History Main / DifficultySpike

24th Sep '16 2:45:28 AM LucaEarlgrey
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** Similarly, a lot of Single Play players can't graduate out of [[KyuAndDanRanks 6th Dan]] due to 7th Dan using THE SAFARI's mash-heavy Hyper chart as its final stage, causing many players to hold onto as much as 90% of their Groove Gauge for that stage and ''still'' fail it.

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** Similarly, a lot of Single Play players can't graduate out of [[KyuAndDanRanks 6th Dan]] due to 7th Dan using THE SAFARI's mash-heavy Hyper chart as its final stage, causing many players to hold onto as much as 90% of their Groove Gauge for as they enter that stage and ''still'' fail it.
24th Sep '16 2:39:23 AM LucaEarlgrey
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* In ''VideoGame/{{beatmania}} IIDX'', you don't fail a song by running out of life, but you do need to finish with your life meter at 80% or higher to clear it. Many songs will abuse this by having sudden jumps in difficulty at the end; some of the biggest offenders are [[http://www1.ocn.ne.jp/~hibroad/score/3/holic.html?2AB00 Holic (Another)]], [[http://www1.ocn.ne.jp/~hibroad/score/8/blame.html?2AB00 Blame (Another)]], [[http://www1.ocn.ne.jp/~hibroad/score/13/contract.html?2N800 Contract (Normal)]] (the rest of the song is fairly easy in comparison), and [[http://www1.ocn.ne.jp/~hibroad/score/14/inori.html?1AB00 Inori (Another)]]. This issue is subverted [[http://www1.ocn.ne.jp/~hibroad/score/0/gobeyond.html?2AC00 Go Beyond!! (Another)]], which has its most difficult part in the ''middle'' of the song, and the rest of the song is easy enough for someone who can clear level-11 songs to easily recover in. Many players avoid this by setting doing the "Hard" route for the life bar. In this, as long as the life doesn't reach 0%, you pass.

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* In ''VideoGame/{{beatmania}} IIDX'', you IIDX'':
** You
don't fail a song by running out of life, but you do need to finish with your life meter at 80% or higher to clear it. Many songs will abuse this by having sudden jumps in difficulty at the end; some of the biggest offenders are [[http://www1.ocn.ne.jp/~hibroad/score/3/holic.html?2AB00 Holic (Another)]], [[http://www1.ocn.ne.jp/~hibroad/score/8/blame.html?2AB00 Blame (Another)]], [[http://www1.ocn.ne.jp/~hibroad/score/13/contract.html?2N800 Contract (Normal)]] (the rest of the song is fairly easy in comparison), and [[http://www1.ocn.ne.jp/~hibroad/score/14/inori.html?1AB00 Inori (Another)]]. This issue is subverted [[http://www1.ocn.ne.jp/~hibroad/score/0/gobeyond.html?2AC00 Go Beyond!! (Another)]], which has its most difficult part in the ''middle'' of the song, and the rest of the song is easy enough for someone who can clear level-11 songs to easily recover in. Many players avoid this by setting doing using the "Hard" route option for the life bar. In this, as long as the life doesn't reach 0%, you pass.pass.
** As far as level progression goes, going from level 9 charts to level 10 is one of the biggest walls for many players; whereas someone who can reliably clear 8's can do some 9's, those who can reliably clear 9's will get ''smoked'' on many 10's.
** Similarly, a lot of Single Play players can't graduate out of [[KyuAndDanRanks 6th Dan]] due to 7th Dan using THE SAFARI's mash-heavy Hyper chart as its final stage, causing many players to hold onto as much as 90% of their Groove Gauge for that stage and ''still'' fail it.
19th Sep '16 9:41:13 AM MyFinalEdits
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* The very first ''VideoGame/StreetsOfRage''. The first 7 levels are very manageable, but dear god, by level 8, the {{Mooks}} come at you in swarms and the kicking ninja-like {{Mooks}} will kick you multiple times, jump back, rush and multi kick you again, then repeat as their allies do the same to you on the other side. If the bosses here don't kill you, the {{Mooks}} will. Granted, this is toned down on an easier difficulty setting, but the spike is very noticeable on at least Normal.
** Practically repeated in the 2nd game where levels 6 through 8 suddenly upped the amount of {{Mooks}} that appear to almost small armies.

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* The very first ''VideoGame/StreetsOfRage''. The first 7 levels are very manageable, but dear god, by level 8, 8 the {{Mooks}} come at you in swarms and the kicking ninja-like {{Mooks}} will kick you multiple times, jump back, rush and multi kick you again, then repeat as their allies do the same to you on the other side. If the bosses here don't kill you, the {{Mooks}} will. Granted, this is toned down on an easier difficulty setting, but the spike is very noticeable on at least Normal.
** Practically
Normal. This is repeated in the 2nd second game where levels 6 through 8 suddenly upped up the amount of {{Mooks}} that appear to almost small armies.
19th Sep '16 9:11:36 AM GabrielRavier
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* ''[[VideoGame/PunchOut Punch Out Wii]]'' has Bear Hugger, who's ''much'' trickier than his predecessors (every fighter before him had a method to knock them down with one hit; the only way to do so with Bear-Hugger is with a three-star punch). He also marks where Title Defense gets painful.

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* ''[[VideoGame/PunchOut Punch Out Wii]]'' has Bear Hugger, who's ''much'' trickier than his predecessors (every fighter before him had a method to knock them down with one hit; the only way to do so with Bear-Hugger is with a three-star punch or by landing a star punch at the moment you're supposed to punch to get a star, or a 10 frame window, while including the lag with the star punch). He also marks where Title Defense gets painful.
19th Aug '16 1:07:18 PM Gosicrystal
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* In ''VideoGame/ArcStyleBaseball3D'''s Tournament mode, the games are very easy to win... until you get to Team Crystal. The fast heats and breaking balls will most likely throw you off. And if you get on par with them, that will be utterly insufficient for the next game, which is against the Arc Stars. Their pitches are insanely fast to say the least.
11th Aug '16 1:21:06 AM morenohijazo
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* ''VideoGame/TheTalosPrinciple'': The ''Road to Gehenna'' DLC puzzles are ''significantly'' harder than even the grey sigil puzzles of the main game. The difficulty of obtaining stars also ratchets up accordingly.

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* ''VideoGame/TheTalosPrinciple'': The ''Road to Gehenna'' DLC puzzles are ''significantly'' harder than even the grey sigil puzzles of the main game. The difficulty of obtaining stars also ratchets up accordingly. However, they are also more cerebral; the original game had some really long marathon puzzles in it, while the DLC's puzzles are all fairly short but require lateral thinking.
7th Aug '16 2:24:46 AM Kazmahu
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* Chapter 2-2 of ''[[VideoGame/AnnoDomini Anno 2070]]'', with a side order of GuideDangIt. The difficulty comes from the game going from a well-advised development curve, to a clean slate where you're expected to manage your own finances. The game does NOT tell you the hand-holding has stopped. Nor does it warn you that thanks to the pre-existing infrastructure you're provided with, you're starting with a direly negative cash flow, and the new Tech population the objectives guide you to settle have the most expensive facilities in the game and pay bugger-all tax. True, these conditions have existed since the start of the chapter... but it's in 2-2 that you'll notice how much trouble you're in, along with the fact it's too late to do anything about it. What you're expected to do is settle a population of your chosen faction (who generate MUCH more revenue) in another corner of your island and manage their growth independently... except a ''different'' event will cause that population to crash [[GuideDangIt unless you complete an out-of-the-way sidequest and obtain a very specific item]] to blunt the effects.
4th Aug '16 8:02:43 PM UmbrellasWereAwesome
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* In ''VideoGame/{{Halo 3}}'', many players find the "Cortana" mission to be [[ThatOneLevel the most difficult mission of the game]]. This may be partly because there are more enemies, fewer places to take cover when you get attacked by mobs of Flood (they almost always come in packs), and no [=NPCs=] to cover you. Beating it makes the next mission seem a lot easier by comparison. Also, "the library" in the first game. Hundreds of hard to kill, fast moving zombies, some of which explode when shot, and a limited supply of ammo.
* ''VideoGame/HaloReach'' has a large difficulty spike starting with the second mission. If you're playing Legendary, prepare to be wasted.

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* ''Franchise/{{Halo}}'':
**
In ''VideoGame/{{Halo 3}}'', many players find the "Cortana" mission to be [[ThatOneLevel the most difficult mission of the game]]. This may be partly because there are more enemies, fewer places to take cover when you get attacked by mobs of Flood (they almost always come in packs), and no [=NPCs=] to cover you. Beating it makes the next mission seem a lot easier by comparison. Also, "the library"
** "The Library"
in the first game.''VideoGame/HaloCombatEvolved''. Hundreds of hard to kill, fast moving zombies, some of which explode when shot, and a limited supply of ammo.
* ** ''VideoGame/HaloReach'' has a large difficulty spike starting with the second mission. If you're playing Legendary, prepare to be wasted.
30th Jul '16 5:39:37 PM Zennistrad
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* Being a ''Franchise/MegaMan'' clone with an ImprobablyFemaleCast and {{Moe}} aesthetic, ''VideoGame/RosenkreuzStilette'' seems like it'll be a toned down homage to the classic series. And for a time, this appears to be the case. [[WillfullyWeak Liebea Palesh]] is a piece of cake, Zorne's AI makes it [[ArtificialStupidity easy to avoid her attacks]], [[{{Troll}} Schwer]] has some cheap surprises in her level but is otherwise easy with some practice, and so on. But it's when you get to Grolla's stage that the levels incorporate a ton of GoddamnBats that nip at your health at an alarming rate in a game that's stingey with its health drops, tricky platforming above many a BottomlessPit, and of course, [[ThatOneBoss/RosenkreuzStilette the bosses themselves], which have fiendishly difficult strategies and desperation attacks that you can't just plow through anymore. In hindsight, [[ThatOneLevel Freudia's stage]] foreshadows just how hard the endgame will be, with lasers from [[VideoGame/MegaMan2 Quick Man]]'s stage now taken UpToEleven and her [[WakeUpCallBoss her near-unavoidable lasers and spikes she launches across the screen]]. Speaking of the endgame, Iris' Castle would make Dr. Wiley proud. Disappearing blocks, spikes everywhere, the traditional BossRush including Grolla and Freudia, and an {{Expie}} of the [[TheDreaded Yellow Devil]], [[FromBadToWorse now even harder]] as it can reverse both the [[GravityScrew gravity]] and [[InterfaceScrew controller input]] simultaneously. And then there's [[AnotherSideAnotherStory Rosenkreuzstilette]] [[GlassCannon Grollschwert]]...

to:

* Being a ''Franchise/MegaMan'' clone with an ImprobablyFemaleCast and {{Moe}} aesthetic, ''VideoGame/RosenkreuzStilette'' seems like it'll be a toned down homage to the classic series. And for a time, this appears to be the case. [[WillfullyWeak Liebea Palesh]] is a piece of cake, Zorne's AI makes it [[ArtificialStupidity easy to avoid her attacks]], [[{{Troll}} Schwer]] has some cheap surprises in her level but is otherwise easy with some practice, and so on. But it's when you get to Grolla's stage that the levels incorporate a ton of GoddamnBats that nip at your health at an alarming rate in a game that's stingey with its health drops, tricky platforming above many a BottomlessPit, and of course, [[ThatOneBoss/RosenkreuzStilette the bosses themselves], themselves]], which have fiendishly difficult strategies and desperation attacks that you can't just plow through anymore. In hindsight, [[ThatOneLevel Freudia's stage]] foreshadows just how hard the endgame will be, with lasers from [[VideoGame/MegaMan2 Quick Man]]'s stage now taken UpToEleven and her [[WakeUpCallBoss her near-unavoidable lasers and spikes she launches across the screen]]. Speaking of the endgame, Iris' Castle would make Dr. Wiley proud. Disappearing blocks, spikes everywhere, the traditional BossRush including Grolla and Freudia, and an {{Expie}} of the [[TheDreaded Yellow Devil]], [[FromBadToWorse now even harder]] as it can reverse both the [[GravityScrew gravity]] and [[InterfaceScrew controller input]] simultaneously. And then there's [[AnotherSideAnotherStory Rosenkreuzstilette]] [[GlassCannon Grollschwert]]...
29th Jul '16 8:42:58 AM Kazmahu
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* ''MonsterHunter'' at least has the courtesy to clearly mark its difficult spike, though the transition from Low Rank quests to High Rank still comes as a shock. Low Rank started you off at base camp with some loaner supplies, and said supplies were often enough to carry the player through the quest without items of their own. High Rank starts you anywhere on the map at random - possibly right under the monster's nose, once you do scramble back to base supplies can arrive up to 20 minutes late and will not be enough to carry you, and even a monster you've seen before now hits much harder and had lots more health. Thanks to the way Monster Hunter works, grinding previous quests won't help either; you ''must'' clear several high-rank quests to scrape together a set of equipment balanced for the new challenge. The gulf between High and G-Rank is almost as bad, but nowhere near as much of a shock as the sudden lack of Low Rank's handholding.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.DifficultySpike