History Main / InstantDeathRadius

21st Jan '18 4:50:41 PM nombretomado
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21st Jan '18 4:50:40 PM nombretomado
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** It got much worse if the enemies were good at tripping or grappling; one Huge monster in the Monster Manual 4 has an anti-magic grab, preferred subterranean environs, and moves with a faster climb speed than many characters of the appropriate level could run. Fortunately (or [[GameBreaker unfortunately for the DM]]) Attack of Opportunity optimized character builds can invert this trope entirely. Many, many, MANY hypothetical character builds on the WizardsOfTheCoast forums could not be approached without provoking tons of [=AoOs=]; these characters would attack a foe if that foe attacked him, attacked a nearby ally, or moved -- hell, even if ''they did nothing at all''.

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** It got much worse if the enemies were good at tripping or grappling; one Huge monster in the Monster Manual 4 has an anti-magic grab, preferred subterranean environs, and moves with a faster climb speed than many characters of the appropriate level could run. Fortunately (or [[GameBreaker unfortunately for the DM]]) Attack of Opportunity optimized character builds can invert this trope entirely. Many, many, MANY hypothetical character builds on the WizardsOfTheCoast Creator/WizardsOfTheCoast forums could not be approached without provoking tons of [=AoOs=]; these characters would attack a foe if that foe attacked him, attacked a nearby ally, or moved -- hell, even if ''they did nothing at all''.
9th Jan '18 2:03:52 AM Cryoclaste
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** And God forbid you choose to make a melee-specialised character in ''PhantasyStar Universe''. The bosses seem hell-bent on ruining any character that even ''remotely'' comes close to melee range.

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** And God forbid you choose to make a melee-specialised character in ''PhantasyStar Universe''.''VideoGame/PhantasyStarUniverse''. The bosses seem hell-bent on ruining any character that even ''remotely'' comes close to melee range.
15th Dec '17 11:33:35 PM Gadjiltron
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* Used to ''ludicrously'' unfair effect in ''VideoGame/DevilSurvivor'', where one late-game boss, Belberith, has an Instant Death Radius of ''[[TheComputerIsACheatingBastard the entire map you fight him on]]''.
* In ''VideoGame/DevilSurvivor2'', the final boss, [[spoiler: Polaris]], has this in its first form and with one of its components in its third form as well. Said component follows up on this with the [[SarcasmMode wonderful]] attack Multi-Strike [[ThisIsGonnaSuck that can potentially hit everyone in the party two to seven times for 200+ physical damage per hit, where you'll most likely have about 500 Hit Points for the main characters by that point, if not lower]]. Thankfully though, equipping Null/Absorb/Repel Physical will stop the nightmare.

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* Used In ''VideoGame/DevilSurvivor'' and its sequel, most bosses and some enemy teams with Viles or Dragons in them have the ability to ''ludicrously'' unfair effect in ''VideoGame/DevilSurvivor'', where one engage teams from a distance, letting them attack without worry of retaliation unless your team also has an increased attack range. When this range exceeds your movement range, this trope starts to manifest. One particular late-game boss, Belberith, has an Instant Death Radius of ''[[TheComputerIsACheatingBastard the entire map you fight him on]]''.
* ** In ''VideoGame/DevilSurvivor2'', the final boss, [[spoiler: Polaris]], has this in its first form and with one of its components in its third form as well.well, being able to target any of your teams anywhere on the map. Said component follows up on this with the [[SarcasmMode wonderful]] attack Multi-Strike [[ThisIsGonnaSuck that can potentially hit everyone in the party two to seven times for 200+ physical damage per hit, where you'll most likely have about 500 Hit Points for the main characters by that point, if not lower]]. Thankfully though, equipping Null/Absorb/Repel Physical will stop the nightmare.
13th Dec '17 5:30:05 PM nombretomado
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* The [[Anime/MobileFighterGGundam Dark Gundam]] from ''DynastyWarriorsGundam 2'' onwards is sort of like this. It is surrounded by several Gundam Heads that fire off lasers and pound down on you. You have to defeat one of them first because otherwise the Dark Gundam disperses this smoke around it, causing your Gundam to instantly power down and be open to attacks. This is not terribly bad at first but at around half health the Dark Gundam itself starts attacking, and it and the Gundam Heads start firing lasers everywhere around them, dealing massive damage if your powered down.

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* The [[Anime/MobileFighterGGundam Dark Gundam]] from ''DynastyWarriorsGundam ''VideoGame/DynastyWarriorsGundam 2'' onwards is sort of like this. It is surrounded by several Gundam Heads that fire off lasers and pound down on you. You have to defeat one of them first because otherwise the Dark Gundam disperses this smoke around it, causing your Gundam to instantly power down and be open to attacks. This is not terribly bad at first but at around half health the Dark Gundam itself starts attacking, and it and the Gundam Heads start firing lasers everywhere around them, dealing massive damage if your powered down.
8th Dec '17 9:02:59 AM nombretomado
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* This trope is the reason why [[spoiler:Knuckles]] was defeated by [[spoiler:Donkey Kong]] in episode 51 of ''WebVideo/DeathBattle''

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* This trope is the reason why [[spoiler:Knuckles]] was defeated by [[spoiler:Donkey Kong]] in episode 51 of ''WebVideo/DeathBattle''''WebAnimation/DeathBattle''
14th Nov '17 5:16:16 PM Amahn
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** At the same time Titan (especially Extreme Mode) played it straight. By making (near)instant death areas around the players. To elaborate: one of his attacks created a circle around several players (increasing in number as his health lowered) which in short order explode for massive damage. Most players -could- survive one such explosion, but with all the other non-avoidable [=AoE=] damage going on it was still pretty much death (or at the very least would seriously piss of your healers if you got hit). The problem came from the tiny battle area, so to avoid totally filling it with explosions the only viable strategy was to stack all players together and move as a group to avoid each sequentially programmed attack. This condensed all the explosions into one place which WAS instant death for anyone who hesitated even half a second in running when the circles appeared[[note]]Usually "blamed" on "lag"[[/note]] (and god help you if anyone targeted started running EARLY).

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** *** At the same time Titan (especially Extreme Mode) played it straight. By making (near)instant death areas around the players. To elaborate: one of his attacks created a circle around several players (increasing in number as his health lowered) which in short order explode for massive damage. Most players -could- survive one such explosion, but with all the other non-avoidable [=AoE=] damage going on it was still pretty much death (or at the very least would seriously piss of your healers if you got hit). The problem came from the tiny battle area, so to avoid totally filling it with explosions the only viable strategy was to stack all players together and move as a group to avoid each sequentially programmed attack. This condensed all the explosions into one place which WAS instant death for anyone who hesitated even half a second in running when the circles appeared[[note]]Usually "blamed" on "lag"[[/note]] (and god help you if anyone targeted started running EARLY).
14th Nov '17 5:15:51 PM Amahn
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Added DiffLines:

** At the same time Titan (especially Extreme Mode) played it straight. By making (near)instant death areas around the players. To elaborate: one of his attacks created a circle around several players (increasing in number as his health lowered) which in short order explode for massive damage. Most players -could- survive one such explosion, but with all the other non-avoidable [=AoE=] damage going on it was still pretty much death (or at the very least would seriously piss of your healers if you got hit). The problem came from the tiny battle area, so to avoid totally filling it with explosions the only viable strategy was to stack all players together and move as a group to avoid each sequentially programmed attack. This condensed all the explosions into one place which WAS instant death for anyone who hesitated even half a second in running when the circles appeared[[note]]Usually "blamed" on "lag"[[/note]] (and god help you if anyone targeted started running EARLY).
31st Oct '17 2:38:54 PM morenohijazo
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* ''VideoGame/DiabloII'' is loaded with enemies like this, making playing a melee character like a Barbarian or Paladin quite a problem.
** Two of the most notable examples are Diablo and Duriel. Inverted in the case of Mephisto, who has deadly ranged attacks, but will only use wimpy melee attacks at close quarters. Melee characters are widely regarded as not viable unless you have the best items in the game. For instance, there are a handful of bugged monsters that are virtually impossible to kill in melee before they annihilate you from extreme range. And one monster type used to cast a curse on you that caused you to pretty much kill yourself when you hit anything in melee. It could cast this while you were in the middle of a whirlwind or zeal hit sequence resulting in an unavoidable instant death.
** The ''Lord of Destruction'' mod "Eastern Sun" ''nerfed'' the monster version of the spell in question (Iron Maiden, a Necromancer Curse), thus making it possible to actually complete Act IV with a melee character.

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* ''VideoGame/DiabloII'' is loaded with enemies like this, making playing a melee character like a Barbarian or Paladin quite a problem.
** Two of
the most notable examples are being Diablo and Duriel. Inverted in the case of Mephisto, who has deadly ranged attacks, but will only use wimpy melee attacks at close quarters. quarters.
** Actually, standing up to Diablo is the best way to beat him with a weak character. His lightning hose has a gap right next to him so he'll literally shoot it past you, he won't cast bone prison when you're next to him, his cold melee and firestorm attacks can be dodged since they have big backswings and don't follow you, and his flaming circle attack always hits you anyway. Duriel's radius of death is about the same size as his room, so it doesn't really count. Duriel is also easier to survive if either a player or a minion is next to him since that prevented him from using his charge attack, which stunned its target. And Mephisto's best fought from across the chasm with a weak character - he doesn't exclusively melee when you're next to him, and his melee is a bit too much for a weak character anyway.
**
Melee characters are widely regarded as not viable unless you have the best items in the game. For instance, there are a handful of bugged monsters that are virtually impossible to kill in melee before they annihilate you from extreme range. And one monster type used to cast a curse on you that caused you to pretty much kill yourself when you hit anything in melee. It could cast this while you were in the middle of a whirlwind or zeal hit sequence resulting in an unavoidable instant death.
** *** The somewhat popular ''Lord of Destruction'' mod "Eastern Sun" ''nerfed'' the monster version of the spell in question (Iron Maiden, a Necromancer Curse), thus making it possible to actually complete Act IV with a melee character.
27th Oct '17 10:32:35 PM spiritsunami
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* In ''VideoGame/DevilSurvivor2'', the final boss, [[spoiler: Polaris]], has this in it's first form and with one of it's components in it's third form as well. Said component follows up on this with the [[SarcasmMode wonderful]] attack Multi-Strike [[ThisIsGonnaSuck that can potentially hit everyone in the party two to seven times for 200+ physical damage per hit, where you'll most likely have about 500 Hit Points for the main characters by that point, if not lower]]. Thankfully though, equipping Null/Absorb/Repel Physical will stop the nightmare.

to:

* In ''VideoGame/DevilSurvivor2'', the final boss, [[spoiler: Polaris]], has this in it's its first form and with one of it's its components in it's its third form as well. Said component follows up on this with the [[SarcasmMode wonderful]] attack Multi-Strike [[ThisIsGonnaSuck that can potentially hit everyone in the party two to seven times for 200+ physical damage per hit, where you'll most likely have about 500 Hit Points for the main characters by that point, if not lower]]. Thankfully though, equipping Null/Absorb/Repel Physical will stop the nightmare.
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