History Main / DifficultButAwesome

19th Aug '17 12:50:17 AM jormis29
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* ''Franchise/TotalWar'':

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* ''Franchise/TotalWar'':''VideoGame/TotalWar'':
13th Aug '17 5:18:16 AM PrivateerMan
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*** The Saharan Spy item set makes the spy a lot less capable in combat, with the L'Etranger's lower damage output and the Your Eternal Reward knife removing the ability to disguise. However, a skilled Saharan Spy can be a phantom that makes half the opposing team vanish without a trace. The added cloak time provided by the L'Etranger allows you to be invisible for quite a bit longer, especially with the stock Invisibility Watch, giving you ample time to sneak past the enemy team. Backstabbing someone with the Your Eternal Reward immediately disguises you as your victim, which means you can go on a stabbing spree without anyone noticing their teammates disappearing. This means that if you backstab an Engineer, his Sentry won't shoot you due to the disguise, allowing you to sap it at your leisure. [[ArsonMurderAndJaywalking The full set also gives you a fancy sandstorm effect when taunting.]]
9th Aug '17 2:50:33 AM 4444jdm
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* Driving a manual transmission car. You are ''guaranteed'' to stall it when you first try manual transmission, and learning the eye-muscle-coordination with eyes, left foot and right hand will take time. But once you learn it, it opens a completely new world for driving, including better control of the car on curves, reversing, parking and acceleration, and improved fuel economy.

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* Driving a manual transmission car. You are ''guaranteed'' to stall it when you first try manual transmission, and learning the eye-muscle-coordination with eyes, left foot and right hand will take time. But once you learn it, it opens a completely new world for driving, including better control of the car on curves, reversing, parking and acceleration, and improved fuel economy. It is also easier to repair and less prone to malfunctions, compared to automatic transmissions.
31st Jul '17 3:17:54 PM gophergiggles
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* ''VideoGame/PaperMarioTheThousandYearDoor'' has the Superguard. The Superguard is an upgraded version of the regular Guard, and requires pressing B on being hit instead of A. It's ''extremely'' difficult to time it ''exactly'' right, with a timeframe of 1/20th of a second. However, if you do, not only do you take ''no'' damage, but on a move with physical contact, the enemy [[CounterAttack takes one point of damage]]! This works for ''every'' attack in the game, except for [[spoiler: [[BonusBoss Bonetail]]]]'s biting attack, and an explosion from a [[ActionBomb Bob-Ulk or Bulky Bob-Omb]].

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* ''VideoGame/PaperMarioTheThousandYearDoor'' has the Superguard. The Superguard is an upgraded version of the regular Guard, and requires pressing B on being hit instead of A. It's ''extremely'' difficult to time it ''exactly'' right, with a timeframe of 1/20th of a second. However, if you do, not only do you take ''no'' damage, but on a move with physical contact, the enemy [[CounterAttack takes one point of damage]]! This works for ''every'' attack in the game, except for [[spoiler: [[BonusBoss Bonetail]]]]'s biting attack, and an explosion from a [[ActionBomb Bob-Ulk or Bulky Bob-Omb]].Bob-Omb]], and enemies take damage [[ArmorPiercingAttack regardless of defense]] making it immensely effective against [[DemonicSpiders Clefts and Bristles.]]
30th Jul '17 3:57:33 PM thatmadork
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** ''VideoGame/TotalWarAttila'': The Western Roman Empire is the single hardest playthrough ever in a ''Total War'' game, with a rating of ''Legendary''. [[HordesFromTheEast The Huns]], the Germanic tribes and all manner of other barbarians are at the gates. [[BadassDecay The mighty legions are a distant memory]], your armies are spread incredibly thin and usually a town under siege can expect no help. You'll be facing all kinds of internal revolts and economic issues. You do however have an alliance with the Eastern Roman Empire and your armies still enjoy good morale and discipline. If you can HoldTheLine and iron out the rot afflicting Rome then you can possibly ''reforge the Roman Empire'' and change the course of history. How's that for awesome?
23rd Jul '17 11:30:57 PM addiemacgruer
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** ''VideoGame/DarkSoulsIII'' introduces Flynn's Ring, which increases your attack power the lower your weight ratio is. To maximize its potential, you'll be running around with no armor whatsoever and only carrying a single weapon... but [[GlassCannon your damage with that weapon will be through the roof]]. Hope you're good at dodging...

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** ''VideoGame/DarkSoulsIII'' ''VideoGame/DarkSoulsII'' 's DLC introduces Flynn's Ring, which increases your attack power the lower your weight ratio is. To maximize its potential, you'll be running around with no armor whatsoever and only carrying a single weapon...weapon (preferably a rapier, for maximum {{Flynning}})... but [[GlassCannon your damage with that weapon will be through the roof]]. Hope you're good at dodging...
14th Jul '17 2:55:17 PM Superjustinbros
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** Max Brass has a great set of abilities and useful starting ARMS, but unlike all other fighters, his punches have zero guidance behind them, meaning if curved the wrong way, your punch will miss the enemy by a mile. Using Max Brass effectively requires you to have complete control over where you're sending your punches so you don't constantly whiff, but having such control gives you a juggernaut with a Fire-Explosive combo of elements and the ability to laugh at weaker hits.
13th Jul '17 3:15:29 PM KhrizVile
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*** The KSG shotgun in multiplayer is unusual, since it fires slugs (big bullets) instead of buckshot, making it an hybrid between a shotgun / sniper rifle. It has high damage up to mid-range (200-75), high range (making 1-shot-kills at longer distances than the Remington 870 MCS), high penetration (on par with assault rifles), high capacity (14 shells by default, second only to the M1216) and a 1.5 headshot multplier (something that the rest of the shotguns lack), which makes the KSG specially deadly at longer ranges and shooting through cover (specially if the user is good with headshots). You pay all of this with a slow rate of fire (since it's a pump-action shotgun) and decreased hip-fire effectiveness, even with the increased hip-fire accuracy over it's peers (given it's not a buckshot weapon, it can miss if fired this way).

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*** The KSG shotgun in multiplayer is unusual, since it fires slugs (big bullets) instead of buckshot, making it an hybrid between a shotgun / sniper rifle. It has high damage up to mid-range (200-75), high range (making 1-shot-kills at longer distances than the Remington 870 MCS), high penetration (on par with assault rifles), high capacity (14 shells by default, second only to the M1216) and a 1.5 headshot multplier multiplier (something that the rest of the shotguns lack), which makes the KSG specially deadly at longer ranges and shooting through cover (specially if the user is good with headshots). You pay all of this with a slow rate of fire (since it's a pump-action shotgun) and decreased hip-fire effectiveness, even with the increased hip-fire accuracy over it's peers (given it's not a buckshot weapon, it can miss if fired this way).
13th Jul '17 3:13:38 PM KhrizVile
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*** The KSG shotgun in multiplayer is unusual, since it fires slugs (big bullets) instead of buckshot, making it an hybrid between a shotgun / sniper rifle. It has high damage up to mid-range (200-75), high range (making 1-shot-kills at longer distances than the Remington 870 MCS), high penetration (on par with assault rifles), high capacity (14 shells by default, second only to the M1216) and a 1.5 headshot multplier (something that the rest of the shotguns lack) which makes the KSG specially deadly at longer ranges and shooting through cover if the user is good with headshots. You pay all of this with a slow rate of fire (since it's a pump-action shotgun) and decreased hip-fire effectiveness, even with the increased hip-fire accuracy over it's peers (given it's not a buckshot weapon, it can miss if fired this way).

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*** The KSG shotgun in multiplayer is unusual, since it fires slugs (big bullets) instead of buckshot, making it an hybrid between a shotgun / sniper rifle. It has high damage up to mid-range (200-75), high range (making 1-shot-kills at longer distances than the Remington 870 MCS), high penetration (on par with assault rifles), high capacity (14 shells by default, second only to the M1216) and a 1.5 headshot multplier (something that the rest of the shotguns lack) lack), which makes the KSG specially deadly at longer ranges and shooting through cover (specially if the user is good with headshots.headshots). You pay all of this with a slow rate of fire (since it's a pump-action shotgun) and decreased hip-fire effectiveness, even with the increased hip-fire accuracy over it's peers (given it's not a buckshot weapon, it can miss if fired this way).
13th Jul '17 2:48:58 PM KhrizVile
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** Most champions have one or two projectile abilities that require target prediction and leading, if at all. [[AdventurerArchaeologist Ezrael]] has three, and his remaining ability is easily his weakest. Gets even more difficult if building Ability Power and thereby much more reliant on his skillshot abilities. Bad players will find themselves rarely hitting and becoming a wasted slot in their team, at best. Good ones can punish single targets with an unbelievable amount of damage in a short period of time and become absolute terrors. Think you're safe on the other side of map? WRONG. His ultimate can and will hit you from afar and go through multiple targets to do so. Some of the most impressive plays come from Ezrael blasting someone from an improbable distance and/or getting multiple kills due to the projectile's piercing nature. "It's all skill!" indeed...

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** Most champions have one or two projectile abilities that require target prediction and leading, if at all. [[AdventurerArchaeologist Ezrael]] Ezreal]] has three, and his remaining ability is easily his weakest. Gets even more difficult if building Ability Power and thereby much more reliant on his skillshot abilities. Bad players will find themselves rarely hitting and becoming a wasted slot in their team, at best. Good ones can punish single targets with an unbelievable amount of damage in a short period of time and become absolute terrors. Think you're safe on the other side of map? WRONG. His ultimate can and will hit you from afar and go through multiple targets to do so. Some of the most impressive plays come from Ezrael blasting someone from an improbable distance and/or getting multiple kills due to the projectile's piercing nature. "It's all skill!" indeed...



** One of Yasuo's skill quickly starts recharging almost every second, and every third cast is significantly different, AND it can be combined with another skill for another different effect. This "another skill" is also nothing simple, being fixed distance unit-targeted dash, which can be used on different targets in rapid succession. His other two skills require split-second reaction, either blocking enemy projectiles or reacting on windows of opportunity as fast as 0.1 seconds. Difference between bad and good Yasuo players is astonishing.

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** One of Yasuo's skill skills quickly starts recharging almost every second, and every third cast is significantly different, AND it can be combined with another skill for another different effect. This "another skill" is also nothing simple, being fixed distance unit-targeted dash, which can be used on different targets in rapid succession. His other two skills require split-second reaction, either blocking enemy projectiles or reacting on windows of opportunity as fast as 0.1 seconds. Difference between bad and good Yasuo players is astonishing.


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** Gnar is mostly a cute, fragile, range-based yordle which [[HulkingOut transforms]] into a giant, bulky, melee-based beast for a few seconds whenever he deals or gets damaged (until he fills his Rage bar). The difficult part is managing his Rage resource and knowing how and when to use both forms (Mini Gnar and Mega Gnar), given that you barely get some control on his transformation.
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