History Main / CycleOfHurting

1st Feb '16 4:40:43 AM REV6Pilot
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* In ''VideoGame/TheLostWorldJurassicParkConsole'', some of the toxic plants in the Compy levels are positioned so that if you land between them you'll get bounced back and forth by recoil damage until you die. ** In the first Raptor level some of the Human Hunters come equipped with nerve gas, which stun-locks you and deals massive damage. The hunters have a habit of waiting until you're stuck in a pit or have fallen through a collapsing balcony before firing multiple canisters at you.
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* In ''VideoGame/TheLostWorldJurassicParkConsole'', some of the toxic plants in the Compy levels are positioned so that if you land between them you'll get bounced back and forth by recoil damage until you die. \n** In the first Raptor level some of the Human Hunters come equipped with nerve gas, which stun-locks you and deals massive damage. The hunters have a habit of waiting until you're stuck in a pit or have fallen through a collapsing balcony before firing multiple canisters at you. you. [[AC:{{Roguelike}}]] * In the early days of ''VideoGame/DarkestDungeon'', it was a common exploit to kill all enemies of a group save for the weakest one, and then stun it repeatedly. Not only did this allow for healers to do their job with absolute impunity, the player could go for repeated [[CriticalHit crits]] on the stunning attacks, as those mean a party-wide stress heal and could be spammed several times since stunning attacks typically deal low damage. This was later all but completely eliminated, both by stressing the heroes out if they're in a regular fight for too long, and applying a 20% and later 40% buff once the stunned character (be it hero or enemy) skips their turn, that can stack if the character is successfully stunned again.
30th Jan '16 8:34:09 AM nombretomado
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* This could happen in the early ''SyphonFilter'' games if you triggered a checkpoint in a bad situation (eg impending OneHitKill).
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* This could happen in the early ''SyphonFilter'' ''VideoGame/SyphonFilter'' games if you triggered a checkpoint in a bad situation (eg impending OneHitKill).
22nd Jan '16 8:51:56 PM jormis29
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* Yetis, Chieftains, and unarmed shopkeepers in ''{{Spelunky}}'' attack by throwing the player. Occasionally, they will toss the player against a wall only to rebound back into the enemy who then tosses the player into the wall again only for the player to rebound back into the enemy... you see where this is going. To add insult to injury, they'll continue doing this [[BeatingADeadPlayer even after the player has died]], only stopping once the character has been gibbed or the player exits to menu.
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* Yetis, Chieftains, and unarmed shopkeepers in ''{{Spelunky}}'' ''VideoGame/{{Spelunky}}'' attack by throwing the player. Occasionally, they will toss the player against a wall only to rebound back into the enemy who then tosses the player into the wall again only for the player to rebound back into the enemy... you see where this is going. To add insult to injury, they'll continue doing this [[BeatingADeadPlayer even after the player has died]], only stopping once the character has been gibbed or the player exits to menu.
20th Jan '16 9:29:58 PM GrammarNavi
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* ''SuperSmashBros'' has a few infinite combos at the pro level, such as the Ice Climbers' "chain grab". In the original game's Hyrule stage, the "[[FanNickname Rapetent]]" allows many characters to pull off infinite combos.
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* ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' has a few infinite combos at the pro level, such as the Ice Climbers' "chain grab". In the original game's Hyrule stage, the "[[FanNickname Rapetent]]" allows many characters to pull off infinite combos.
6th Jan '16 10:24:14 PM SneaselSawashiro
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* The biggest danger in ''VideoGame/DynastyWarriors'' games and their derivatives. An enemy officer on his own is usually no more than an annoyance, even if he has soldiers with him. A small group of officers, however, can lock you into an almost permanent juggle. Combine this with fire elemental weapons (which drain your health so long as you are in the air), and you can see your health go down surprisingly quickly, all while being able to do nothing.
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* The biggest danger in ''VideoGame/DynastyWarriors'' games and their derivatives. An enemy officer on his own is usually no more than an annoyance, even if he has soldiers with him. A small group of officers, however, can lock you into an almost permanent juggle. Combine this with fire elemental weapons (which drain your health so long as you are in the air), and you can see your health go down surprisingly quickly, all while being able to do nothing. This is apparent in the first PSP game, where the AI often goes all out and rarely blocks.
3rd Dec '15 4:34:06 PM nombretomado
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* An especially annoying example occurs in the MasterSystem port of ''[[PortingDisaster Streets of Rage 2]]'', [[TheComputerIsACheatingBastard where the enemies will frequently hit you the instant you get back up and will continually do this until you lose a life]].
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* An especially annoying example occurs in the MasterSystem UsefulNotes/SegaMasterSystem port of ''[[PortingDisaster Streets of Rage 2]]'', [[TheComputerIsACheatingBastard where the enemies will frequently hit you the instant you get back up and will continually do this until you lose a life]].
28th Nov '15 7:08:07 PM Josef5678
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* Attack a Floating Eye in ''VideoGame/NetHack'' without making [[TheDevTeamThinksOfEverything certain preparations]], and watch your character get nibbled to PermaDeath by [[CherryTapping a gecko or something equally nonthreatening]]. And then of course there's being mobbed in the open by lightning-fast ants and bees.
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* Attack a Floating Eye in ''VideoGame/NetHack'' without making [[TheDevTeamThinksOfEverything [[DevelopersForesight certain preparations]], and watch your character get nibbled to PermaDeath by [[CherryTapping a gecko or something equally nonthreatening]]. And then of course there's being mobbed in the open by lightning-fast ants and bees.
23rd Oct '15 4:15:05 PM nombretomado
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* In ''TheLegendOfZeldaMajorasMask'':
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* In ''TheLegendOfZeldaMajorasMask'':''VideoGame/TheLegendOfZeldaMajorasMask'':
22nd Oct '15 6:32:50 PM nombretomado
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** If you exploit the screen-warp glitch in ''TheLegendOfZeldaLinksAwakening'' a little too much before getting Zora's Flippers, you may accidentally fall into a pit. Filled with deep water. *** Link's Awakening also has the GameBreakingBug variant with the final boss. Even after it's killed, its arms still do damage--1 heart, no MercyInvincibility. If you happen to be in contact with them when you deal the final hit, you will get your health drained ''throughout its [[LastWords final speech]]''.
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** If you exploit the screen-warp glitch in ''TheLegendOfZeldaLinksAwakening'' ''VideoGame/TheLegendOfZeldaLinksAwakening'' a little too much before getting Zora's Flippers, you may accidentally fall into a pit. Filled with deep water. *** Link's Awakening ''Link's Awakening'' also has the GameBreakingBug variant with the final boss. Even after it's killed, its arms still do damage--1 heart, no MercyInvincibility. If you happen to be in contact with them when you deal the final hit, you will get your health drained ''throughout its [[LastWords final speech]]''.
9th Oct '15 4:27:22 PM nombretomado
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* In ''VideoGame/GoldenEye1997'' and ''PerfectDark'', you are stunned and [[{{Knockback}} knocked back when hit]]. If being shot by a large group of enemies, they can stunlock you to death, especially on 00 Agent.
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* In ''VideoGame/GoldenEye1997'' and ''PerfectDark'', ''VideoGame/PerfectDark'', you are stunned and [[{{Knockback}} knocked back when hit]]. If being shot by a large group of enemies, they can stunlock you to death, especially on 00 Agent.
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