History Main / PaddedSumoGameplay

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.
23rd May '16 8:53:53 PM ArcaneAzmadi
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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.

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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.
18th May '16 11:35:31 PM DastardlyDemolition
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** ''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. 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.

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** ''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. 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.game due to the fact that they get damage bonuses with the weapons they use and [[MadeOfIron being as tough as nails coated with more nails]]. 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.
14th May '16 11:29:06 AM MadCat221
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Compare StoneWall, SlapOnTheWristNuke, CherryTapping, MarathonBoss, DamageSpongeBoss, NighInvulnerability and the mutual invulnerability MutualDisadvantage. Contrast the inversion, RocketTagGameplay.

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Compare StoneWall, SlapOnTheWristNuke, CherryTapping, MarathonBoss, DamageSpongeBoss, NighInvulnerability and the mutual invulnerability MutualDisadvantage. Contrast the inversion, RocketTagGameplay.RocketTagGameplay, which is a case of mutually ineffective defenses instead of mutually ineffective methods of attack as this trope.
31st Mar '16 4:59:13 AM longWriter
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* This was one of the main reproaches given to HeroesOfTheStorm in its earliest stages of development, when late-game teamfights would last ridiculously long due to overall poor damage outputs relatively to health pools. It got much better though.

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* This was one of the main reproaches given to HeroesOfTheStorm [[VideoGame/HeroesOfTheStorm Heroes Of The Storm]] in its earliest stages of development, when late-game teamfights would last ridiculously long due to overall poor damage outputs relatively to health pools. It got much better though.
21st Feb '16 6:42:42 PM REV6Pilot
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*** The same generation also allowed mons with [[YouWillNotEvadeMe Shadow Tag to]] switch out against other mons with Shadow Tag, and switching into Wobbuffet is generally safe (Wobbuffet cannot damage you unless you hit it first), so a Wobbuffet vs. Wobbuffet matchup will quickly end with one or both Wobbuffets being withdrawn in favor of mons with much greater offenses.

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*** The same generation also allowed mons with [[YouWillNotEvadeMe Shadow Tag to]] Tag]] to switch out against other mons with Shadow Tag, and switching into Wobbuffet is generally safe (Wobbuffet cannot damage you unless you hit it first), so a Wobbuffet vs. Wobbuffet matchup will quickly end with one or both Wobbuffets being withdrawn in favor of mons with much greater offenses.
21st Feb '16 6:41:31 PM REV6Pilot
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[[folder:Platform]]
''VideoGame/DukeNukemII'' plays remarkably slow for both a platformer and a game featuring the Duke. This is because not only Duke strolls at a relatively sedate pace, he has to get really close to the end of the (so zoomed-in it feels claustrophobic) screen to make it scroll, leaving the player exposed and vulnerable to whatever is offscreen just waiting to blast Duke. Health is so limited, tanking it is never a feasible option, and health pickups are in boxes that must be shot open, and can be easily destroyed by subsequent shots or a bomb's fire trail, so there's no wanton blasting at piles of boxes either; you have to carefully blast them one at a time, and check them to see if they have bombs in them.
[[/folder]]
21st Feb '16 6:40:15 PM REV6Pilot
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Added DiffLines:

[[folder:Platform]]
''VideoGame/DukeNukemII'' plays remarkably slow for both a platformer and a game featuring the Duke. This is because not only Duke strolls at a relatively sedate pace, he has to get really close to the end of the (so zoomed-in it feels claustrophobic) screen to make it scroll, leaving the player exposed and vulnerable to whatever is offscreen just waiting to blast Duke. Health is so limited, tanking it is never a feasible option, and health pickups are in boxes that must be shot open, and can be easily destroyed by subsequent shots or a bomb's fire trail, so there's no wanton blasting at piles of boxes either; you have to carefully blast them one at a time, and check them to see if they have bombs in them.
[[/folder]]
21st Feb '16 6:33:13 PM REV6Pilot
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Compare StoneWall, SlapOnTheWristNuke, CherryTapping, MarathonBoss, DamageSpongeBoss, NighInvulnerability and the mutual invulnerability MutualDisadvantage. Contrast the inversion RocketTagGameplay

to:

Compare StoneWall, SlapOnTheWristNuke, CherryTapping, MarathonBoss, DamageSpongeBoss, NighInvulnerability and the mutual invulnerability MutualDisadvantage. Contrast the inversion RocketTagGameplayinversion, RocketTagGameplay.
20th Feb '16 10:29:45 AM FlashRebel
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Added DiffLines:

[[folder:MOBA]]
* This was one of the main reproaches given to HeroesOfTheStorm in its earliest stages of development, when late-game teamfights would last ridiculously long due to overall poor damage outputs relatively to health pools. It got much better though.
[[/folder]]
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