History Main / PaddedSumoGameplay

29th Oct '16 2:13:15 PM nombretomado
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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. 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.

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* ''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.

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

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* ''VideoGame/{{Fallout}}'':a''VideoGame/{{Fallout}}'':
10th Oct '16 5:40:21 PM WillKeaton
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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]]

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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 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. 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]]
10th Oct '16 5:38:07 PM WillKeaton
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* ''VideoGame/{{Fallout}}'':
** In the late 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 ''[[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.]]

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* ''VideoGame/{{Fallout}}'':
''VideoGame/{{Fallout}}'':a
** In the late game of ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'', you will be very heavily armoured, and you will encounter opponents with power armor are armor. Both of you will be 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 ''[[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.]]
24th Sep '16 5:47:40 PM nombretomado
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* On ''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.

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* On ''DeathBattle'', ''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.
19th Sep '16 5:20:10 AM Perelandra
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** Since WoW is a continually evolving game how much this applies depends on the current expansions. For instance Wrath of the Lich King was well known for the RocketTag gameplay.
** This type of gameplay is also common in the numerous {{MMORPG}}s with combat systems based on WoW.

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** Since WoW [=WoW=] is a continually evolving game how much this applies depends on the current expansions. For instance Wrath of the Lich King was well known for the RocketTag gameplay.
** This type of gameplay is also common in the numerous {{MMORPG}}s with combat systems based on WoW.[=WoW=].
31st Jul '16 8:32:23 PM Venatius
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* ''{{Exalted}}'' suffers from this in spades. It's trivially easy to throw around one-hit kill attacks, sure, resulting in RocketTagGameplay if nothing is used to stop them... but it's also trivially easy to defend against any attack with a fixed-cost perfect defense. Once everyone is using an impossible-to-bypass suite of perfect defenses, the game changes from Rocket Tag to PaddedSumoGameplay, with no attack ever doing more than making the opponent pay a tiny amount of essence, the game's equivalent to MagicPoints. As a result, your essence pool is your ''real'' life meter, and victory is usually about making the enemy spend essence faster than you.

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* ''{{Exalted}}'' ''{{Exalted}}'', at least in its second edition (pre-errata) suffers from this in spades. It's trivially easy to throw around one-hit kill attacks, sure, resulting in RocketTagGameplay if nothing is used to stop them... but it's also trivially easy to defend against any attack with a fixed-cost perfect defense. Once everyone is using an impossible-to-bypass suite of perfect defenses, the game changes from Rocket Tag to PaddedSumoGameplay, with no attack ever doing more than making the opponent pay a tiny amount of essence, the game's equivalent to MagicPoints. As a result, your essence pool is your ''real'' life meter, and victory is usually about making the enemy spend essence faster than you.


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** The first edition circumvented much of this padded sumo element with perfect defenses costing willpower, of which a character would normally only have ten at the absolute maximum. The third did the same by doing away with blanket "perfect defenses" entirely.
26th Jul '16 4:40:13 PM AuraXtreme
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* ''Film/Deadpool2016'' has [[ChromeChampion Colossus]] versus [[BrawnHilda Angel Dust]] in the climactic fight. Colossus is unwilling to go all-out on a lady. Angel can hit hard enough to send him flying, but not enough to damage. The result is that the best they can do to one another is incapacitation until [[AwesomeMcCoolName Negasonic Teenage Warhead]] gets in on it.
12th Jul '16 2:12:52 PM Willbyr
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* ''MapleStory'' can have this, if you're trying to solo bosses at your level. It's usually expected that you would bring a party of about 20-30 levels above the recommended. If not, some bosses take minimal damage, and heal periodically, making battles drag on and on (if they're doable at all).

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* ''MapleStory'' ''VideoGame/MapleStory'' can have this, if you're trying to solo bosses at your level. It's usually expected that you would bring a party of about 20-30 levels above the recommended. If not, some bosses take minimal damage, and heal periodically, making battles drag on and on (if they're doable at all).
9th Jun '16 11:57:32 PM gewunomox
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* This can occur in ''VideoGame/{{Archon}}'' when a light-side {{Phoenix}} goes up against a dark-side {{Shapeshifter}}. The Phoenix has high HP and a fire attack that makes it invincible when it's in attack mode, so if both Phoenixes attack each other at about the same time, each phoenix will suffer ScratchDamage. A Phoenix/Shapeshifter duel always leads to a war of attrition, where the winner is the one with the most patience and the fastest trigger finger.

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* This can occur in ''VideoGame/{{Archon}}'' when a light-side {{Phoenix}} ThePhoenix goes up against a dark-side {{Shapeshifter}}. The Phoenix has high HP and a fire attack that makes it invincible when it's in attack mode, so if both Phoenixes attack each other at about the same time, each phoenix will suffer ScratchDamage. A Phoenix/Shapeshifter duel always leads to a war of attrition, where the winner is the one with the most patience and the fastest trigger finger.
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