History Main / PaddedSumoGameplay

8th Jul '17 3:57:56 PM nombretomado
Is there an issue? Send a Message


* 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 made these concerns moot 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]]

to:

* 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 made these concerns moot 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 Creator/RudyardKipling's funniest poems, [[https://www.youtube.com/watch?v=9Qxklnjxi0A&ab_channel=ArthurPiantadosi the Ballad of the Clampherdown]].[[/note]]
17th Jun '17 9:10:16 AM nombretomado
Is there an issue? Send a Message


* ''EpicBattleFantasy 3'' had this problem in the late-game. Your characters had enough defensive and healing abilities that getting wiped out was unlikely. But the bosses had so much HP...

to:

* ''EpicBattleFantasy ''VideoGame/EpicBattleFantasy 3'' had this problem in the late-game. Your characters had enough defensive and healing abilities that getting wiped out was unlikely. But the bosses had so much HP...
27th May '17 9:57:13 PM thatother1dude
Is there an issue? Send a Message


* Some games in the ''VideoGame/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.

to:

* Some games in the ''VideoGame/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 Since you can carry a massive supply of heal and TP restoring items into battle, it's quite effective for winning by attrition. [[TooAwesomeToUse You get very few All-Divides]], and thus it's recommended you save them for certain {{Bonus Boss}}es.Boss}}es--specifically, the ones that are difficullt but ''not'' [[UselessUsefulSpell immune to its effect]].
5th May '17 7:08:28 AM Prometheus117
Is there an issue? Send a Message


* On ''WebAnimation/DeathBattle'', the Terminator vs. Robocop battle goes on for quite a bit before any of the two combatants display any noticeable damage. Downplayed in that they later do start bringing out their best (Robocop takes out explosive charges, and the Terminator wields a plasma rifle) which does result in some serious damage.

to:

* On ''WebAnimation/DeathBattle'', the ''WebAnimation/DeathBattle''
** The
Terminator vs. Robocop battle goes on for quite a bit before any of the two combatants display any noticeable damage. Downplayed in that they later do start bringing out their best (Robocop takes out explosive charges, and the Terminator wields a plasma rifle) which does result in some serious damage.damage.
** Natsu vs. Ace goes on for quite some time due to combatants' abilities; Natsu has the [[GlassCannon speed and strength]] advantage and is both [[NoSell immune to fire]] and [[FeedItWithFire eats it to restore his energy]], while Ace has the [[StoneWall durability and endurance advantage]] and is also [[NoSell immune to fire]] and [[IntangibleMan can shift his body into flames to avoid most physical attacks]], turning their battle into a stalemate. It ultimately comes down [[spoiler:Natsu taking advantage of the fact Ace's [[ElementalShapeshifter fire form]] makes him extremely vulnerable to being eaten, forcing him to use his corporeal form more, and utilizing [[ShockAndAwe his lightning magic]], which Ace has no immunity against]].
23rd Apr '17 5:23:20 PM nombretomado
Is there an issue? Send a Message


* 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.

to:

* Some games in the ''Franchise/TalesSeries'' ''VideoGame/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.
23rd Mar '17 10:30:48 AM Spark9
Is there an issue? Send a Message


* ''TabletopGame/DungeonsAndDragons'' 4th edition combat is often called "Padded Sumo" by its detractors, as health outstrips damage, many powers focus on moving enemies around, and your more exotic powers are most effective if used at the start of a fight (reducing the rest of the fight to basic attacks). Of course, defenders of 4th edition like to point out that combat in previous editions tended to focus on [[RocketTagGameplay spellcasters spamming instant death spells on each other, seeing who would fail their saving throw first]] while the party's non-spellcasters [[LinearWarriorsQuadraticWizards enjoyed a refreshing beverage in the other room.]]
** The actual reason for this was fairly simple: characters have an encounter power, two at-will powers, and a daily power to start out with, and by paragon tier have 4 encounter powers, 3 dailies, and at least 3 utility powers, in addition to their two at-will powers. As such, to use every power at least once in a combat, low level combat would need to take at least three rounds, whereas at paragon tier, you needed 6 turns to use all your encounter powers and each at-will power once, and possibly throw in a daily power as well. Having more powers than you could conceivably use in combat was pointless.\\
Ironically, despite the rocket tag nature of 3rd edition combat, combat didn't take any longer ''in real time'' in 4th edition than it did in 3rd edition - in 3rd edition, the number of rounds tended to be less, but because of the way that spells worked, a great deal of time would be spent trying to figure out which of the thirty spells you had solved the problem, and looking up exactly what spells that both monsters and [=PCs=] possessed did.

to:

* ''TabletopGame/DungeonsAndDragons'' 4th edition combat is often called "Padded Sumo" by its detractors, as health outstrips damage, many powers focus on moving enemies around, and your more exotic powers are most effective if used at the start of a fight (reducing the rest of the fight to basic attacks). Of course, defenders of 4th edition like to point out that combat in previous editions tended to focus on [[RocketTagGameplay spellcasters spamming instant death spells on each other, seeing who would fail their saving throw first]] while the party's non-spellcasters [[LinearWarriorsQuadraticWizards enjoyed a refreshing beverage in the other room.]]
**
The actual reason for this was fairly simple: characters have an encounter power, two at-will powers, and a daily power to start out with, and by paragon tier have 4 encounter powers, 3 dailies, and at least 3 utility powers, in addition to their two at-will powers. As such, to use every power at least once in a combat, low level combat would need to take at least three rounds, whereas at paragon tier, you needed 6 turns to use all your encounter powers and each at-will power once, and possibly throw in a daily power as well. Having more powers than you could conceivably use in combat was pointless.\\
Ironically, despite the rocket tag nature of 3rd edition combat, combat didn't take any longer ''in real time'' in 4th edition than it did in 3rd edition - in 3rd edition, the number of rounds tended to be less, but because of the way that spells worked, a great deal of time would be spent trying to figure out which of the thirty spells you had solved the problem, and looking up exactly what spells that both monsters and [=PCs=] possessed did.
10th Feb '17 11:20:59 AM ZombieAladdin
Is there an issue? Send a Message

Added DiffLines:

** Single battles in Pokémon games by high-level opponents can begin like this relative to the other types (double, triple, and rotation battles), because a lot of turns are spent switching to Pokémon who will resist the opponent's attacks. The opponent, in response, will switch to a Pokémon who will resist your attacks. Throw in moves that heal like Recover, Leech Seed, Drain Punch, and Wish; and moves meant to cause opponents to lose turns like Swagger (confusion), Thunder Wave (paralysis), Air Slash (flinch), and Spore (sleep), and turn after turn can happen with very little happening. It changes once enough Pokémon have been knocked out, however, as the players' options on switching become more limited.


Added DiffLines:

* In robot combat, like ''Series/RobotWars'' and ''Series/BattleBots'', matches can become like this if every bot in the match has no weapons. (This is not as ineffective as it sounds--because they can allocate everything towards speed, power, and durability, weaponless bots have been considered {{Game Breaker}}s at times.) The match becomes either the bots pushing each other or the operators trying to outmaneuver each other without letting them hit each other until time runs out. Because of the perception that such matches are uninteresting (but the truth is that it [[BrokenBase depends on the individual viewer]]), both organizations require every competing bot to have at least one prominent weapon. It is more pronounced in ''Robot Wars'', however, where battle arenas often don't have any stage hazards, whereas in ''[=BattleBots=]'', weaponless robots can guide their opponents to those hazards.
23rd Jan '17 6:07:35 PM cosmicrush1
Is there an issue? Send a Message

Added DiffLines:

* Referred to as the "Wet Noodle Fight" by [[VideoGame/LeagueOfLegends League of Legends]] casters when two tanks go at it in the mid/lategame. They can spend fully 30 seconds whacking at each other until [[BigDamnHeroes help shows up]] or one of them [[ScrewThisImOuttaHere gets bored and leaves.]]
29th Oct '16 2:13:15 PM nombretomado
Is there an issue? Send a Message


* ''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. The alternative was "3, 2, 1, SPIKE!", where all the damage-dealers on a team would suddenly switch damage to a new, single target and try to burst them down before the enemy Monk could catch up. If you could actually burst down the ''Monk'' this way, usually the entire team would fold like damp cardboard without the heals propping them up.

to:

* ''GuildWars'' ''VideoGame/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. The alternative was "3, 2, 1, SPIKE!", where all the damage-dealers on a team would suddenly switch damage to a new, single target and try to burst them down before the enemy Monk could catch up. If you could actually burst down the ''Monk'' this way, usually the entire team would fold like damp cardboard without the heals propping them up.



* ''WorldOfWarcraft'' has this in spades in one-on-one PvP. Every healer class in adequate PvP gear is capable of outhealing any damage dealt by a damage-dealing class in a matter of several seconds while their offensive abilities are rather unimpressive. Tanks have multiple abilities to absorb and negate damage, while damage-dealing classes have higher than average amount of escape abilities. Nearly all tanks and damage-dealers may regenerate their health to some extent, and may often stall matches by being efficient at running away or incapacitating the enemy while their health goes up. While one-on-one duels are not something the game is balanced around, duels occur often between sole survivors at the end of the arena match, making the winner typically the one who made the least mistakes.

to:

* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' has this in spades in one-on-one PvP. Every healer class in adequate PvP gear is capable of outhealing any damage dealt by a damage-dealing class in a matter of several seconds while their offensive abilities are rather unimpressive. Tanks have multiple abilities to absorb and negate damage, while damage-dealing classes have higher than average amount of escape abilities. Nearly all tanks and damage-dealers may regenerate their health to some extent, and may often stall matches by being efficient at running away or incapacitating the enemy while their health goes up. While one-on-one duels are not something the game is balanced around, duels occur often between sole survivors at the end of the arena match, making the winner typically the one who made the least mistakes.
24th Oct '16 10:47:49 PM DastardlyDemolition
Is there an issue? Send a Message


* ''VideoGame/{{Fallout}}'':a

to:

* ''VideoGame/{{Fallout}}'':a''VideoGame/{{Fallout}}'':
This list shows the last 10 events of 122. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.PaddedSumoGameplay