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* WeBuyAnything: Played strait, for a reason. Only one "shop" NPC will buy things off of you, all others don't. As a result, the merchant will buy anything off of you. That's not counting the player market.
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* NoArcInArchery: All arrows fired lack a definable arc. Also most arrows are fired from ground level.
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* AllSwordsAreTheSame: Downplayed for one mechanic, but averted overall. All swords in game have different movesets. However, for a class of sword, no matter the level, the sword will have the same moves aside from the crests. A bit oddly, in a weapon where this would be noticeable, it will always make use of the highest level sword's style, rather than the lowest, meaning shorter swords will be, in some cases, move as if they were longer.
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* BashBrothers: Not a gameplay mechanic, but when playing with friends you might get this between players. Because combos aren't as complicated as normal fighting games, two players who are well coordinated can easily mop up 4 players who don't have as strong a coordination. Two players using coordinating weapons have an easier time with this, such as melee and ranged, but any will do.



* WhyFandomCantHaveNiceThings: The Arena. Check the page for details.

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* WhyFandomCantHaveNiceThings: The Arena. Check the page for details.details.
** A bit of {{Irony}} because the Arena would seem to be perfect for PVP which is the most popular mode in the game.
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* JokeCharacter: No weapons are intentionally funny, but some of the stat spreads are... very unhelpful. One of the more notable ones is Tonfa. The stat spread is such that, without modding, the weapon is horrible for any mode, not even being that good of a tank. Other weapons, like the twin blades, have stats that, while they don't remove the usefulness like on the tonfa, still make the weapon situational.
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* ChainPain / WhipItGood: The "Chain Whip", [[TruthInTelevision an actual martial arts weapon]], is both, as the name implies.

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* OneStatToRuleThemAll: No matter what mode you're doing, you need Attack to speed it up. The difference between Attack and Damage (the stat) is that Attack determines your damage against living beings, while Damage is against structures. Since

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* OneStatToRuleThemAll: No matter what mode you're doing, you need Attack to speed it up. The difference between Attack and Damage (the stat) is that Attack determines your damage against living beings, while Damage is against structures. Since structures.
* OurGhostsAreDifferent: To the point where [[InNameOnly they could easily be called something else]].
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* HubLevel: Your chosen kingdom acts as this. While the look and setup are different, the characters are always the same. From the town you will be able to join battles, go on missions, go shopping, and go to your own house. You can also to the Peach Garden, which is another hub for Kunlun Mountain.
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* ArtisticLicenseEconomics: Rather neatly Averted for an MMO. You always receive money for a reason, such as payment for how many battles you've participated in by your general or completing a job for a merchant. The reward for random battles is always gear, items, or weapons but never random gold.
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* BeeHiveBarrier: When using the ability that gives 360 protection when blocking this appears around the character to indicate that it's activated.
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** This didn't stop people for grinding anyway, so it was [[DummiedOut removed entirely.]] It's still on the English server for now, and no ones sure if it'll be removed or not.

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** This didn't stop people for from grinding anyway, so it was [[DummiedOut removed entirely.]] It's still on the English server for now, and no ones sure if it'll be removed or not.]]
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* HitboxDissoance: averted, but lightly. Each character, no matter what height is chosen for them, has the exact same reach as any other. To compensate some attacks are longer for shorter character. To counter this there is a a line effect on each attack that shows the actual range of the attack, as apposed to the weapon, and can be used to judge the range. This has been used to create attacks that would normally have mjaor Dissonance but instead just have balanced length.

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* HitboxDissoance: HitboxDissonance: averted, but lightly. Each character, no matter what height is chosen for them, has the exact same reach as any other. To compensate some attacks are longer for shorter character. To counter this there is a a line effect on each attack that shows the actual range of the attack, as apposed to the weapon, and can be used to judge the range. This has been used to create attacks that would normally have mjaor major Dissonance but instead just have balanced length.

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* HitboxDissoance: averted, but lightly. Each character, no matter what height is chosen for them, has the exact same reach as any other. To compensate some attacks are longer for shorter character. To counter this there is a a line effect on each attack that shows the actual range of the attack, as apposed to the weapon, and can be used to judge the range. This has been used to create attacks that would normally have mjaor Dissonance but instead just have balanced length.



* {{Nerf}}: Compared to [[Gamebreaker its original stats]] in Dynasty Warriors 5, the Cursed Deck gets one hell of a downgrade, to the point where it had to be rebuffed to get more people to use it.

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* {{Nerf}}: Compared to [[Gamebreaker [[GameBreaker its original stats]] in Dynasty Warriors 5, the Cursed Deck gets one hell of a downgrade, to the point where it had to be rebuffed to get more people to use it.
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--> Iron Flute: An iron flute with dazzling ornamentation. [[DeadPanSnarker: Also useful as an instrument.]]

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--> Iron Flute: An iron flute with dazzling ornamentation. [[DeadPanSnarker: [[DeadPanSnarker Also useful as an instrument.]]
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* LampshadeHanging: The flutes FlavorText indulge in this, pointing out the fact that a flute is being used as a weapon.
--> Flute: A flute designed for battle. Can also play music.
--> Iron Flute: An iron flute with dazzling ornamentation. [[DeadPanSnarker: Also useful as an instrument.]]
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* GuestFighter: the (currently Japanese only) Small sword and large sword, movesets of Nu Wa and Fu Xi. They are Physical Gods, and their weapons show it. Compared to what the commanders usually, the moves from the weapons are odd, ranging from summoning pillars of fire to spikes of ice, and the closest thing you can do to that with a "normal" weapon is to summon a shockwave.
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* AwesomeButImpractical: Certain weapons, due to the way the stats are distributed, are this. Some weapons may have useful combos, but the poor stats make inadvisable to use them unless you mod them. The tonfa are victims of this.
** Some attacks may be this too. The unique C6 emblems are most prone. The war blade's "eclipse" emblem is one of the better examples. It's a multi-hit AoE attack with elemental use. The charge up takes so long you are likely to be interrupted.
* AwesomeButPractical: The iron halberd. The weapon that Lu Bu uses. The stats are good for PVP, making you close to a LightningBruiser, but the speed makes you a MightyGlacier.


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* DifficultButAwesome: The cursed deck. It's harder to use, and the stats are sub-par, but if you are willing to work on it you can get a very useful GlassCanon, with the ability to use multiple elements and a good range.


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* SkillGateCharacter: Twin Picks. This was evident near the opening of the game on an English server. They have a long range, good attack, and the weapon skill increases the attack even further. Everybody used to be using one to win PVP. However, they are majorly crippling. They attack slowly, meaning that comboing leaves the user very open. They depend on their special in order to do the most damage, and that can be hard when somebody is putting pressure on you. 3rd is that they make the user a GlassCanon, so if you take advantage of the slow attack speed they can go down quickly. Veterans depend on that downtime to get an attack in, meaning that you naturally make yourself a target.
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* FakeSkill / GameBreakingBug: There used to be a bug, it has long since been patched out, that was this. In confront, you could negate a commander kill from adding to the score by spamming the vocal messages. This used to be spammed during a match, preventing an enemy from ever scoring a point no matter how skilled they were. Needless to say it was quickly removed when found.
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* TooAwesomeToUse: Some items come off as this, depending on who you ask. One of the most agreed on are level 2 elemental orbs, they do get use but not like normal items, because unlike the level 1 orbs these can be used to imbue a weapon with a passive element, rather than taking up an item slot to do so.
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sorry about all the edits. they just hit me and i need to write it down.

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* ManaBurn: Vorpal element damage. In addition to having a chance to be a FixedDamageAttack, any vorpal type attacks also drain musou bar from the the victim. The cast is inflicting equivalent mana burn on the user, removing musou for each target hit by the vorpal attack.
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* HomeRunHitter: The G.Club's charge 4 has one of the furthest knockbacks in the game, launching any victims far. If you use wind on the club, increases your knockback, then this trope comes into full effect. The enemy gets launched far even for game standards, and you have to run to catch up.
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* GradualRegeneration: Via items or abilities this can be activated. Two items will cause you to slowly recover health and musou gradually, it scales with your hp, and 2 different abilities give this to all of your teammates, and one that recovers your own musou slowly. If you go into red health then your musou will get a recovery too.
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* SetBonus: Downplayed. There is no ACTUAL additive bonus for a full set, but a full set is pretty much the only way to get a noticeable bonus to your stats, otherwise see "ArmorIsUseless" above.
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* RyuAndKen: Subverted. The movesets of the kings/leaders seem to be this. Each leader's weapon appears to be pretty similar for the first 4 combos, but once you unlock their 5th and 6th combo the change really branches out. Not only that, but the charge 1 of each combo will almost always be different between leader's weapons.
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* DoWellButNotPerfect: This might be invoked for D ranked quests. The high level rewards will normally result in items, on some quests they may be very common, but doing poorly but not failing the quest will net you a moderate amount of gold, more than acing an E (only cash reward) quest. Given that gold can be used on the broker, the player driven market, where more quality weapons, armor, and items can be found than in NPC shops, it might be more beneficial to hold back.

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* DoWellButNotPerfect: This On some quests, the reward for doing ok might be invoked outweigh the reward for D ranked quests. The high doing perfectly, such as items that are arguably more useful for doing just below perfect. For most higher level quests it's averted, as they would have set rewards will normally result in items, on some quests they may be very common, but doing poorly but not failing the quest will net you a moderate amount of gold, for perfection that are more rare than acing an E (only cash reward) quest. Given that gold can be used on the broker, the player driven market, where more quality weapons, armor, and items can be found than in NPC shops, it might be more beneficial to hold back.lower ranks.
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* DoWellButNotPerfect: This might be invoked for D ranked quests. The high level rewards will normally result in items, on some quests they may be very common, but doing poorly but not failing the quest will net you a moderate amount of gold, more than acing an E (only cash reward) quest. Given that gold can be used on the broker, the player driven market, where more quality weapons, armor, and items can be found than in NPC shops, it might be more beneficial to hold back.
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* ObviouslyEvil: Downplayed. Given that the three kingdoms were very much GreyAndGreyMorality you can only call a few things "evil", but the moveset of the horned sword looks downright angry and violent. In terms of the weapon itself it doesn't look too evil.
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* GenreShift: Peach garden. It goes from an almost anarchistic power struggle over the rule of China to... Mythical area where people meet and work together. Kun Lun, see below, not only has people who might be enemies working together, but the actual challenges are different too. They range from simple objectives, "K.O. 500 soldiers in 3 minutes", to downright out of place, such as Nu Wa (A PhysicalGod) asking you to complete tough objectives. Soon an update will add fighting a dragon to it.
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* PowerUpLetDown: Sacrifice can be this. It is only useful when you are fighting along with other people. It slowly drains your health and debuffs you so your teammates get healed and buffed. This means that solo quests render this power only detrimental.
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* FoeTossingCharge: As said in the main article, the entire game is one big foe tossing charge, but there is a skill attached to the horn blade that gives you this. When active, any time the character is dashing (when the little lines normally appear and you can use the dash attack by pressing normal attack) then all nearby enemies will take a small amount of damage but go flying away.

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