the seal doesn't activate. Have fun.
2nd Mar '16 5:31:22 PM Zero8000
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** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies with Seal skills. These have a rather high chance of activating: and if they do, they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, and they don't even need to engage you in close combat to activate it. Heck, if you attack, say, a Samurai, using an archer, you can STILL trigger Defense Seal, which means that next turn, if the archer isn't behind a wall, that guy is as good as dead. Have fun.

to:

** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies with Seal skills. These that have a rather high chance of activating: and if they do, 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, and they don't even need to engage among others. The catch? Well, get this: no matter what you in close combat to activate it. Heck, if you do, the attack, say, no matter if it's a Samurai, using an archer, 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 can STILL trigger Defense Seal, which means that next turn, get sealed. The only way to avoid getting sealed is if the archer isn't behind a wall, that guy is as good as dead.actually "dies" in the attack. As in, your counter or attack MUST kill the guy so the seal doesn't activate. Have fun.
29th Feb '16 10:30:30 AM Zero8000
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Added DiffLines:

** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies with Seal skills. These have a rather high chance of activating: and if they do, they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, and they don't even need to engage you in close combat to activate it. Heck, if you attack, say, a Samurai, using an archer, you can STILL trigger Defense Seal, which means that next turn, if the archer isn't behind a wall, that guy is as good as dead. Have fun.
12th Sep '15 7:42:13 PM nombretomado
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* Anti-Tanks in ''[[NintendoWars Advance Wars]]: Days of Ruin'' qualifies to a slight extent. If there are only land units, what makes it the epitome of CripplingOverspecialization (killing tanks efficiently, short range, weak against an infantry swarm) makes just one of them a pain to deal with properly. This can apply somewhat to indirects, but the Anti-Tank is the case worth mentioning, considering that it slows you down way worse. At least you get Anti-Tanks first though.

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* Anti-Tanks in ''[[NintendoWars ''[[VideoGame/NintendoWars Advance Wars]]: Days of Ruin'' qualifies to a slight extent. If there are only land units, what makes it the epitome of CripplingOverspecialization (killing tanks efficiently, short range, weak against an infantry swarm) makes just one of them a pain to deal with properly. This can apply somewhat to indirects, but the Anti-Tank is the case worth mentioning, considering that it slows you down way worse. At least you get Anti-Tanks first though.
28th Aug '15 2:38:34 AM Papaga
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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere. Units with poor resistance will be descended on and ripped apart in the blink of an eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. In Fire Emblem, the idea of one person being able to do that much, that quickly, is just infuriating.

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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere.frequently come in groups. Units with poor resistance will be descended on and ripped apart in the blink of an eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. In Fire Emblem, the idea of one person being able to do that much, that quickly, is just infuriating.
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