History Main / ParabolicPowerCurve

24th May '17 12:33:28 PM KitsuneInari
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*** In other words: [[RocketTagGameplay Linear Defence, Quadratic Attack]].
23rd Apr '17 11:51:49 AM DastardlyDemolition
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** Then there's ''Point Lookout'', whose Swampfolk and Tribals not only have the highest HP and DR of any human enemies despite their lack of armor, but their weapons are haxed to deal unblockable damage bonuses much like the ''Broken Steel'' Overlords. What's worse Point Lookout Tribals and Swampfolk carry double-barrel shotguns that do +35 damage '''per pellet'' for a total of 400 hit points if all 9 pellets hit. Yippee.

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** Then there's ''Point Lookout'', whose Swampfolk and Tribals not only have the highest HP and DR of any human enemies despite their lack of armor, but their weapons are haxed to deal unblockable damage bonuses much like the ''Broken Steel'' Overlords. What's worse Point Lookout Tribals and Swampfolk carry double-barrel shotguns that do +35 damage '''per pellet'' pellet''' for a total of 400 hit points if all 9 pellets hit. Yippee.
23rd Apr '17 11:51:26 AM DastardlyDemolition
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** It gets even worse if you have the ''Broken Steel'' DLC installed. Once you pass level 15, some new monsters start showing up (Albino Rad Scorpion, Feral Ghoul Reaver, Super Mutant Overlord, etc...) who are much tougher and stronger than anything that came before them, with the sole exception of the Super Mutant Behemoth. Unlike the Behemoths however, these NuclearNasties ''respawn'' and these monsters are tough for a ''level 30'' character (someone who hit the level cap), let alone a level 15 player, and the Overlords are given an additional 35 points of damage with their Tri-Beam Lasers.

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** It gets even worse if you have the ''Broken Steel'' DLC installed. Once you pass level 15, some new monsters start showing up (Albino Rad Scorpion, Feral Ghoul Reaver, Super Mutant Overlord, etc...) who are much tougher and stronger than anything that came before them, with the sole exception of the Super Mutant Behemoth. Unlike the Behemoths however, these NuclearNasties [[NuclearNasty Nuclear Nasties]] ''respawn'' and these monsters are tough for a ''level 30'' character (someone who hit the level cap), let alone a level 15 player, and the Overlords are given an additional 35 points of damage with their Tri-Beam Lasers.
23rd Apr '17 11:50:49 AM DastardlyDemolition
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** It gets even worse if you have the Broken Steel DLC installed. Once you pass level 15, some new monsters start showing up (Albino Rad Scorpion, Feral Ghoul Reaver, Super Mutant Overlord, etc...) who are much tougher than anything that came before them, with the sole exception of the Super Mutant Behemoth.
** Then there's Point Lookout, whose Swampfolk and Tribals not only have the highest HP and DR of any human enemies despite their lack of armor, but their weapons are haxed to deal unblockable damage bonuses.

to:

** It gets even worse if you have the Broken Steel ''Broken Steel'' DLC installed. Once you pass level 15, some new monsters start showing up (Albino Rad Scorpion, Feral Ghoul Reaver, Super Mutant Overlord, etc...) who are much tougher and stronger than anything that came before them, with the sole exception of the Super Mutant Behemoth.
Behemoth. Unlike the Behemoths however, these NuclearNasties ''respawn'' and these monsters are tough for a ''level 30'' character (someone who hit the level cap), let alone a level 15 player, and the Overlords are given an additional 35 points of damage with their Tri-Beam Lasers.
** Then there's Point Lookout, ''Point Lookout'', whose Swampfolk and Tribals not only have the highest HP and DR of any human enemies despite their lack of armor, but their weapons are haxed to deal unblockable damage bonuses.bonuses much like the ''Broken Steel'' Overlords. What's worse Point Lookout Tribals and Swampfolk carry double-barrel shotguns that do +35 damage '''per pellet'' for a total of 400 hit points if all 9 pellets hit. Yippee.
2nd Apr '17 4:15:16 PM nombretomado
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* Due to a glitch, this can happen to seriously overleveled characters in ''PhantasyStarIV''. Once a character's level gets a few levels away from 100, their stats begin to drop sharply and they lose skills. This isn't an issue in normal play, however; you can beat the game at around level 45-50, and the experience required to get that high of a level is so massive that it takes very deliberate effort to get that high (XP requirements for a single level up when in the 90s range are more than the total XP need to be able to beat the game).

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* Due to a glitch, this can happen to seriously overleveled characters in ''PhantasyStarIV''.''VideoGame/PhantasyStarIV''. Once a character's level gets a few levels away from 100, their stats begin to drop sharply and they lose skills. This isn't an issue in normal play, however; you can beat the game at around level 45-50, and the experience required to get that high of a level is so massive that it takes very deliberate effort to get that high (XP requirements for a single level up when in the 90s range are more than the total XP need to be able to beat the game).
26th Mar '17 2:18:43 PM nombretomado
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** ''OgreBattle 64'' also had one nasty problem with leveling. Dragons are particularly powerful enemies, and in order to get several powerful magical crests, you've got to defeat two dragons, and a dragon tamer (strengthens dragons) in a random battle in a certain place. If you don't do the battle early enough, the dragons are all extremely strong. Smart players would bring a strong multi-attacker, and two Pumpkin Heads (HP Halving attacks), but those are late game enemies, and only available by recruiting a special character.

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** ''OgreBattle 64'' ''VideoGame/OgreBattle64'' also had one nasty problem with leveling. Dragons are particularly powerful enemies, and in order to get several powerful magical crests, you've got to defeat two dragons, and a dragon tamer (strengthens dragons) in a random battle in a certain place. If you don't do the battle early enough, the dragons are all extremely strong. Smart players would bring a strong multi-attacker, and two Pumpkin Heads (HP Halving attacks), but those are late game enemies, and only available by recruiting a special character.
31st Dec '16 9:14:26 PM nombretomado
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* ''{{Geneforge}} 3'' gives the player canisters that can increase his attributes, but using too many makes him suffer [[WithGreatPowerComesGreatInsanity violent mood swings]]. Although this doesn't make the game unwinnable, eventually the player will not be able to take certain quests due to the character flying off the handle and attacking the quest givers. What makes this all the more annoying is the fact that the player was warned of this in the previous two ''Geneforge'' games, but due to GameplayAndStorySegregation nothing significant ever came of it. So when the warnings show up here for the third time, the player is likely to disregard them until past the point of no return.

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* ''{{Geneforge}} ''VideoGame/{{Geneforge}} 3'' gives the player canisters that can increase his attributes, but using too many makes him suffer [[WithGreatPowerComesGreatInsanity violent mood swings]]. Although this doesn't make the game unwinnable, eventually the player will not be able to take certain quests due to the character flying off the handle and attacking the quest givers. What makes this all the more annoying is the fact that the player was warned of this in the previous two ''Geneforge'' games, but due to GameplayAndStorySegregation nothing significant ever came of it. So when the warnings show up here for the third time, the player is likely to disregard them until past the point of no return.
16th Oct '16 10:39:44 AM nombretomado
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* ''FinalFantasyTactics'' sort of falls under this trope. While LevelGrinding would allow you to easily win the normal missions, which all have a preset difficulty, it would actually make random battles far more difficult. This is because the enemies in RandomEncounters scaled to match both your level and the equipment you're supposed to have at that level. Players that overleveled would find themselves in the frustrating position of either having to save before around the overworld map and hoping not to get into a random battle, or training their characters in the thief class and stealing stronger gear from the few human enemies they encounter (a very tedious task, and quite difficult, considering how weak thieves are).

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* ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' sort of falls under this trope. While LevelGrinding would allow you to easily win the normal missions, which all have a preset difficulty, it would actually make random battles far more difficult. This is because the enemies in RandomEncounters scaled to match both your level and the equipment you're supposed to have at that level. Players that overleveled would find themselves in the frustrating position of either having to save before around the overworld map and hoping not to get into a random battle, or training their characters in the thief class and stealing stronger gear from the few human enemies they encounter (a very tedious task, and quite difficult, considering how weak thieves are).
20th Aug '16 4:11:10 PM Aquillion
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Contrast EliteTweak. Compare EmptyLevels, where it's all downhill from the start, and LowLevelAdvantage, where while gaining levels does make your character stronger, there are still benefits to staying low-leveled. [[IThoughtItMeant Unrelated to]] LinearWarriorsQuadraticWizards, which is about a parabola opening upward rather than downward. If the Parabolic Curve is applied to specific stats rathan leveling as a whole, it's DiminishingReturnsForBalance.

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Contrast EliteTweak. Compare EmptyLevels, where it's all downhill from the start, and LowLevelAdvantage, where while gaining levels does make your character stronger, there are still benefits to staying low-leveled. [[IThoughtItMeant Unrelated to]] LinearWarriorsQuadraticWizards, which is about a parabola opening upward rather than downward. downward... though the experience of playing a fighter in a game geared to scale its difficulty alongside quadratic wizard growth can sometimes result in this. If the Parabolic Curve is applied to specific stats rathan rather than leveling as a whole, it's DiminishingReturnsForBalance.
20th Aug '16 4:07:38 PM Aquillion
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* Zig-zagged in ''TabletopGame/DungeonsAndDragons'' 3.0, 3.5, and TableTopGames/{{Pathfinder}}. Spellcasters were subject to LinearWarriorsQuadraticWizards, and as such they just got better. However, the math of skill checks and saves broke down so that at high levels, saves meant to challenge characters who were good at the save simply blew away characters who were bad at those saves. Likewise, eating a high-level monster's Full Attack when you were a SquishyWizard usually made you very, very dead. As a result, at low level, characters could drop to a single unlucky hit or blown save. At mid-level, characters could contend with occasional bad luck and had a host of abilities, leading to them reliably outclassing their enemies. And at high level, RocketTagGameplay ensues and the nice cushion mid-level characters enjoyed against their enemies was gone. It wasn't that mid-level characters were stronger; they were objectively weaker. However, enemies and spells scaled in such a wonky way that mid-level characters were far less likely to be stomped flat by one attack or one failed save than any other characters.

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* Zig-zagged in ''TabletopGame/DungeonsAndDragons'' 3.0, 3.5, and TableTopGames/{{Pathfinder}}. TableTopGames/{{Pathfinder}}.
**
Spellcasters were subject to LinearWarriorsQuadraticWizards, and as such they just got better. However, the math of skill checks and saves broke down so that at high levels, saves meant to challenge characters who were good at the save simply blew away characters who were bad at those saves. Likewise, eating a high-level monster's Full Attack when you were a SquishyWizard usually made you very, very dead. As a result, at low level, characters could drop to a single unlucky hit or blown save. At mid-level, characters could contend with occasional bad luck and had a host of abilities, leading to them reliably outclassing their enemies. And at high level, RocketTagGameplay ensues and the nice cushion mid-level characters enjoyed against their enemies was gone. It wasn't that mid-level characters were stronger; they were objectively weaker. However, enemies and spells scaled in such a wonky way that mid-level characters were far less likely to be stomped flat by one attack or one failed save than any other characters.characters.
** The Truenamer in particular got hit with this hard (though it was a class with so many mechanical issues it was nearly unusable). In order to use your magic on someone, you need to beat them with a Truespeak check. Unfortunately, the difficulty of affecting an enemy as it goes up in level increases literally twice as fast as your Truespeak skill. Unless your DM allows custom magic items or other houseruled bonuses, it becomes functionally impossible to use Truespeak on anyone at high levels.
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