History Main / CycleOfHurting

13th Apr '16 10:59:55 AM BossKey
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* ''DefenseOfTheAncients'' has the Cranium Basher, an item with a chance to stun the target on every melee attack. Get enough attack speed and the unfortunate enemy player is unable to do anything. Changes were made to prevent endless stunlock, but you can still achieve ''near''-endless stunlock instead and when you throw in a few allies with some of the many X second stun spells in the game it's pretty much gg for the enemy.

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* ''DefenseOfTheAncients'' has the Cranium Basher, an item with a chance to stun the target on every melee attack. Get enough attack speed and the unfortunate enemy player is unable to do anything. Changes were made to prevent endless stunlock, but you can still achieve ''near''-endless stunlock instead and when you throw in a few allies with some of the many X second stun spells in the game it's pretty much gg GG for the enemy.
enemy. Note that, while the Cranium Basher cannot endlessly stunlock an enemy (the stun has a cooldown that's longer than the stun itself), heroes with built-in bashes (such as Faceless Void and Slardar) ''can'' theoretically do so if they have enough attack speed and get lucky with the RNG, as there's nothing stopping them from getting another stun before the first one wears off.
** A particularly sad (yet hilarious) example can result from Clockwerk's Battery Assault ability, which mini-stuns a nearby enemy at regular intervals for its duration. If he manages to catch a hero whose cast animation for spells is longer than the interval between stuns, he can potentially ''lock the enemy into their cast animation'' and [[DeathOfAThousandCuts chip them to death as they try fruitlessly to cast a spell]].
** Woe betide anyone who gets caught with exactly 1 teammate by Witch Doctor's [[PinballProjectile Paralyzing Cask]], which hits the first guy and stuns him before bouncing to the second, then stuns that guy and bounces back to the first... Especially since he'll most likely be using the opening to channel a Death Ward to kill both of them off before the Cask runs out of bounces.
31st Mar '16 6:40:15 PM TARINunit9
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* Every single non-vehicle enemy in ''VideoGame/RideToHellRetribution'' can be stunlocked by the forward lunching kick. [[GameBreaker Including bosses]].
26th Mar '16 3:38:47 AM TSBasilisk
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* In ''VideoGame/GuildWars'', it's possible for your party to get trapped in a wipe/resurrect cycle at a resurrection shrine, getting closer to the [[ContinuingIsPainful death penalty]] cap each time. The only ways to escape are to whittle your opponents down between wipes until you beat them or map travel back to an outpost. However, this can be exploited, because the enemies gain XP slowly and will eventually level, so when you finally beat them you'll gain more XP.

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* In ''VideoGame/GuildWars'', ''VideoGame/GuildWars'' it's possible for your party a group of monsters to get trapped in a wipe/resurrect cycle at patrol or be lured to a resurrection shrine, getting shrine where they can trap players in a cycle of spawning and dying, creeping closer to the [[ContinuingIsPainful death penalty]] cap each time. The only ways to escape are to whittle your opponents down between wipes until you beat them or map travel back to an outpost. However, this can be exploited, because the outpost.
** This cycle has actually been exploited by some players due to NPC
enemies gain gaining XP slowly when killing players and will eventually level, so leveling up. This in turns makes them yield more XP when you finally beat them you'll gain more XP.killed.


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** Battlegrounds have fixed graveyards where players spawn. In some, mainly Alterac Valley, positioning a group at the graveyard to kill enemies as they resurrect is seen as a valid tactic as it prevents them from participating in actual objectives.
26th Mar '16 3:32:00 AM TSBasilisk
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** The troll city instance Zul'Gurub, at level 60 a challenge requiring 20 level-capped players, now easily soloed by any class with a healing spell for a chance to obtain a mount unavailable through any other means to one's faction (the nightsaber for horde and raptor for alliance) has a room full of [[{{Mooks}} trolls and tigers]] right before the tiger boss trio. The trolls there have a whirlwind type ability that can be applied from a distance that lasts for about 5 seconds, applies a stun to the player lasting about 2 seconds that is reapplied about every 1.5 seconds. And this is frequently used in succession by several different trolls while the player is being wailed on by a number of tiger cubs. Even the mightiest characters with [[InfinityPlusOneSword best-in-slot gear]] can see their health whittled away from tens of thousands to near death before being able to fight back.

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** The troll city instance Zul'Gurub, at level 60 a challenge requiring 20 level-capped players, now easily soloed by any class with a healing spell for a chance to obtain a mount unavailable through any other means to one's faction (the nightsaber for horde and raptor for alliance) has original version of Zul'gurub had a room full of [[{{Mooks}} trolls and tigers]] right before the tiger boss trio. tigers]]. The trolls there have a whirlwind type ability that can be applied from a distance that lasts for about 5 seconds, applies can apply a 2 second stun to the player lasting about 2 seconds that is reapplied about which refreshes every 1.5 seconds. And this is frequently used in succession by several different The trolls while can stagger their usage of the ability keeping the player is stunned while being wailed on by a number of tiger cubs. Even the mightiest characters with [[InfinityPlusOneSword best-in-slot gear]] can see their health whittled away from tens While not dangerous for raids, solo players of thousands to near death before being able to fight much higher level could be slowly killed without fighting back.


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** Shannox in Firelands has a pet dog named Rageface whose special ability is "Face Rage", jumping on a player to stun them and tear them apart. The only way to break free is for another character to hit the dog hard enough. While simple for raids, solo players without a pet can end up trapped on the ground without any ability to fight back.
** Beth'tilac, also in Firelands, spawns a large number of spider adds who can channel a long stun. While this can be dealt easily enough, solo players who don't clear the adds will find they take turns applying the stun and do so immediately on it ending. If enough are active it's possible to be trapped for several minutes until killed.
24th Mar '16 1:12:24 PM Frid_Kun
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* In ''VideoGame/JaggedAlliance 2'', Mustard Gas grenades work like this. If your character is not wearing a gas mask, and walks into a Mustard Gas cloud (or, more commonly, a Mustard Gas grenade is lobbed at him), the character will likely suffer a lot of damage and pass out. At this point, the character cannot be moved (he's passed out) and his inventory cannot be accessed, so he cannot be told to wear his gas mask if he has one at all. Each turn, the gas will drain a large amount of health and breath points from the character, making sure that he cannot escape. To make matters worse, it is even impossible to move the body out of the cloud by having another mercenary drag or lift it, so the afflicted mercenary just lies there in the cloud, completely helpless, until death. If you're fortunate though, the gas may dissipate before the character actually dies.

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* In ''VideoGame/JaggedAlliance 2'', Mustard Gas grenades work like this. If your character is not wearing a gas mask, and walks into a Mustard Gas cloud (or, more commonly, a Mustard Gas grenade is lobbed at him), the character will likely suffer a lot of energy damage and pass out. At this point, the character cannot be moved (he's passed out) and his inventory cannot be accessed, so he cannot be told to wear his gas mask if he has one at all. Each turn, the gas will drain a large amount of health and breath points from the character, making sure that he cannot escape. To make matters worse, it is even impossible to move the body out of the cloud by having another mercenary drag or lift it, so the afflicted mercenary just lies there in the cloud, completely helpless, until death. If you're fortunate though, the gas may dissipate before the character actually dies.dies.
** You can counter it by throwing a smoke grenade to replace mustard gas with regular smoke (physics wasn't that great back there) or applying an energy regeneration item with another soldier.
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.
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