History YMMV / MightAndMagic

22nd Oct '16 9:37:44 PM ZuTheSkunk
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*** The boat to Dagger Would Island offers travelling there on only two days of the week, being completely useless the other five days. This is especially frustrating considering that the boat from Dagger Wound Island to Ravenshore is available ''all week''.

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*** The boat to Dagger Would Wound Island offers travelling there on only two days of the week, being completely useless the other five days. This is especially frustrating considering that the boat from Dagger Wound Island to Ravenshore is available ''all week''.
22nd Oct '16 9:37:10 PM ZuTheSkunk
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* ScrappyMechanic:
** Might And Magic VIII:
*** Several quests require you to take a specific character into your party to complete them, which is especially annoying considering that the characters are usually underleveled by the time they can join you.
*** The merchants will call you a cheapscate if you leave their shops without making any transaction.
*** The boat to Dagger Would Island offers travelling there on only two days of the week, being completely useless the other five days. This is especially frustrating considering that the boat from Dagger Wound Island to Ravenshore is available ''all week''.
30th Sep '16 11:44:30 AM TMK87
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** Walls of Mist, the corresponding dungeon on the path of Light in the same game, has shades of this. The catch is that you have to show Gaving Magnus that you're truly a follower of Light, so you cannot kill any enemies while passing through the dungeon. While none of the enemies can deal massive physical damage like the Behemoths, they all have ranged attacks. In other words, while you're running away from all of them, they can still hit you with their Acid Bursts, Lightning Bolts and Fireballs. In addition, the Wizard enemies have the ability to summon Light Elementals, another enemy type with a ranged attack.

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** Walls of Mist, the corresponding dungeon on the path of Light in the same game, has shades of this. The catch is that you have to show Gaving Gavin Magnus that you're truly a follower of Light, so you cannot kill any enemies while passing through the dungeon. While none of the enemies can deal massive physical damage like the Behemoths, they all have ranged attacks. In other words, while you're running away from all of them, they can still hit you with their Acid Bursts, Lightning Bolts and Fireballs. In addition, the Wizard enemies have the ability to summon Light Elementals, another enemy type with a ranged attack.
30th Sep '16 11:43:57 AM TMK87
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Added DiffLines:

** Walls of Mist, the corresponding dungeon on the path of Light in the same game, has shades of this. The catch is that you have to show Gaving Magnus that you're truly a follower of Light, so you cannot kill any enemies while passing through the dungeon. While none of the enemies can deal massive physical damage like the Behemoths, they all have ranged attacks. In other words, while you're running away from all of them, they can still hit you with their Acid Bursts, Lightning Bolts and Fireballs. In addition, the Wizard enemies have the ability to summon Light Elementals, another enemy type with a ranged attack.
15th May '16 2:11:00 PM McJeff
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** In ''VII'', any monster that casts either Fireball or Dragon's Breath. These spells are area-of-effect damage spells which theoretically hit ''everyone'' in the area. Problem is, the fire elementals and devils that cast fireball and the liches and necromancers that cast dragon's breath are respectively immune to fire and dark magic, and so they'll get right up in your face and cast the spells over and over.



** In ''VII'', any monster that casts either Fireball or Dragon's Breath. These spells are area-of-effect damage spells which theoretically hit ''everyone'' in the area. Problem is, the fire elementals and devils that cast fireball and the liches and necromancers that cast dragon's breath are respectively immune to fire and dark magic, and so they'll get right up in your face and cast the spells over and over.
15th May '16 2:10:24 PM McJeff
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Added DiffLines:

** In ''VII'', any monster that casts either Fireball or Dragon's Breath. These spells are area-of-effect damage spells which theoretically hit ''everyone'' in the area. Problem is, the fire elementals and devils that cast fireball and the liches and necromancers that cast dragon's breath are respectively immune to fire and dark magic, and so they'll get right up in your face and cast the spells over and over.
8th Dec '15 12:41:45 AM YZQ
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* BrokenBase: The "back to basics" approach of ''Might & Magic X: Legacy'' (adapting the old-style system of play with a modern feel) has a few fans - mainly younger ones - up in arms. Many of them would like to see the free movement system of the later games like ''VI'' thought ''VIII'' and the turn-based system done away with; these fans are [[TheyJustDontGetIt missing the point completely]], being RealLife examples of folks who are WrongGenreSavvy.

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* BrokenBase: The "back to basics" approach of ''Might & Magic X: Legacy'' (adapting the old-style system of play with a modern feel) has a few fans - mainly younger ones - up in arms. Many of them would like to see the free movement system of the later games like ''VI'' thought through ''VIII'' and the turn-based system done away with; these fans are [[TheyJustDontGetIt missing the point completely]], being RealLife examples of folks who are WrongGenreSavvy.
1st Oct '15 11:20:12 AM TMK87
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*** The ''Protection from Magic'' spell eliminates the danger of getting eradicated, but it still takes quite a long time before he goes down, meaning the spell will likely wear off before he's done for. If your spellcaster doesn't get a chance to cast it again before being reduced to ashes, you're back to square one, playing this trope pretty straight.

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*** The ''Protection from Magic'' spell (at Grandmaster level) eliminates the danger of getting eradicated, but it still takes quite a long time before he goes down, meaning the spell will likely wear off before he's done for. If your spellcaster doesn't get a chance to cast it again before being reduced to ashes, OR if you don't have Cleric in your party (the only character class with access to Grandmastery of Self Magic spells), you're back to square one, playing this trope pretty straight.
4th Sep '15 1:20:13 AM TMK87
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*** The ''Protection from Magic'' spell eliminates the danger of getting eradicated, but it still takes quite a long time before he goes down, meaning the spell will likely wear off before he's done for. If your spellcaster doesn't get a chance to cast it again before being reduced to ashes, you're back to square one, playing this trope pretty straight.
16th Jan '15 9:34:27 AM Patcher
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** In ''VII'', this Trope ''definately'' applies to Robert the Wise or Toberti. (The one you have to fight depends on whether you're on the Dark or Light Path; cosmetic differences aside, it's the same Boss.) This guy not only has a lot of hp and powerful defenses and a few immunities, he can cast Hour of Power ''and'' Power Cure on himself, and his attacks can cause Eradication. (The best way to deal with this BossFight is SaveScumming, and save each time you score a good hit.)

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** In ''VII'', this Trope ''definately'' ''definitely'' applies to Robert the Wise or Toberti. (The one you have to fight depends on whether you're on the Dark or Light Path; cosmetic differences aside, it's the same Boss.) This guy not only has a lot of hp and powerful defenses and a few immunities, he can cast Hour of Power ''and'' Power Cure on himself, and his attacks can cause Eradication. (The best way to deal with this BossFight is SaveScumming, and save each time you score a good hit.)
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.MightAndMagic