Follow TV Tropes

Following

History Main / PaddedSumoGameplay

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''[[VideoGame/{{Warcraft}} Warcraft III]]'' has this as a core philosophy, as unlike ''Warcraft I & II'' or ''[[VideoGame/StarCraft StarCraft I & II]]'', hitpoints are in much greater proportion to the damage values to promote a micromanagement playstyle. The ArbitraryHeadcountLimit is also 100 instead of 200 supply units as in ''Starcraft'' and combat units usually require at least two supply units (with few exceptions) to make each unit a more significant presence in your army. This gets subverted in the endgame with units like MightyGlacier fliers who can devastate heavy-armor units quickly in sufficient numbers with Magic damage, and how powerful some heroes can get with fully leveled nuke spells that can be combined with other heroes to melt through health bars.

to:

* ''[[VideoGame/{{Warcraft}} Warcraft III]]'' has this as a core philosophy, as unlike ''Warcraft I & II'' or ''[[VideoGame/StarCraft StarCraft I & II]]'', hitpoints are in much greater proportion to the damage values to promote a micromanagement playstyle. The ArbitraryHeadcountLimit is also 100 instead of 200 supply units as in ''Starcraft'' and combat units usually require at least two supply units (with few exceptions) to make each unit a more significant presence in your army. This gets subverted in the endgame with units like MightyGlacier or LightningBruiser fliers who can devastate heavy-armor units quickly in sufficient numbers with Magic damage, and how powerful some heroes can get with fully leveled nuke spells that can be combined with other heroes to melt through health bars.

Added: 299

Changed: 3058

Is there an issue? Send a MessageReason:
I don't know the damage formula for the other games.


** (Pre-''AW'') There's no advantage to attacking first, because both sides hit each other simultaneously in combat, instead of the defender going second and having their counterattack weakened by the health they lost. This makes indirect units extremely valuable as they don't take counterattacks, but they're very slow to use and will dissuade the opponent from engaging you even more.
** (Pre-''AW'') Only the properties near your HQ can produce units - ones farther away are just resupply points. Even when you're clearly winning, this can make pushing into the enemy base and actually finishing the game immensely difficult, as their reinforcements are right there, while yours are on the opposite side of the map.
** (''AW''-''AWDS'') Superpowers that are charged more from losing your own units than destroying others, giving a losing opponent the chance to undo the progress you made.
** The smarter, defensive AI used in games like ''Super Famicom Wars'' and ''Days of Ruin''. Due to its habit of massing up units just outside your attack range, it requires a lot of patience to break through its lines, or else fights can easily take over 50 turns.
* Endgame ''VideoGame/RiseOfNations'' turns into this, due to the fact that the last part of the tech tree is laden with options that pretty much destroy the game's time and resource systems--building troops instantly, for instance. This basically turns the match into a contest of who can mash up their armies against each other the longest.

to:

** (Pre-''AW'') The AI in ''Super Famicom Wars'' and ''Days of Ruin'' favors defense. Due to its habit of massing up units just outside your attack range, it requires a lot of patience to break through its lines, or else fights can easily take over 50 turns.
** (Pre-''Advance Wars'')
There's no advantage to attacking first, because both sides hit each other simultaneously in combat, instead of the defender going second and having their counterattack weakened by the health they lost. This makes indirect units extremely valuable as they don't take counterattacks, but they're very slow to use and will dissuade the opponent from engaging you even more.
** (Pre-''AW'') (Pre-''Advance Wars'') Only the properties near your HQ can produce units - -- ones farther away are just resupply points. Even when you're clearly winning, this can make pushing into the enemy base and actually finishing the game immensely difficult, as their reinforcements are right there, while yours are on the opposite side of the map.
** (''AW''-''AWDS'') Superpowers that (''Advance Wars'' through ''Dual Strike'') [[LimitBreak CO Powers]] are [[ComebackMechanic charged more from losing your own units than destroying others, others]], giving a losing opponent the chance to undo the progress you made.
** The smarter, defensive AI used in games like ''Super Famicom (''Advance Wars'' and ''Days of Ruin''. Due to its habit of massing up units just outside your attack range, it requires a lot of patience to break through its lines, ''Dual Strike'') The damage formula makes [[DamageReduction defensive boosts]] ''extremely'' potent[[labelnote:math]]Attack boosts increase a value that base damage is ''multiplied'' by before subtracting defensive value (i.e. with no [[GeoEffects terrain defense]] or else fights can easily take over 50 turns.
* Endgame ''VideoGame/RiseOfNations''
other attack/defense modification, +20% Attack will turn 50% damage to 60%, 100% to 120%, etc). Defense boosts ''subtract'' a fixed percentage from the final damage (e.g. +25% Defense turns 100% to 75%, 25% to 0%, etc.), stacking additively with terrain defense--strangely, only the latter is decreased by falling HP like attack power. [[/labelnote]]: What sound like modest increases to defense tends to make the cheapest units take twice as many attacks to put down, while turning heavier and/or defensively positioned units into this, due juggernauts. When both [=COs=] have a persistent defense bonus (like Kanbei or Sturm), it's difficult for ''either'' to destroy units faster than they're produced, progressively turning the fact that the map into a cluttered mess. Ironically, one of them (Javier) only gets his defense boost from Comm Towers, which normally just boost attack, and are thus otherwise used on fan-made maps to ''speed up'' matches.
* ''VideoGame/RiseOfNations'': The
last part of the tech tree is laden with options that pretty much destroy the game's time and resource systems--building troops instantly, for instance. This basically turns the match endgame into a contest of who can mash up their armies against each other the longest.
Is there an issue? Send a MessageReason:
None

Added: 175

Changed: 423

Is there an issue? Send a MessageReason:
None


* Stalemates are a common occurrence in ''VideoGame/NintendoWars''. Each base can produce a unit per turn, limited primarily by properties supplying you with money. Capturing properties to gain a production advantage depends on the survival of infantry, the slowest and most fragile unit type. It's usually suicidal to rush enemy bases early on, as they're quite easy to defend; thus, many battles become wars of attrition where all parties can only advance one step at a time, if at all. Outside of {{Time Mission}}s, it's quite easy to win against the AI eventually, [[GameplayGrading albeit with a poor "Speed" score]], but [=PvP=] matches tend to degrade into alternating uphill battles. This is compounded by various factors, depending on the game:
** Maps that feature huge distances, long chokepoints, or split the field into "cells" enclosed by mountains or rivers, which most units can't pass through. Bounty River is a standout example - one long, winding, narrow path that takes boats many turns to reach the action. This map proved such a problem that almost every sequel had to try improving it.
** Maps that give enormous advantages to the AI to compensate for its lack of intelligence, including many times more units and bases, giving you a lot to chew through.

to:

* Stalemates are a common occurrence in ''VideoGame/NintendoWars''. Each base can produce a unit per turn, limited primarily by properties supplying you with money. Capturing properties to gain a production advantage depends on the survival of infantry, the slowest and most fragile unit type. It's usually suicidal to rush enemy bases early on, as they're quite easy to defend; thus, many battles become wars of attrition where all parties can only advance one step at a time, if at all. Outside of {{Time {{Timed Mission}}s, it's quite easy to win against the AI eventually, [[GameplayGrading albeit with a poor "Speed" score]], but [=PvP=] matches tend to degrade into alternating uphill battles. This is compounded by various factors, depending on the game:
** Maps that Many maps feature huge distances, long chokepoints, or split the field into "cells" enclosed by mountains or rivers, which most units can't pass through. Bounty River is a standout example - one long, winding, narrow path that takes boats many turns to reach the action. This map proved such a problem that almost every sequel had to try improving it.
** Maps that While only footsoldiers can outright capture a base, you can stall production by placing a unit on top of it or bodyblocking an enemy unit so they can't get off. However, headquarters often have multiple bases clustered around them, making them much harder to siege. (This is on top of more bases encouraging greater numbers of weak units, and thus long turns.)
** [=PvE=] maps may
give enormous advantages to the AI to compensate for its lack of intelligence, including many times more units and bases, giving you a lot to chew through.
Is there an issue? Send a MessageReason:
None

Added: 718

Changed: 409

Removed: 718

Is there an issue? Send a MessageReason:
None


* ''VideoGame/NintendoWars'': stalemates are a common occurrence. With bases, everyone can produce unlimited amounts of units. Capturing bases and winning the game depends on the survival of infantry, the slowest and most fragile unit type. It's usually suicidal to rush enemy bases too early, as they're quite easy to defend; thus, many battles become wars of attrition where all parties can only advance one step at a time, if at all. This is compounded by various factors, depending on the game:

to:

* ''VideoGame/NintendoWars'': stalemates Stalemates are a common occurrence. With bases, everyone occurrence in ''VideoGame/NintendoWars''. Each base can produce unlimited amounts of units. a unit per turn, limited primarily by properties supplying you with money. Capturing bases and winning the game properties to gain a production advantage depends on the survival of infantry, the slowest and most fragile unit type. It's usually suicidal to rush enemy bases too early, early on, as they're quite easy to defend; thus, many battles become wars of attrition where all parties can only advance one step at a time, if at all.all. Outside of {{Time Mission}}s, it's quite easy to win against the AI eventually, [[GameplayGrading albeit with a poor "Speed" score]], but [=PvP=] matches tend to degrade into alternating uphill battles. This is compounded by various factors, depending on the game:



** (Pre-''AW'') There's no advantage to attacking first, because both sides hit each other simultaneously in combat, instead of the defender going second and having their counterattack weakened by the health they lost. This makes indirect units extremely valuable as they don't take counterattacks, but they're very slow to use and will dissuade the opponent from engaging you even more.
** (Pre-''AW'') Only the properties near your HQ can produce units - ones farther away are just resupply points. Even when you're clearly winning, this can make pushing into the enemy base and actually finishing the game immensely difficult, as their reinforcements are right there, while yours are on the opposite side of the map.



** (Pre-''AW'') There's no advantage to attacking first, because both sides hit each other simultaneously in combat, instead of the defender going second and having their counterattack weakened by the health they lost. This makes indirect units extremely valuable as they don't take counterattacks, but they're very slow to use and will dissuade the opponent from engaging you even more.
** (Pre-''AW'') Only the properties near your HQ can produce units - ones farther away are just resupply points. Even when you're clearly winning, this can make pushing into the enemy base and actually finishing the game immensely difficult, as their reinforcements are right there, while yours are on the opposite side of the map.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The infamous "Goats" team composition in ''VideoGame/{{Overwatch}}'', consisting of three tank heroes and three support heroes. By stacking up the shields of the tanks and using the healing of the supports to keep the tanks on their feet, they could out-grind any team that focused on damage or picking off targets. The easiest counter to Goats when it was played well was another Goats team, which resulted in two teams that both lacked much in the way of damage but had multiple layers of defense and health gain. This structure became infamously dominant, which forced Blizzard to institute a limit where teams had to run two of each category of hero, and for the update to ''Overwatch II'', they outright limited tanks to one per team.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Fallout}}'':
** 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. 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 taking the Slayer (turn every melee attack into an automatic crit) or Sniper (give each ranged attack a chance to crit equal to 10 times your luck score) and make aimed shots at an opponent's [[EyeScream eyes]], [[GroinAttack groin]], or other body part to blow through their armor and cripple them. 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.]]

to:

* ''VideoGame/{{Fallout}}'':
''Franchise/{{Fallout}}'':
** In the late game of ''VideoGame/{{Fallout 1}}'' ''VideoGame/Fallout1'' and ''VideoGame/{{Fallout 2}}'', ''VideoGame/Fallout2'', you will be very heavily armoured, and you will encounter opponents with power 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 taking the Slayer (turn every melee attack into an automatic crit) or Sniper (give each ranged attack a chance to crit equal to 10 times your luck score) and make aimed shots at an opponent's [[EyeScream eyes]], [[GroinAttack groin]], or other body part to blow through their armor and cripple them. 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.]]
Is there an issue? Send a MessageReason:
None


** Franchise/ScoobyDoo vs. WesternAnimation/CourageTheCowardlyDog ended up being such an extreme example, where both canines had such potent defenses that helped them survive several outlandish situations [[spoiler:to the point where neither could kill or permanently dispose the other, ending the match in a ''very'' rare instance of a draw]].

to:

** Franchise/ScoobyDoo vs. WesternAnimation/CourageTheCowardlyDog ended up being such an extreme example, where both canines had such potent defenses that helped them survive several outlandish situations [[spoiler:to the point where neither could kill or permanently dispose of the other, ending the match in a ''very'' rare instance of a draw]].
Is there an issue? Send a MessageReason:
None


** ''Franchise/ScoobyDoo'' vs. ''WesternAnimation/CourageTheCowardlyDog'' ended up being such an extreme example, where both canines had such potent defenses that helped them survive several outlandish situations [[spoiler:to the point where neither could kill or permanently dispose the other, ending the match in a ''very'' rare instance of a draw]].

to:

** ''Franchise/ScoobyDoo'' Franchise/ScoobyDoo vs. ''WesternAnimation/CourageTheCowardlyDog'' WesternAnimation/CourageTheCowardlyDog ended up being such an extreme example, where both canines had such potent defenses that helped them survive several outlandish situations [[spoiler:to the point where neither could kill or permanently dispose the other, ending the match in a ''very'' rare instance of a draw]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Franchise/ScoobyDoo'' vs. ''WesternAnimation/CourageTheCowardlyDog'' ended up being such an extreme example, where both canines had such potent defenses that helped them survive several outlandish situations [[spoiler:to the point where neither could kill or permanently dispose the other, ending the match in a ''very'' rare instance of a draw]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Shooting matches in ''VideoGame/MobileSuitGundamBattleOperation2'' can devolve into this. A beam rifle or bazooka (which can destroy a mobile suit in one shot in the source material) often only chips around 10% of a suit's HP and requires several seconds of cooling down. This is especially noticeable in lower Cost brackets, as suits in that range often only have one ranged weapon and maybe a grenade or vulcans (neither of which deal comparable, consistent DPS compared to ranged primaries).

Changed: 19

Is there an issue? Send a MessageReason:
Not a trope


* ''VideoGame/XenobladeChronicles2'' has this in spades. Because auto-attacks deal so little damage, even normal enemies can take a ridiculous amount of punishment unless you min-max the hell out of your party and spam Arts like they're going out of style. On the player side of things, Having a properly set-up tank and healer will mean that you never even have to worry about your HP unless you're fighting an enemy that's a good few levels above you, or a boss who decides to pull out some ability that can hit the entire party ForMassiveDamage.

to:

* ''VideoGame/XenobladeChronicles2'' has this in spades. Because auto-attacks deal so little damage, even normal enemies can take a ridiculous amount of punishment unless you min-max the hell out of your party and spam Arts like they're going out of style. On the player side of things, Having a properly set-up tank and healer will mean that you never even have to worry about your HP unless you're fighting an enemy that's a good few levels above you, or a boss who decides to pull out some ability that can hit the entire party ForMassiveDamage.for a lot.
Is there an issue? Send a MessageReason:
None


* In ''Videogame/SinsOfASolarEmpire'', by default, most units are capable of absorbing silly amounts of firepower, such as a colony ship brazenly flying through an enemy fleet and surviving. The "Shield Mitigation" mechanic is the main cause of this, and is present on all ships which possess shield systems, even when the shields are down (it acts as a ReinforceField on the ship's armor instead). Shield Mitigation causes ships to flat-out ignore 15% of incoming damage when full, and become more effective as damage is taken - going up to 60% damage negation on lowly frigates, and 65-75% on capital ships and titans, depending on their level. Disabling mitigation in the pre-match setup significantly increases the speed of combat. That said, certain area of effect abilities, most infamously, the Marza Dreadnought's MarossMissileBarrage ultimate can shred enemy non-capitals ''terrifyingly'' fast.

to:

* In ''Videogame/SinsOfASolarEmpire'', by default, most units are capable of absorbing silly amounts of firepower, such as a colony ship brazenly flying through an enemy fleet and surviving. The "Shield Mitigation" mechanic is the main cause of this, and is present on all ships which possess shield systems, even when the shields are down (it acts as a ReinforceField on the ship's armor instead). Shield Mitigation causes ships to flat-out ignore 15% of incoming damage when full, and become more effective as damage is taken - going up to 60% damage negation on lowly frigates, and 65-75% on capital ships and titans, depending on their level. Disabling mitigation in the pre-match setup significantly increases the speed of combat. That said, certain area of effect abilities, most infamously, the Marza Dreadnought's MarossMissileBarrage [[MacrossMissileMassacre Missile Barrage]] ultimate can shred enemy non-capitals ''terrifyingly'' fast.
Is there an issue? Send a MessageReason:
None


* In ''Videogame/SinsOfASolarEmpire'', by default, most units are capable of absorbing silly amounts of firepower, such as a colony ship brazenly flying through an enemy fleet and surviving. The "Shield Mitigation" mechanic is the main cause of this, and is present on all ships which possess shield systems, even when the shields are down (it acts as a ReinforceField on the ship's armor instead). Shield Mitigation causes ships to flat-out ignore 15% of incoming damage when full, and become more effective as damage is taken - going up to 60% damage negation on lowly frigates, and 65-75% on capital ships and titans, depending on their level. Disabling mitigation in the pre-match setup significantly increases the speed of combat.

to:

* In ''Videogame/SinsOfASolarEmpire'', by default, most units are capable of absorbing silly amounts of firepower, such as a colony ship brazenly flying through an enemy fleet and surviving. The "Shield Mitigation" mechanic is the main cause of this, and is present on all ships which possess shield systems, even when the shields are down (it acts as a ReinforceField on the ship's armor instead). Shield Mitigation causes ships to flat-out ignore 15% of incoming damage when full, and become more effective as damage is taken - going up to 60% damage negation on lowly frigates, and 65-75% on capital ships and titans, depending on their level. Disabling mitigation in the pre-match setup significantly increases the speed of combat. That said, certain area of effect abilities, most infamously, the Marza Dreadnought's MarossMissileBarrage ultimate can shred enemy non-capitals ''terrifyingly'' fast.
Is there an issue? Send a MessageReason:
Not true of earlier Monkey Kombat fights.


* Exaggerated and parodied in the "[[Franchise/MortalKombat Monkey Kombat]]" fight in ''VideoGame/EscapeFromMonkeyIsland''. Both fighters regenerate health too fast to kill each other through standard means, [[PuzzleBoss so you need to find an alternate way of winning]]. It is an AdventureGame, after all.

to:

* Exaggerated and parodied in the "[[Franchise/MortalKombat Monkey Kombat]]" fight FinalBoss battle in ''VideoGame/EscapeFromMonkeyIsland''. Both fighters regenerate health too fast to kill each other through standard means, [[PuzzleBoss so you need to find an alternate way of winning]]. It is an AdventureGame, after all.
Is there an issue? Send a MessageReason:
None


** [[Manga/JoJosBizarreAdventure DIO]] vs. [[Manga/{{Hellsing}} Alucard]] demonstrates both vampires are pretty much immovable objects. DIO’s lies in his Stand, which is InvisibleToNormals and can [[TakesOneToKillOne only be harmed by another Stand]] and his specific brand of vampirism, which gives him a HealingFactor able to survive any physical attacks short of [[ThePowerOfTheSun sunlight-based attacks]], on top of being able to [[TimeStandsStill stop time itself]]. Alucard, meanwhile, is a living SoulJar and can use the souls of those he’s slain to take lethal damage in his place (and he has literal ''millions'' of souls), and his true self is actually a LivingShadow. [[spoiler: Out of the two, Alucard’s means of outlasting his foe is truly finite, as DIO could burn through his reserves with his SuperSpeed and SuperStrength eventually, and Stands can interact with ethereal opponents anyways.]]

to:

** [[Manga/JoJosBizarreAdventure DIO]] vs. [[Manga/{{Hellsing}} Alucard]] demonstrates both vampires are pretty much immovable objects. DIO’s lies in his Stand, which is InvisibleToNormals and can [[TakesOneToKillOne only be harmed by another Stand]] and his specific brand of vampirism, which gives him a HealingFactor able to survive any physical attacks short of [[ThePowerOfTheSun sunlight-based attacks]], on top of being able to [[TimeStandsStill stop time itself]]. Alucard, meanwhile, is a living SoulJar and can use the literally ''millions'' of souls of those he’s slain to take lethal damage in his place (and he has literal ''millions'' of souls), or summon them as a [[HiddenArmyReveal gigantic army]], and his true self is actually a LivingShadow.LivingShadow which can shapeshift and turn intangible. [[spoiler: Out of the two, Alucard’s means of outlasting his foe is truly finite, as DIO could burn through his reserves with his SuperSpeed and SuperStrength eventually, and Stands can interact with ethereal opponents anyways.]]
Is there an issue? Send a MessageReason:
None


* In vanilla ''Videogame/XCOM2'', AlphaStrike is the prime strategy, and in the beginning many of your troops can be one-shot by flanking aliens. The "Beta Strike" modifier doubles the health of all units - XCOM and alien - but leaves damage untouched, meaning one must be much more careful about scouting ahead and crowd-control, because situations can rapidly spiral out of control.

to:

* In vanilla ''Videogame/XCOM2'', AlphaStrike is the prime strategy, and in the beginning many of your troops can one-shot most ADVENT forces, and be one-shot by flanking aliens. in turn if flanked or exposed. The "Beta Strike" modifier doubles the health of all units - XCOM and alien - ADVENT units, but leaves damage untouched, meaning one must be so both last much longer in battle, making AreaOfEffect, status effects and other crowd control skills more careful about scouting ahead and crowd-control, because situations can rapidly spiral out of control.important.

Added: 372

Changed: 17

Is there an issue? Send a MessageReason:
None


This trope doesn't ''have'' to be [[Administrivia/TropesAreTools a bad thing]]. Lengthy battles tend to feel more epic than short ones, and [[{{munchkin}} some gamers]] enjoy calculating the best possible tactics and [[EliteTweak perfecting them]].

to:

This trope doesn't ''have'' to be [[Administrivia/TropesAreTools a bad thing]]. Lengthy battles tend to feel more epic than short ones, and [[{{munchkin}} some gamers]] gamers enjoy calculating the best possible tactics and [[EliteTweak perfecting them]].


Added DiffLines:

* In the ''VideoGame/{{Roblox}}'' game ''Battle Buddies 2'', every unit has drastically lower attack power than HP, much more so than in other straight-line TowerDefense games. Due to this, ranged units and units with multi-hit attacks, like Prickly Pete, end up being the most effective, and cheap meatshields like Donnie can also survive for a surprising amount of time.
Is there an issue? Send a MessageReason:
None


* ''LightNovel/LogHorizon'': In the 11th volume, this is what the IKnowYoureInThereSomewhereFight between [[spoiler:Elias and Leonardo]] turns into. The former has simply far too high defences for the latter to subdue him without resorting to lethal force, but his [[spoiler:fairy eye curse]] ensures that he can't finish off his opponent either (sort of; it's a really complicated version of YourMindMakesItReal). The result is a fight that lasts well over an hour, with the former chipping away ''percentages of a single life point'' at the time, and the other unsuccessfully trying to stop him.

to:

* ''LightNovel/LogHorizon'': ''Literature/LogHorizon'': In the 11th volume, this is what the IKnowYoureInThereSomewhereFight between [[spoiler:Elias and Leonardo]] turns into. The former has simply far too high defences for the latter to subdue him without resorting to lethal force, but his [[spoiler:fairy eye curse]] ensures that he can't finish off his opponent either (sort of; it's a really complicated version of YourMindMakesItReal). The result is a fight that lasts well over an hour, with the former chipping away ''percentages of a single life point'' at the time, and the other unsuccessfully trying to stop him.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/DungeonsAndDragons'' 4th edition combat was 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). It is rather easy to run through all your powers only a few turns into combat, and then spend the rest of the fight spamming comparatively weak ones. This was particularly bad with solo monsters, which frequently boasted ''outlandish'' HP relative to when your characters were supposed to fight them. Notably, one of the bigger changes that came a few years into its lifespan was chopping large chunks off enemy HP.

to:

* ''TabletopGame/DungeonsAndDragons'' 4th edition ''TabletopGame/DungeonsAndDragonsFourthEdition'' combat was 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). It is rather easy to run through all your powers only a few turns into combat, and then spend the rest of the fight spamming comparatively weak ones. This was particularly bad with solo monsters, which frequently boasted ''outlandish'' HP relative to when your characters were supposed to fight them. Notably, one of the bigger changes that came a few years into its lifespan was chopping large chunks off enemy HP.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FinalFantasyXIII2'': A skillful player falls into this during [[DownloadableContent Lightning's Story: Requiem of the Goddess]] at lower levels. The story consists of Lightning fighting against Caius, with a second fight against Chaos Bahamut if the player does well enough. Both of them are [[MirrorBoss using a variation on the Paradigm system]]. Caius has access to Commando (powerful but telegraphed attacks), Ravager (long strings of weak hits), and Healer (ExactlyWhatItSaysOnTheTin plus buffing) stances. Lightning starts with access to Paladin (main damage-dealing), Shaman and Mage (chain-building), and Knight (passive damage reduction and an ability with which to NoSell everything) roles. Thus, winning the battle and therefore maximizing your CP with which to level-up consists of switching to Knight whenever he starts attacking/gets ready to attack, minimizing your HP loss, maintaining/building his chain gauge at every scarce opportunity, and hoping he only switches to Healer infrequently. As you level up, the fight gradually drifts away from this trope, with Lightning acquiring the Conjurer (buffing) and Sorcerer (debuffing) role; Chaos Bahamut, meanwhile, is a straight DamageSpongeBoss, having much more HP but no healing and the power to nearly one-shot a low-level Lightning in any role but Knight.

to:

* ''VideoGame/FinalFantasyXIII2'': A skillful player falls into this during [[DownloadableContent Lightning's Story: Requiem of the Goddess]] at lower levels. The story consists of Lightning fighting against Caius, with a second fight against Chaos Bahamut if the player does well enough. Both of them are [[MirrorBoss using a variation on the Paradigm system]]. Caius has access to Commando (powerful but telegraphed attacks), Ravager (long strings of weak hits), and Healer (ExactlyWhatItSaysOnTheTin plus ([[ExactlyWhatItSaysOnTheTin HP restoration]] and buffing) stances. Lightning starts with access to Paladin (main damage-dealing), Shaman and Mage (chain-building), and Knight (passive damage reduction and an ability with which to NoSell everything) roles. Thus, winning the battle and therefore maximizing your CP with which to level-up consists of switching to Knight whenever he starts attacking/gets ready to attack, minimizing your HP loss, maintaining/building his chain gauge at every scarce opportunity, and hoping he only switches to Healer infrequently. As you level up, the fight gradually drifts away from this trope, with Lightning acquiring the Conjurer (buffing) and Sorcerer (debuffing) role; roles; Chaos Bahamut, meanwhile, is a straight DamageSpongeBoss, having much more HP but no healing and the power to nearly one-shot a low-level Lightning in any role but Knight.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/UltimateAdmiralDreadnoughts'' it's possible, particularly early in the tech tree, to build a ship that's so well armored that contemporary guns are unable to meaningfully damage it except at absurdly close range. If that ship also has enough speed and maneuverability, it can also likely dodge any torpedoes sent its way and even avoid ramming attempts. This trope results when two such ships wind up trying to fight each other.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/WorldOfTanks'' has this in spades when opponents are heavily armored, but don't have enough penetration to deal damage. It often devolves into a ScratchDamage race with HE rounds or maneuvering to try and get the first hit on an enemy's weakspot.
Is there an issue? Send a MessageReason:
None


* 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. 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--specifically, the ones that are difficult but ''not'' [[UselessUsefulSpell immune to its effect]].

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. 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--specifically, {{superboss}}es--specifically, the ones that are difficult but ''not'' [[UselessUsefulSpell immune to its effect]].
Is there an issue? Send a MessageReason:
trope disambig


** While it is possible to use stealth or cover in ''VideoGame/Fallout3'', the game's [[MoneyForNothing economy]] makes [[HealingPotion stimpak]] spamming a much easier tactic. In particular, many of the added enemies in the DownloadableContent have pointlessly high amounts of HP and qualify as DemonicSpiders for most of the 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]], as part of a [[FakeBalance failed attempt]] to balance them towards end-game characters who are putting off replaying the finale to screw around in new locations rather than new characters who are check out the new content as they re-explore the original wasteland. By the time you hit the {{cap}} at level 30, they will not individually be threats to you, but they ''will'' take forever and a day to kill, even with your InfinityPlusOneSword.

to:

** While it is possible to use stealth or cover in ''VideoGame/Fallout3'', the game's [[MoneyForNothing economy]] makes [[HealingPotion stimpak]] spamming a much easier tactic. In particular, many of the added enemies in the DownloadableContent have pointlessly high amounts of HP and qualify as DemonicSpiders for most of the 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]], as part of a [[FakeBalance failed attempt]] attempt to balance them towards end-game characters who are putting off replaying the finale to screw around in new locations rather than new characters who are check out the new content as they re-explore the original wasteland. By the time you hit the {{cap}} at level 30, they will not individually be threats to you, but they ''will'' take forever and a day to kill, even with your InfinityPlusOneSword.
Is there an issue? Send a MessageReason:
None


* ''[[VideoGame/{{Warcraft}} Warcraft III]]'' has this as a core philosophy, as unlike ''Warcraft I & II'' or ''[[VideoGame/StarCraft StarCraft I & II]]'', hitpoints are in much greater proportion to the damage values to promote a micromanagement playstyle. The ArbitraryHeadcountLimit is also 100 instead of 200 supply units as in ''Starcraft'' and combat units usually require at least two supply units (with few exceptions) to make each unit a more significant presence in your army. This gets subverted somewhat in the endgame with units like Gryphon Riders who can devastate heavy-armor units quickly in sufficient numbers.

to:

* ''[[VideoGame/{{Warcraft}} Warcraft III]]'' has this as a core philosophy, as unlike ''Warcraft I & II'' or ''[[VideoGame/StarCraft StarCraft I & II]]'', hitpoints are in much greater proportion to the damage values to promote a micromanagement playstyle. The ArbitraryHeadcountLimit is also 100 instead of 200 supply units as in ''Starcraft'' and combat units usually require at least two supply units (with few exceptions) to make each unit a more significant presence in your army. This gets subverted somewhat in the endgame with units like Gryphon Riders MightyGlacier fliers who can devastate heavy-armor units quickly in sufficient numbers.numbers with Magic damage, and how powerful some heroes can get with fully leveled nuke spells that can be combined with other heroes to melt through health bars.
Is there an issue? Send a MessageReason:
None


* ''D20 Future'' (an offshoot of ''TabletopGame/D20Modern exaggerates this with the combat between capital ships: namely, capital ships typically have tens of thousands of HitPoints, whereas the most powerful ship weapons only do damage in the hundreds of points. Even worse: ships get a size penalty to attack rolls just like creatures do (-8 for colossal size, which all capital ships are), as a result, the ships typically have a really low attack bonus and miss a lot, dragging on the interminable fight even longer.

to:

* ''D20 Future'' (an offshoot of ''TabletopGame/D20Modern ''TabletopGame/D20Modern'') exaggerates this with the combat between capital ships: namely, capital ships typically have tens of thousands of HitPoints, whereas the most powerful ship weapons only do damage in the hundreds of points. Even worse: ships get a size penalty to attack rolls just like creatures do (-8 for colossal size, which all capital ships are), as a result, the ships typically have a really low attack bonus and miss a lot, dragging on the interminable fight even longer.
Is there an issue? Send a MessageReason:
None


* ''LightNovel/BofuriIDontWantToGetHurtSoIllMaxOutMyDefense'': [[ExactlyWhatItSaysOnTheTin As the title says]], main character Maple put all her stat points into defensive ability when she first created her character. This left her with the ability to tank practically everything the game threw at her, but her pitiful offensive ability meant that she couldn't do much to strike back herself. Eventually subverted as she learned new offensive abilities and started becoming more effective at attacking.

to:

* ''LightNovel/BofuriIDontWantToGetHurtSoIllMaxOutMyDefense'': ''Literature/BofuriIDontWantToGetHurtSoIllMaxOutMyDefense'': [[ExactlyWhatItSaysOnTheTin As the title says]], main character Maple put all her stat points into defensive ability when she first created her character. This left her with the ability to tank practically everything the game threw at her, but her pitiful offensive ability meant that she couldn't do much to strike back herself. Eventually subverted as she learned new offensive abilities and started becoming more effective at attacking.
Is there an issue? Send a MessageReason:
Choice Specs didn't exist until Gen IV.


** The Generation II metagame has a reputation for looking like this, and not for no reason. Nearly all the top-ranked Pokémon are incredibly bulky, which is furthered by the stat system at the time allowing Pokémon to max out all their stats, the Leftovers item grants slow regeneration and sees nigh-universal use, the Rest/Sleep Talk combo is at its height, due to the fact that Sleep Talk can roll Rest to fully heal the user, and some of the biggest offensive tools of the prior generation (mainly critical hits and Hyper Beam) were nerfed. Though offensive play is certainly common, it's far slower-paced than in other generations, and it's quite telling that the most notable strategies for damage rely on using [[TakingYouWithMe Self-Destruct or Explosion]], as they're some of the few ways to quickly break an opponent's defenses. Part of the reason the famously powerful Snorlax remains legal is a belief that, were it not for Snorlax's presence and insane offensive potential, then the game would lose the one thing keeping it from being an eternal stallfest. This was significantly lessened with the third-generation games, which retooled the stat gain system to force Pokémon to specialize, added powerful offense-boosting items like the Choice Band and Choice Specs or moves like Dragon Dance and Calm Mind, and nerfed some of the more annoying stall strategies (namely, Resttalk).

to:

** The Generation II metagame has a reputation for looking like this, and not for no reason. Nearly all the top-ranked Pokémon are incredibly bulky, which is furthered by the stat system at the time allowing Pokémon to max out all their stats, the Leftovers item grants slow regeneration and sees nigh-universal use, the Rest/Sleep Talk combo is at its height, due to the fact that Sleep Talk can roll Rest to fully heal the user, and some of the biggest offensive tools of the prior generation (mainly critical hits and Hyper Beam) were nerfed. Though offensive play is certainly common, it's far slower-paced than in other generations, and it's quite telling that the most notable strategies for damage rely on using [[TakingYouWithMe Self-Destruct or Explosion]], as they're some of the few ways to quickly break an opponent's defenses. Part of the reason the famously powerful Snorlax remains legal is a belief that, were it not for Snorlax's presence and insane offensive potential, then the game would lose the one thing keeping it from being an eternal stallfest. This was significantly lessened with the third-generation games, which retooled the stat gain system to force Pokémon to specialize, added powerful offense-boosting items like the Choice Band and Choice Specs or moves like Dragon Dance and Calm Mind, and nerfed some of the more annoying stall strategies (namely, Resttalk).

Top