History Main / PaddedSumoGameplay

5th Feb '16 7:53:23 AM thekeyofe
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* ''GuildWars'' was sometimes disparagingly referred to as "Heal Wars," as all classes had ways to heal themselves and PVP was often a matter of trying to out-DPS your opponent's heals.
25th Nov '15 8:10:55 PM thatother1dude
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* The first two ''VideoGame/{{Fallout}}'' games had a similar issue in the very late game, where opponents with power armor are almost incapable of doing even a single point of damage except in critical blows, so combat basically boils down to watching “0 Points Of Damage” bullets bounce off each other until “Critical Hit for 999 HP” obliterates somebody. It's likely for this reason that when ''New Vegas'' re-introduced damage threshold it also [[ScratchDamage kept armor from reducing more than 4/5 of the damage an attack can do.]] ** VideoGame/{{Fallout 3}} plays this trope straight, especially in the {{DLC}}s. It is possible to use stealth or cover, but the game's [[MoneyForNothing economy]] makes [[HealingPotion stimpak]] spamming a much easier tactic. *** To elaborate, many of the added enemies have pointlessly high amounts of HP and qualify as DemonicSpiders for most of the game. By the time you hit level 30 (the cap), they will not individually be threats to you...just will take forever to kill, even with your InfinityPlusOneSword. ** The key in the first two games is not to use burst weaponry but to instead switch over to single-shot, high-powered energy weapons (and to a lesser degree rocket launchers), which would actually deal real damage through armor.
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* The first two ''VideoGame/{{Fallout}}'' games had a similar issue in ''VideoGame/{{Fallout}}'': ** In the very late game, where game of ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'', opponents with power armor are almost incapable of doing even a single point of damage except in critical blows, so combat basically boils down to watching “0 Points Of Damage” bullets bounce off each other until “Critical Hit for 999 HP” obliterates somebody. Your only other option is to switch over to single-shot, high-powered energy weapons (and to a lesser degree rocket launchers), which would actually deal real damage through armor. It's likely for this reason that when ''New Vegas'' ''[[VideoGame/FalloutNewVegas New Vegas]]'' re-introduced damage threshold it also [[ScratchDamage kept armor from reducing more than 4/5 of the damage an attack can do.]] ** VideoGame/{{Fallout 3}} plays this trope straight, especially in the {{DLC}}s. It ''VideoGame/{{Fallout 3}}'' it is possible to use stealth or cover, but the game's [[MoneyForNothing economy]] makes [[HealingPotion stimpak]] spamming a much easier tactic. *** To elaborate, tactic. In particular, many of the added enemies in the {{DLC}} have pointlessly high amounts of HP and qualify as DemonicSpiders for most of the game. By the time you hit level 30 (the cap), they will not individually be threats to you...just will take forever to kill, even with your InfinityPlusOneSword. ** The key in the first two games is not to use burst weaponry but to instead switch over to single-shot, high-powered energy weapons (and to a lesser degree rocket launchers), which would actually deal real damage through armor.InfinityPlusOneSword.
25th Nov '15 8:08:09 PM thatother1dude
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** Conversely, on ''New Vegas'''s higher difficulties, fights with more powerful enemies become RocketTagGameplay: some of the strongest weapons do over 100 damage a shot before subtracting DT (more with a CriticalHit, which you can make amazingly common) then have their final damage multiplied several times from perks, sneak attacks, and headshots, while the strongest BonusBoss only has 2000 health and 20 DT. You yourself can only have DT in the 40s and a couple hundred hits points, so most really strong enemies can kill you in one or two hits unless you pile up damage resistance from taking multiple chems simultaneously.
17th Nov '15 9:19:59 AM OgreProdigy
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* After the [[http://en.wikipedia.org/wiki/Battle_of_Hampton_Roads Battle of Hampton Roads]] there was for a time serious concern that naval battles would turn into this, with the black powder cannons that worked well enough on wooden-hulled warships no longer able to inflict serious damage on the up-and-coming "ironclads". Advances in gun technology put paid to that notion soon enough, but there ''was'' a brief period during the late 19th century in which the possibility that the only way left to disable an enemy might be to actually ram them was earnestly considered and resulted in some correspondingly specialized ship designs.
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* After the [[http://en.wikipedia.org/wiki/Battle_of_Hampton_Roads Battle of Hampton Roads]] there was for a time serious concern that naval battles would turn into this, with the black powder cannons that worked well enough on wooden-hulled warships no longer able to inflict serious damage on the up-and-coming "ironclads". Advances in gun technology put paid to that notion soon enough, but there ''was'' a brief period during the late 19th century in which the possibility that the only way left to disable an enemy might be to actually ram them was earnestly considered and resulted in some correspondingly specialized ship designs. [[note]]And one of RudyardKipling's funniest poems, [[https://www.youtube.com/watch?v=9Qxklnjxi0A&ab_channel=ArthurPiantadosi the Ballad of the Clampherdown]].[[/note]]
16th May '15 5:12:10 PM nombretomado
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* ''{{Halo}}'', by the standards of many FPS games, with the exception of [=SWAT=] and various action sack modes. You can move equally quickly in any direction and are capable of dodging fire by strafing, crouching or jumping while still being able to fire your own weapon (sprinting wasn't introduced until [[HaloReach Reach]]). It takes several hits or prolonged fire from most infantry weapons to kill an opponent. And any opponent who isn't finished off can escape and take cover and their hitpoints will quickly be restored to maximum thanks to [[DeflectorShields regenerating energy shields]].
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* ''{{Halo}}'', ''Franchise/{{Halo}}'', by the standards of many FPS games, with the exception of [=SWAT=] and various action sack modes. You can move equally quickly in any direction and are capable of dodging fire by strafing, crouching or jumping while still being able to fire your own weapon (sprinting wasn't introduced until [[HaloReach Reach]]).''[[VideoGame/HaloReach Reach]]''). It takes several hits or prolonged fire from most infantry weapons to kill an opponent. And any opponent who isn't finished off can escape and take cover and their hitpoints will quickly be restored to maximum thanks to [[DeflectorShields regenerating energy shields]].
18th Apr '15 2:43:24 PM Underachiever
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* After the [[http://en.wikipedia.org/wiki/Battle_of_Hampton_Roads Battle of Hampton Roads]] there was for a time serious concern that naval battles would turn into this, with the black powder cannons that worked well enough on wooden-hulled warships no longer able to inflict serious damage on the up-and-coming "ironclads". Advances in gun technology put paid to that notion soon enough, but there ''was'' a brief period during the late 19th century in which the possibility that the only way left to disable an enemy might be to actually ram them was earnestly considered and resulted in some correspondingly specialized ship designs.
19th Mar '15 8:53:32 AM JapaneseTeeth
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* The later games in the ''VideoGame/SuperSmashBros'' series can be set up like this in custom fights: High-gravity, metal battles will typically result in everyone involved hitting several hundred damage at ''least'' before a KO is remotely feasible.
17th Feb '15 8:34:35 AM spiritsunami
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* Some games in the ''Franchise/TalesSeries'' feature an item called the All-Divide, which halves both the damage the player takes and the damage the opponent takes. It's generally recommended for certain {{Bonus Boss}}es.
11th Dec '14 10:14:52 AM SolipSchism
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Meant to add this before.
* ''TableTopGame/MagicTheGathering'' gameplay can devolve into this in several situations, especially in what is known as a "Mirror Match", which is when two players are using the same or very similar decks. Some deck styles (red and black in particular tend to exemplify these styles) are so aggressive that even a Mirror Match doesn't slow down gameplay, but when two players are playing a "White Weenie" deck (the objective of which is typically for the player to defend themselves and build up a large number of small creatures until they have enough creatures to overrun their opponent, or a "buff everything" spell that suddenly turns all those tiny creatures into powerhouses), a normally 20-to-30-minute match can easily stretch into an hour-long UsefulNotes/ColdWar.
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* ''TableTopGame/MagicTheGathering'' gameplay can devolve into this in several situations, especially in what is known as a "Mirror Match", which is when two players are using the same or very similar decks. Some deck styles (red and black in particular tend to exemplify these styles) are so aggressive that even a Mirror Match doesn't slow down gameplay, but when two players are playing a "White Weenie" deck (the objective of which is typically for the player to defend themselves and build up a large number of small creatures until they have enough creatures to overrun their opponent, or a "buff everything" spell that suddenly turns all those tiny creatures into powerhouses), a normally 20-to-30-minute match can easily stretch into an hour-long or longer UsefulNotes/ColdWar.
11th Dec '14 10:14:01 AM SolipSchism
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** However, the latest errata is intent on fixing this problem, reducing the lethality of combat in general and increasing the costs of Perfect Defenses so that the above-mentioned "paranoia combos" weigh on your MagicPoints much more heavily.
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** However, the latest errata is intent on fixing this problem, reducing the lethality of combat in general and increasing the costs of Perfect Defenses so that the above-mentioned "paranoia combos" weigh on your MagicPoints much more heavily. heavily. * ''TableTopGame/MagicTheGathering'' gameplay can devolve into this in several situations, especially in what is known as a "Mirror Match", which is when two players are using the same or very similar decks. Some deck styles (red and black in particular tend to exemplify these styles) are so aggressive that even a Mirror Match doesn't slow down gameplay, but when two players are playing a "White Weenie" deck (the objective of which is typically for the player to defend themselves and build up a large number of small creatures until they have enough creatures to overrun their opponent, or a "buff everything" spell that suddenly turns all those tiny creatures into powerhouses), a normally 20-to-30-minute match can easily stretch into an hour-long UsefulNotes/ColdWar.
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