History Main / CycleOfHurting

4th Aug '16 3:26:07 PM UmbrellasWereAwesome
Is there an issue? Send a Message


** It's even worse if you never run out of lives; in some games' co-op, you can spawn into a pit infinitely. Fortunately, it's only an unbreakable cycle if your partner's a jerk - as soon as they move, you'll spawn in a different spot.

to:

** It's even worse if you never run out of lives; in some games' co-op, you can spawn into a pit infinitely. Fortunately, it's only an unbreakable cycle if your partner's a jerk - as soon as they move, you'll spawn in a different spot.
4th Aug '16 3:25:26 PM UmbrellasWereAwesome
Is there an issue? Send a Message


* It's even worse if you never run out of lives - in some games, like ''Franchise/{{Halo}}'''s co-op, you can spawn into a pit infinitely. Fortunately, in the ''Halo'' example, it's only an unbreakable cycle if your partner's a jerk - as soon as they move, you'll spawn in a different spot.
** Unfortunately it ''is'' an unbreakable cycle in single player. There are spots where a checkpoint can register while you're in the process of falling off a cliff. All you can do is restart the level, so that's a good two hours of work down the toilet if you're playing Legendary.
*** However, dying enough times at a checkpoint in later games will throw you back a checkpoint. Not particularly a bad thing, but some of the game's checkpoints are widely spread out, making getting back to that particular section a little more difficult. This also happens regardless of if you're falling down a pit or not.

to:

* ''Franchise/{{Halo}}'':
**
It's even worse if you never run out of lives - lives; in some games, like ''Franchise/{{Halo}}'''s games' co-op, you can spawn into a pit infinitely. Fortunately, in the ''Halo'' example, it's only an unbreakable cycle if your partner's a jerk - as soon as they move, you'll spawn in a different spot.
** Unfortunately it ''is'' an unbreakable cycle in ''VideoGame/HaloCombatEvolved''[='s=] single player. There are spots where a checkpoint can register while you're in the process of falling off a cliff. All you can do is restart the level, so that's a good two hours of work down the toilet if you're playing Legendary.
***
Legendary. However, dying enough times at a checkpoint in later games games, regardless of whether you're falling down a pit or not, will throw you back a checkpoint. Not particularly a bad thing, but some of the game's checkpoints are widely spread out, making getting back to that particular section a little more difficult. This also happens regardless of if you're falling down a pit or not.
4th Aug '16 12:06:46 PM Morgenthaler
Is there an issue? Send a Message


[[folder: [=MMORP Gs= ]]
]

to:

[[folder: [=MMORP Gs= [=MMORPGs=] ]]
]
4th Aug '16 12:06:06 PM Morgenthaler
Is there an issue? Send a Message


* ''VideoGame/PerfectWorld'' has this� sort of. There is a certain status effect called "Stun", which keeps you from moving or attacking for a few seconds. Axe-using Blademasters have three stunning moves, and some people have figured out how to chain them in a certain way that keeps their enemies from moving forever. If you happen to be in [=PvP=] mode, well, I hope you brought a ressurection scroll, a good cleric, or, if you're a [[MightyGlacier Barbarian]], some popcorn, cause this'll take a while.
* Same thing happens in ''VideoGame/WorldOfWarcraft'' with [[GlassCannon rogues]]. If a rogue gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[{{Unwinnable}} again and again and again and again]]�

to:

* ''VideoGame/PerfectWorld'' has this� this... sort of. There is a certain status effect called "Stun", which keeps you from moving or attacking for a few seconds. Axe-using Blademasters have three stunning moves, and some people have figured out how to chain them in a certain way that keeps their enemies from moving forever. If you happen to be in [=PvP=] mode, well, I hope you brought a ressurection scroll, a good cleric, or, if you're a [[MightyGlacier Barbarian]], some popcorn, cause this'll take a while.
* Same thing happens in ''VideoGame/WorldOfWarcraft'' with [[GlassCannon rogues]]. If a rogue gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[{{Unwinnable}} again and again and again and again]]�again]]...



** Perhaps the single most irritating instance of this trope in the game stems from the spell �Crushing Prison.� This spell immobilizes the target and does significant spirit damage while allowing the caster's allies free hits throughout the spell's duration. The game has no end of enemies who just love to stack this with the aforementioned mortality spell and other effects to make Moderately certain that you lose members quickly.

to:

** Perhaps the single most irritating instance of this trope in the game stems from the spell �Crushing "Crushing Prison." This spell immobilizes the target and does significant spirit damage while allowing the caster's allies free hits throughout the spell's duration. The game has no end of enemies who just love to stack this with the aforementioned mortality spell and other effects to make Moderately certain that you lose members quickly.
4th Aug '16 12:04:55 PM Morgenthaler
Is there an issue? Send a Message


[[AC:General]]

to:

[[AC:General]][[foldercontrol]]

[[folder: General ]]



* Generally games with StandardStatusEffects such as “stun” which prevent you from acting can have problems where the condition triggers frequently enough (such as every time the opponent hits) that the character in question is “stunlocked,” unable to do anything until death's release.

to:

* Generally games with StandardStatusEffects such as “stun” "stun" which prevent you from acting can have problems where the condition triggers frequently enough (such as every time the opponent hits) that the character in question is “stunlocked,” "stunlocked," unable to do anything until death's release.



[[AC:Action Adventure]]

to:

[[AC:Action Adventure]][[/folder]]

[[folder: Action Adventure ]]



[[AC:Beat-Em-Up]]
* Enemies in ''VideoGame/{{Battletoads}}'' use the same quick jabs + finishing knockdown punch combo as you do. If you get stuck between two of them, you're hosed; they'll both continually jab at you without ever throwing the last punch, chipping your life down to zero while you can't react.

to:

[[AC:Beat-Em-Up]]
[[/folder]]

[[folder: Beat-Em-Up ]]

* Enemies in ''VideoGame/{{Battletoads}}'' use the same quick jabs + finishing knockdown punch combo as you do. If you get stuck between two of them, you're hosed; they'll both continually jab at you without ever throwing the last punch, chipping your life down to zero while you can't react.



[[AC:Driving Games]]

to:

[[AC:Driving Games]][[/folder]]

[[folder: Driving Games ]]



[[AC:Fighting Games]]

to:

[[AC:Fighting Games]][[/folder]]

[[folder: Fighting Games ]]



[[AC:First Person Shooters]]

to:

[[AC:First [[/folder]]

[[folder: First
Person Shooters]]Shooters ]]



[[AC:Gamebooks]]

to:

[[AC:Gamebooks]][[/folder]]

[[folder: Gamebooks ]]



[[AC:MOBA Games]]

to:

[[AC:MOBA Games]][[/folder]]

[[folder: MOBA Games ]]



[[AC:[=MMORPGs=]]]

to:

[[AC:[=MMORPGs=]]][[/folder]]

[[folder: [=MMORP Gs= ]]
]



* ''VideoGame/PerfectWorld'' has this… sort of. There is a certain status effect called "Stun", which keeps you from moving or attacking for a few seconds. Axe-using Blademasters have three stunning moves, and some people have figured out how to chain them in a certain way that keeps their enemies from moving forever. If you happen to be in [=PvP=] mode, well, I hope you brought a ressurection scroll, a good cleric, or, if you're a [[MightyGlacier Barbarian]], some popcorn, cause this'll take a while.
* Same thing happens in ''VideoGame/WorldOfWarcraft'' with [[GlassCannon rogues]]. If a rogue gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[{{Unwinnable}} again and again and again and again]]…

to:

* ''VideoGame/PerfectWorld'' has this… this� sort of. There is a certain status effect called "Stun", which keeps you from moving or attacking for a few seconds. Axe-using Blademasters have three stunning moves, and some people have figured out how to chain them in a certain way that keeps their enemies from moving forever. If you happen to be in [=PvP=] mode, well, I hope you brought a ressurection scroll, a good cleric, or, if you're a [[MightyGlacier Barbarian]], some popcorn, cause this'll take a while.
* Same thing happens in ''VideoGame/WorldOfWarcraft'' with [[GlassCannon rogues]]. If a rogue gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[{{Unwinnable}} again and again and again and again]]…again]]�



[[AC:Platform Games]]

to:

[[AC:Platform Games]][[/folder]]

[[folder: Platform Games ]]



[[AC:{{Roguelike}}]]

to:

[[AC:{{Roguelike}}]][[/folder]]

[[folder: Roguelike ]]



[[AC:Role Playing Games]]

to:

[[AC:Role [[/folder]]

[[folder: Role
Playing Games]]Games ]]



** Perhaps the single most irritating instance of this trope in the game stems from the spell “Crushing Prison.” This spell immobilizes the target and does significant spirit damage while allowing the caster's allies free hits throughout the spell's duration. The game has no end of enemies who just love to stack this with the aforementioned mortality spell and other effects to make Moderately certain that you lose members quickly.

to:

** Perhaps the single most irritating instance of this trope in the game stems from the spell “Crushing �Crushing Prison.This spell immobilizes the target and does significant spirit damage while allowing the caster's allies free hits throughout the spell's duration. The game has no end of enemies who just love to stack this with the aforementioned mortality spell and other effects to make Moderately certain that you lose members quickly.



*** There are also certain move/ability combinations in the metagame that can tear opponents to shreds without even giving them a chance to move. The ability Serene Grace, which doubles the likelihood of a move's secondary effects, can be combined with the moves Body Slam[[note]]which has a 30% chance to paralyze, a status effect that prevents a Pokémon from moving 25% of the time and also greatly reduces its Speed)[[/note]], Air Slash [[note]]which has a 30% chance of making a Pokémon flinch, missing its move for that turn[[/note]] and Iron Head [[note]]same as Air Slash[[/note]]. That makes for a greatly slowed enemy with an infuriatingly small chance of being able to move while you wear it down by spamming flinch-inducing attacks. It also tends to cause Rage Quits when used successfully.
** For a non-gameplay example, Whismur can get caught in one of these when they start crying. Whismur are CuteButCacophonic Pokémon whose cries are so loud, they actually scare themselves, causing them to cry even louder until they tire out.

to:

*** There are also certain move/ability combinations in the metagame that can tear opponents to shreds without even giving them a chance to move. The ability Serene Grace, which doubles the likelihood of a move's secondary effects, can be combined with the moves Body Slam[[note]]which has a 30% chance to paralyze, a status effect that prevents a Pokémon from moving 25% of the time and also greatly reduces its Speed)[[/note]], Air Slash [[note]]which has a 30% chance of making a Pokémon flinch, missing its move for that turn[[/note]] and Iron Head [[note]]same as Air Slash[[/note]]. That makes for a greatly slowed enemy with an infuriatingly small chance of being able to move while you wear it down by spamming flinch-inducing attacks. It also tends to cause Rage Quits when used successfully.
** For a non-gameplay example, Whismur can get caught in one of these when they start crying. Whismur are CuteButCacophonic Pokémon whose cries are so loud, they actually scare themselves, causing them to cry even louder until they tire out.



[[AC:Simulation]]

to:

[[AC:Simulation]][[/folder]]

[[folder: Simulation ]]



[[AC:Survival Horror]]

to:

[[AC:Survival Horror]][[/folder]]

[[folder: Survival Horror ]]



[[AC:TabletopGames]]

to:

[[AC:TabletopGames]][[/folder]]

[[folder: Tabletop Games ]]



[[AC:Third Person Shooters]]

to:

[[AC:Third [[/folder]]

[[folder: Third
Person Shooters]]Shooters ]]



[[AC:Turn Based Strategy]]

to:

[[AC:Turn [[/folder]]

[[folder: Turn
Based Strategy]]Strategy ]]



[[AC:Wide Open Sandbox]]

to:

[[AC:Wide [[/folder]]

[[folder: Wide
Open Sandbox]]Sandbox ]]



[[AC:Other Games]]

to:

[[AC:Other Games]][[/folder]]

[[folder: Other Games ]]


Added DiffLines:


[[/folder]]
4th Aug '16 11:59:14 AM Morgenthaler
Is there an issue? Send a Message


* In ''{{Driver}}'', getting spun out leaves you a sitting duck to be rammed to death by the other cops chasing you. This rears its ugly head on the first game's final mission, [[ScrappyLevel The President's Run]], where your wanted meter starts at max, so the cops drive at maximum speed, while you're stuck with a slow limousine. On [[SlippySlideyIceWorld slippery icy roads]] [[TheComputerIsACheatingBastard that don't affect the cops' handling]].
* In ''TwistedMetal 2'', each enemy vehicle AI used only a few specific weapons but used them [[MacrossMissileMassacre all the time]]. Two of them (Mr. Slam and Mr. Grimm) included the freeze missile in their rotation at a rate of fire well beyond what a player can achieve. If either one hits you with a freeze missile and you don't have enough initial speed and inertia to coast out of the danger zone while frozen, you'll find yourself trapped in place getting frozen over and over and over with no way to escape while having your life very slowly chipped away by machine gun fire.
** In ''TwistedMetal III'', the first boss's (Darkside) special is a flamethrower/freeze missile combo which he likes to spam and has seemingly infinite ammo. If you get unlucky, being hit by it is a guaranteed life-lose.
** ''TwistedMetal Black'' was the king of this. Prepared to be stuck and beaten to death at any given moment. They synchronize attacks with yours to screw them up. Use Minion's special? They'll freeze you with ''ComputersAreFast reflexes''. Use Mr. Grimm's? They'll hit you with a rico and tilt you or with a power missile and stun you. It never ends either.

to:

* In ''{{Driver}}'', ''VideoGame/{{Driver}}'', getting spun out leaves you a sitting duck to be rammed to death by the other cops chasing you. This rears its ugly head on the first game's final mission, [[ScrappyLevel The President's Run]], where your wanted meter starts at max, so the cops drive at maximum speed, while you're stuck with a slow limousine. On [[SlippySlideyIceWorld slippery icy roads]] [[TheComputerIsACheatingBastard that don't affect the cops' handling]].
* In ''TwistedMetal ''VideoGame/TwistedMetal 2'', each enemy vehicle AI used only a few specific weapons but used them [[MacrossMissileMassacre all the time]]. Two of them (Mr. Slam and Mr. Grimm) included the freeze missile in their rotation at a rate of fire well beyond what a player can achieve. If either one hits you with a freeze missile and you don't have enough initial speed and inertia to coast out of the danger zone while frozen, you'll find yourself trapped in place getting frozen over and over and over with no way to escape while having your life very slowly chipped away by machine gun fire.
** In ''TwistedMetal ''VideoGame/TwistedMetal III'', the first boss's (Darkside) special is a flamethrower/freeze missile combo which he likes to spam and has seemingly infinite ammo. If you get unlucky, being hit by it is a guaranteed life-lose.
** ''TwistedMetal ''VideoGame/TwistedMetal Black'' was the king of this. Prepared to be stuck and beaten to death at any given moment. They synchronize attacks with yours to screw them up. Use Minion's special? They'll freeze you with ''ComputersAreFast reflexes''. Use Mr. Grimm's? They'll hit you with a rico and tilt you or with a power missile and stun you. It never ends either.



** Outright stunlocks are rare in ''{{Vigilante8}}'' and its sequel, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.

to:

** Outright stunlocks are rare in ''{{Vigilante8}}'' ''VideoGame/{{Vigilante8}}'' and its sequel, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.
25th Jul '16 3:00:14 AM Morgenthaler
Is there an issue? Send a Message


* This Is Our Bullshit Clickbait Version Of What Happens in ''{{Soulcaster}}'' if you get surrounded by enemies and you have no {{Smart Bomb}}s left.

to:

* This Is Our Bullshit Clickbait Version Of What Happens in ''{{Soulcaster}}'' ''VideoGame/{{Soulcaster}}'' if you get surrounded by enemies and you have no {{Smart Bomb}}s left.
18th Jul '16 4:06:30 PM Miracle@StOlaf
Is there an issue? Send a Message


* The very last appearance of the Sadist in ''VideoGame/TheEvilWithin'' has him show up with a rocket launcher. It probably won't kill you in one shot by this point, but it doesn't need to: the bastard is able to time his shots so that the next rocket will hit you just as you're getting back on your feet, repeated until CriticalExistenceFailure.

to:

* The very last appearance of the Sadist in ''VideoGame/TheEvilWithin'' has him show up with a rocket launcher. It probably won't kill you in one shot by this point, but it doesn't need to: to; the bastard is able to time his shots so well that the next rocket will hit you just as you're getting back on your feet, repeated until you hit CriticalExistenceFailure.
18th Jul '16 3:59:55 PM Miracle@StOlaf
Is there an issue? Send a Message


* In the early ''Franchise/ResidentEvil'' games, you could find yourself being repeatedly attacked by an enemy while hopelessly trying to reload your weapon. The 1996 original, in particular, only allowed you to shove off one zombie at a time, so if two or more manage to get in your face, death is all but certain; the second will have a go at your neck as soon as you push away the first, which will close the gap again right as you're shoving the second one off you.




to:

* In the early ''Franchise/ResidentEvil'' games, you could find yourself being repeatedly attacked by an enemy while hopelessly trying to reload your weapon. The 1996 original, in particular, only allowed you to shove off one zombie at a time, so if two or more manage to get in your face, death is all but certain; the second will have a go at your neck as soon as you push away the first, which will close the gap again right as you're shoving the second one off you.
* The very last appearance of the Sadist in ''VideoGame/TheEvilWithin'' has him show up with a rocket launcher. It probably won't kill you in one shot by this point, but it doesn't need to: the bastard is able to time his shots so that the next rocket will hit you just as you're getting back on your feet, repeated until CriticalExistenceFailure.
25th Jun '16 8:42:17 PM nombretomado
Is there an issue? Send a Message


* Like in the ''TabletopGame/DungeonsAndDragons'' example above, area-effect spells in ''BaldursGate'' can very easily be used to create situations like these, especially with the Cloudkill spell, which knocks targets unconscious while continuously dealing damage (and every time they regain consciousness, they have to make another roll to avoid getting knocked out again) and lasts a ''very'' long time. Prep some ranged attacks to speed things along, and many enemies that are knocked out by it are as good as dead (though even if they aren't, casting Web or Entangle in the same area can help hold them in place.)
* TabletopGame/DragonsDogma has several enemies (notably, the [[OurOgresAreHungrier Ogre]] and [[ChestMonster Maneater]]) that will grab you. This initiates a SmashingSurvival moment of frantically waggling the left stick. Unfortunately, both of these enemies can easily inflict lethal damage before you waggle free, and [[ArtificialStupidity your pawns don't always help you out]].

to:

* Like in the ''TabletopGame/DungeonsAndDragons'' example above, area-effect spells in ''BaldursGate'' ''Franchise/BaldursGate'' can very easily be used to create situations like these, especially with the Cloudkill spell, which knocks targets unconscious while continuously dealing damage (and every time they regain consciousness, they have to make another roll to avoid getting knocked out again) and lasts a ''very'' long time. Prep some ranged attacks to speed things along, and many enemies that are knocked out by it are as good as dead (though even if they aren't, casting Web or Entangle in the same area can help hold them in place.)
* TabletopGame/DragonsDogma ''TabletopGame/DragonsDogma'' has several enemies (notably, the [[OurOgresAreHungrier Ogre]] and [[ChestMonster Maneater]]) that will grab you. This initiates a SmashingSurvival moment of frantically waggling the left stick. Unfortunately, both of these enemies can easily inflict lethal damage before you waggle free, and [[ArtificialStupidity your pawns don't always help you out]].
This list shows the last 10 events of 348. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.CycleOfHurting