History Main / DamageSpongeBoss

18th Aug '16 12:05:06 AM Leyrann
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** Also in Diablo III, Ghom is so much a damage sponge that the time you need to kill him is used as a way to calculate your effective damage per second so that you can compare your damage with other players.
13th Aug '16 10:27:40 AM DeltaDart
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*** These bosses are one of the more [[BaseBreaker contentious issues]] in Warzone Firefight. Take the normal damage-sponge bosses, and then: add multilple iterations of the same boss, surround them with also-spongey [[Mooks]] and [[EliteMooks]], add multiple phases of bosses within the same round, make them insanely accurate with their attacks, place them in a hard-to-reach position across the map from the players, make spawned-in power weapons irretrievable upon death, increase the respawn time to as high as 30 seconds, give the players 5 minutes to complete their objectives, and start the timer before they even spawn. Have fun.

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*** These bosses are one of the more [[BaseBreaker contentious issues]] in Warzone Firefight. Take the normal damage-sponge bosses, and then: add multilple iterations of the same boss, surround them with also-spongey [[Mooks]] Mooks and [[EliteMooks]], EliteMooks, add multiple phases of bosses within the same round, make them insanely accurate with their attacks, place them in a hard-to-reach position across the map from the players, make spawned-in power weapons irretrievable upon death, increase the respawn time to as high as 30 seconds, give the players 5 minutes to complete their objectives, and start the timer before they the enemies even spawn. Have fun.
13th Aug '16 10:25:10 AM DeltaDart
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*** These bosses are one of the more [[BaseBreaker contentious issues]] in Warzone Firefight. Take the normal damage-sponge bosses, and then: add multilple iterations of the same boss, surround them with also-spongey [[Mooks]] and [[EliteMooks]], add multiple phases of bosses within the same round, make them insanely accurate with their attacks, place them in a hard-to-reach position across the map from the players, make spawned-in power weapons irretrievable upon death, increase the respawn time to as high as 30 seconds, give the players 5 minutes to complete their objectives, and start the timer before they even spawn. Have fun.
9th Aug '16 9:50:54 PM UmbrellasWereAwesome
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** Most Warzone bosses in ''VideoGame/Halo5Guardians'' are basically this, since most of them are usually nothing more than tougher versions of regular enemies. Even the Warden Eternal himself on higher difficulties is this until you damage him enough to expose his weak spot.

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** Most Warzone bosses in ''VideoGame/Halo5Guardians'' are basically this, since most of them are usually nothing more than tougher versions of regular enemies. Even In the campaign, the Warden Eternal himself on higher difficulties is this until you damage him enough to expose his weak spot.
9th Aug '16 9:50:18 PM UmbrellasWereAwesome
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** One of the biggest criticisms of ''VideoGame/{{Halo 4}}''[='s=] campaign is how insanely tough the Promethean Knights were, especially considering that they also had recharging shields ''and'' the ability to teleport away whenever their shields were down. They creatively rectified this in ''VideoGame/Halo5Guardians''; the Knights are overall tougher than they were in ''4'', but no longer have recharging shields or teleportaion, and damaging them enough will expose big glowing weak points.

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** One of the biggest criticisms of ''VideoGame/{{Halo 4}}''[='s=] campaign is how insanely tough the Promethean Knights were, especially considering that they also had recharging shields ''and'' the ability to teleport away whenever their shields were down. down (plus the Watchers could both heal and ''revive'' them). They creatively rectified this in ''VideoGame/Halo5Guardians''; the Knights are overall tougher than they were in ''4'', but no longer have recharging shields or teleportaion, teleportation (or Watcher revives), and damaging them enough will expose big glowing weak points.
4th Aug '16 3:41:46 PM UmbrellasWereAwesome
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* In ''Franchise/{{Halo}}'', Brutes soak up an absurd amount of damage, and barely react until they suddenly collapse, in ''[[VideoGame/{{Halo 2}} Halos 2]]'', ''[[VideoGame/{{Halo 3}} 3]]'', and ''[[VideoGame/HaloReach Reach]]''. Tartarus takes this to absurd levels in Halo 2 as the final boss.
** Hunters might seem like this if you don't know to shoot for the orange goo... and in Halo Reach, they actually are this even if you're aiming for the orange.
** In ''VideoGame/{{Halo 2}}'', the health of the 3 boss characters (Heretic, Regret, and Tartarus) increases exponentially with difficulty level. On Normal difficulty they go down as easily as a standard enemy, while on Legendary they can soak enormous amounts of punishment before dying.

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* ''Franchise/{{Halo}}'':
**
In ''Franchise/{{Halo}}'', Brutes soak up an absurd amount of damage, and barely react until they suddenly collapse, in ''[[VideoGame/{{Halo 2}} Halos 2]]'', ''[[VideoGame/{{Halo 3}} 3]]'', ''VideoGame/{{Halo 2}}'' and ''[[VideoGame/HaloReach Reach]]''. Reach]]'', Brutes soak up an absurd amount of damage and barely react until they suddenly collapse. Tartarus takes this to absurd levels in Halo 2 ''Halo 2'' as the final boss.
** Hunters might seem like become this if from ''VideoGame/{{Halo 2}}'' onward, becoming ever tougher in each subsequent release. To make things worse, unless you don't know have heavy weapons, you'll have to shoot for aim at the orange goo... and in Halo Reach, they actually are this even spots if you're aiming for the orange.
you want to do ''any'' damage.
** In ''VideoGame/{{Halo 2}}'', the health of the 3 three boss characters (Heretic, (the Heretic Leader, Regret, and Tartarus) increases exponentially with difficulty level. On Normal difficulty they go down as easily as a standard enemy, while on Legendary they can soak enormous amounts of punishment before dying.dying.
** One of the biggest criticisms of ''VideoGame/{{Halo 4}}''[='s=] campaign is how insanely tough the Promethean Knights were, especially considering that they also had recharging shields ''and'' the ability to teleport away whenever their shields were down. They creatively rectified this in ''VideoGame/Halo5Guardians''; the Knights are overall tougher than they were in ''4'', but no longer have recharging shields or teleportaion, and damaging them enough will expose big glowing weak points.
** Most Warzone bosses in ''VideoGame/Halo5Guardians'' are basically this, since most of them are usually nothing more than tougher versions of regular enemies. Even the Warden Eternal himself on higher difficulties is this until you damage him enough to expose his weak spot.
6th Jul '16 5:34:13 PM nighttrainfm
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* The [[Disney/{{Hercules}} Rock Titan]] in ''VideoGame/KingdomHeartsI'', at least relative to the other bossess. Two of his three attacks are ridiculously easy to dodge, and battling him is more of a matter of time than difficulty.

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* ''Franchise/KingdomHearts''
**
The [[Disney/{{Hercules}} Rock Titan]] in ''VideoGame/KingdomHeartsI'', at least relative to the other bossess. Two of his three attacks are ridiculously easy to dodge, and battling him is more of a matter of time than difficulty.
3rd Jul '16 9:29:10 AM KeithM
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** In both of the first two games during a recruitment mission (Liara's in the first, Tali's in the second) you have to fight a Geth Colossus on foot. If you don't have the nuke launcher, it becomes an exercise in ducking, shooting, ducking, shooting, again and again until its dead. [[spoiler: In the first game, if you get behind the wall on the left once you take out the smaller geth units you can stand there with impunity and keep shoot through the holes, so not even ducking is involved]].
3rd Jul '16 9:18:45 AM Moopsball
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* ''VideoGame/PathOfExile'' has General Gravicius, the mid-boss of Act 3. Unlike Piety with her elemental StanceSystem or Dominus's waves of mini-bosses, Gravicius doesn't bring any special tricks to the fight. He just has some basic fire spells, a substantial amount of Energy Shield, and an aura that grants even more shielding to himself and his mooks. The boss fight amounts to "Cap out fire resist and chew through a lot of health."
25th Jun '16 3:54:01 AM ScorpiusOB1
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* Not a video-game example: monsters and large enemies in ''TabletopGame/AnimaBeyondFantasy''. They've no defensive abilities except their armor and/or damage reduction, relying instead on an (often insanely) vast pool of HP and the quite often nasty bites they can give back.
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