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Dewicking Tier Induced Scrappy, which is now a disambig.


* HighTierScrappy: Bloodspike, Bionka, and Blackpaw - for simply being ''too good'' at their jobs. When enemy heroes or bosses appear, it's possible for them to chew through their health. (Bloodspike can, if aimed properly, kill enemy heroes in one hit) Because they are more durable than most other characters, they can easily hold off waves, whereas others like Zoey, Cygnus, and Gabriella will die if some creeps even so much as sneeze in their general direction.



** The randomness of trap upgrades. Want to upgrade a trap? Well you better hope points for it drop in a chest. This is somewhat mitigated in later updates, where the chests that drop trap upgrades become much more common, and as you level up the chests you get outside of particular difficulty-tier maps will always drop for the highest difficulty you've unlocked (i.e. if you've unlocked Rift Lord difficulty, you will always get Rift Lord chests for completing daily quests, weekly challenges, Chaos Trials, or daily log-ins). There's also daily deals in the in-game store which allow a player to potentially buy points for one of several random traps or unlock a new trap for skulls.
* TierInducedScrappy:
** Bloodspike, Bionka, and Blackpaw - for simply being ''too good'' at their jobs. When enemy heroes or bosses appear, it's possible for them to chew through their health. (Bloodspike can, if aimed properly, kill enemy heroes in one hit) Because they are more durable than most other characters, they can easily hold off waves, whereas others like Zoey, Cygnus, and Gabriella will die if some creeps even so much as sneeze in their general direction.

to:

** The randomness of trap upgrades. Want to upgrade a trap? Well you better hope points for it drop in a chest. This is somewhat mitigated in later updates, where the chests that drop trap upgrades become much more common, and as you level up the chests you get outside of particular difficulty-tier maps will always drop for the highest difficulty you've unlocked (i.e. if you've unlocked Rift Lord difficulty, you will always get Rift Lord chests for completing daily quests, weekly challenges, Chaos Trials, or daily log-ins). There's also daily deals in the in-game store which allow a player to potentially buy points for one of several random traps or unlock a new trap for skulls. \n* TierInducedScrappy: \n** Bloodspike, Bionka, and Blackpaw - for simply being ''too good'' at their jobs. When enemy heroes or bosses appear, it's possible for them to chew through their health. (Bloodspike can, if aimed properly, kill enemy heroes in one hit) Because they are more durable than most other characters, they can easily hold off waves, whereas others like Zoey, Cygnus, and Gabriella will die if some creeps even so much as sneeze in their general direction.
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* {{Adorkable}}: Zoey has freckles and a bit more geeky face than the other female characters, while also being a klutz and is constantly worried about her school grades.
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** Elementals in general. Earth Elementals, unlike int he previous games, now ignore stunning and slowing effects, so crowd-control traps like Web Spinners, temple Gongs, and Tar are useless against them, and they're resistant to elemental damage, making them hard to kill if you're playing an elemental hero with an elemental loadout. Then there's Fire Elementals, who split apart into Firelings. Unlike in the earlier games, where the Firelings seek out the hero, now they seek out heroes... or they seek out barricades and ''explode'' on them.

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** Elementals in general. Earth Elementals, unlike int he in the previous games, now ignore stunning and slowing effects, so crowd-control traps like Web Spinners, temple Temple Gongs, and Tar are useless against them, and they're resistant to elemental damage, making them hard to kill if you're playing an elemental hero with an elemental loadout. Then there's Fire Elementals, who split apart into Firelings. Unlike in the earlier games, where the Firelings seek out the hero, now they seek out heroes... or they seek out barricades and ''explode'' on them.
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* GoddamnedBats: Kobolds and satyrs, who are weak but move ''very'' fast. Tar traps do very little to slow them, and they are very good at bypassing traps.

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* GoddamnedBats: Kobolds and satyrs, who are weak but move ''very'' fast. Tar traps do very little to slow them, and they are very good at bypassing traps. Satyrs also get a magic shield when they first get hit, greatly reducing the damage taken, and this lets them bypass a lot of your traps.

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** It's rather telling that the game includes "Big Game" traps, whose sole purpose is to ''specifically'' target most of the enemy types listed above.

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** Swiftyhooves, a [[KingMook boss version]] of the Satyr minions, is a pain in the ass for melee heroes or heroes without some stunning ability. While he has low health for a boss, he's still stupidly fast, vaults over barriers, barely notices tar traps, and makes a beeline right for your rift, often coming out of the portal closest to the rift, and his route typically takes him past most of your killboxes.
** It's rather telling that the game includes "Big Game" traps, whose sole purpose is to ''specifically'' target most of the enemy types listed above. On certain smaller maps at high difficulties, they're virtually required to kill mercs and bosses quickly before they can ruin your day.
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** It's rather telling that the game includes "Big Game" traps, whose sole purpose is to ''specifically'' target most of the enemy types listed above.
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** Front Clan Orcs and Northmun minions, for melee heroes. They don't do much damage, but multiple hits cast the Chilled effect on a target, and if a hero or Guardian gets hit by three or more of them, they'll be frozen in place for a moment. This makes them very tricky for a melee hero to deal with.

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** Front Frost Clan Orcs and Northmun minions, for melee heroes. They don't do much damage, but multiple hits cast the Chilled effect on a target, and if a hero or Guardian gets hit by three or more of them, they'll be frozen in place for a moment. This makes them very tricky for a melee hero to deal with.



** The randomness of trap upgrades. Want to upgrade a trap? Well you better hope points for it drop in a chest.

to:

** The randomness of trap upgrades. Want to upgrade a trap? Well you better hope points for it drop in a chest. This is somewhat mitigated in later updates, where the chests that drop trap upgrades become much more common, and as you level up the chests you get outside of particular difficulty-tier maps will always drop for the highest difficulty you've unlocked (i.e. if you've unlocked Rift Lord difficulty, you will always get Rift Lord chests for completing daily quests, weekly challenges, Chaos Trials, or daily log-ins). There's also daily deals in the in-game store which allow a player to potentially buy points for one of several random traps or unlock a new trap for skulls.
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None


** The Dwarf Priest mercenary, who generates a barrier that blocks ranged attacks and creates protective shields over other minions. This make shim a nightmare if you have a ranged hero, or if you have a projectile-heavy loadout such as Arrow Walls or Ceiling Ballistas.

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** The Dwarf Priest mercenary, who generates a barrier that blocks ranged attacks and creates protective shields over other minions. This make shim makes him a nightmare if you have a ranged hero, or if you have a projectile-heavy loadout such as Arrow Walls or Ceiling Ballistas.

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** The Unstable Kobold mercenary runs around at high speeds and disables traps and plants spikes in the ground that slow down heroes who run over them. It's also incredibly hard to pin down and kill because of its speed and because traps ignore it.



** Elementals in general. Earth Elementals, unlike int he previous games, now ignore stunning and slowing effects, so crowd-control traps like Web Spinners, temple Gongs, and Tar are useless against them, and they're resistant to elemental damage, making them hard to kill if you're playing an elemental hero with an elemental loadout. Then there's Fire Elementals, who split apart into Firelings. Unlike in the earlier games, where the Firelings seek out the hero, now they seek out heroes... or they seek out barricades and ''explode'' on them.
** The Bouncer Bear mercenary type doesn't do a lot of damage... but he flings heroes a very long distance, making him incredibly annoying for melee heroes. He'll also smash apart your barricades to get to you, meaning he can easily destroy an entire killbox in seconds.
** The Dwarf Priest mercenary, who generates a barrier that blocks ranged attacks and creates protective shields over other minions. This make shim a nightmare if you have a ranged hero, or if you have a projectile-heavy loadout such as Arrow Walls or Ceiling Ballistas.



** The Bouncer Bear mercenary type doesn't do a lot of damage... but he flings any hero he gets into melee range of a very long distance, making him incredibly annoying for melee heroes.

to:

** The Bouncer Bear Unstable Kobold mercenary type doesn't do a lot of damage... but he flings any hero he gets into melee range of a very long distance, making him runs around at high speeds and disables traps and plants spikes in the ground that slow down heroes who run over them. It's also incredibly annoying hard to pin down and kill because of its speed and because traps ignore it.
** Front Clan Orcs and Northmun minions,
for melee heroes.heroes. They don't do much damage, but multiple hits cast the Chilled effect on a target, and if a hero or Guardian gets hit by three or more of them, they'll be frozen in place for a moment. This makes them very tricky for a melee hero to deal with.

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* ComplacentGamingSyndrome: Expect to see waves of kobolds thrown out a lot in survival.

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* ComplacentGamingSyndrome: Expect to see waves of kobolds thrown out a lot in survival. survival and Sabotage gameplay. Most trap loadouts will almost always include tools to deal with kobold, satyr, and earthling waves.


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** Shielded Trolls and Grizzlies make life troublesome for ranged heroes due to their total immunity to standard attacks from the front.
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Gonna have to cut these two, since Broken Base is a massive, deeply divisive fandom civil war and not just a disagreement. The vast amjority of players welcomed the removal of Siege mode and direct PVP gameplay.


* BrokenBase: The change from the two modes to focusing on just Survival mode initially:
** On one hand, some felt that removing Siege Mode pretty much [[ItsTheSameNowItSucks removed what made this game unique from the previous ones]], even though they did concede that Survival mode was frankly a ''mess'' and that two similar but different modes was a nightmare to balance. What especially did not help was that some heroes like Midnight and Bloodspike seemed to be designed with Siege mode in mind.
** And on the other, others felt that focusing on just one mode was a change for the better. Survival's matchmaking quickly [[UnwinnableByMistake paired people with poor equipment on unwinnable matches]] due to how the matchmaking was handled, and the changes to pure survival allowed the game's gimmick of multiple types of characters to shine out. Others like that they changed Midnight and Bloodspike to make them more appealing in survival mode.
** Then, there was the addition of "Sabotage".
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Straight up untrue. Max is extremely powerful if you've got him built right and know how to use his lightning damage to great effect. He can utterly melt enemy waves if positioned right.


** Maximillian, for the fact that when the waves come, he doesn't contribute very much outside of scratch-damage and dealing combos. His main assets are the fact he can place down lots of traps with his passive that gives him a discount on traps and can slow down enemy creeps. He ''can'' be competitive in later waves, but [[GuideDangIt it requires picking from a fairly limited set of perks]], and [[MagikarpPower requires the other heroes to baby him]].
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** The Unstable Kobold mercenary runs around at high speeds and disables traps and plants spikes in the ground that slow down heroes who run over them. It's also incredibly hard to pin down and kill because of its speed and because traps ignore it.


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** The Bouncer Bear mercenary type doesn't do a lot of damage... but he flings any hero he gets into melee range of a very long distance, making him incredibly annoying for melee heroes.

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* ComplacentGamingSyndrome: Expect to see waves of kobolds thrown out a lot in survival.



** Bombers.

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** Bombers.Bombers, who destroy barricades and deal a lot of damage.



** The randomness of upgrades.

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** The randomness of upgrades.trap upgrades. Want to upgrade a trap? Well you better hope points for it drop in a chest.



** Maximillian, for the fact that when the waves come, he doesn't contribute very much outside of scratch-damage and dealing combos. His main assets are the fact he can place down lots of traps with his passive that gives him a discount on traps and can slow down enemy creeps. He ''can'' be competitive in later waves, but [[GuideDangIt it requires picking from a fairly limited set of perks]].

to:

** Maximillian, for the fact that when the waves come, he doesn't contribute very much outside of scratch-damage and dealing combos. His main assets are the fact he can place down lots of traps with his passive that gives him a discount on traps and can slow down enemy creeps. He ''can'' be competitive in later waves, but [[GuideDangIt it requires picking from a fairly limited set of perks]].perks]], and [[MagikarpPower requires the other heroes to baby him]].

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* BrokenBase: The change from the two modes to focusing on just Survival mode:

to:

* BrokenBase: The change from the two modes to focusing on just Survival mode:mode initially:


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** Then, there was the addition of "Sabotage".
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None


** On one hand, some felt that removing Siege Mode pretty much [[ItsTheSameSoItSucks removed what made this game unique from the previous ones]], even though they did concede that Survival mode was frankly a ''mess'' and that two similar but different modes was a nightmare to balance. What especially did not help was that some heroes like Midnight and Bloodspike seemed to be designed with Siege mode in mind.

to:

** On one hand, some felt that removing Siege Mode pretty much [[ItsTheSameSoItSucks [[ItsTheSameNowItSucks removed what made this game unique from the previous ones]], even though they did concede that Survival mode was frankly a ''mess'' and that two similar but different modes was a nightmare to balance. What especially did not help was that some heroes like Midnight and Bloodspike seemed to be designed with Siege mode in mind.
Is there an issue? Send a MessageReason:
None


** Maximillian, for the fact that when the waves come, he doesn't contribute very much outside of scratch-damage and dealing combos. His main assets are the fact he can place down lots of traps with his passive that gives him a discount on traps and can slow down enemy creeps.

to:

** Maximillian, for the fact that when the waves come, he doesn't contribute very much outside of scratch-damage and dealing combos. His main assets are the fact he can place down lots of traps with his passive that gives him a discount on traps and can slow down enemy creeps. He ''can'' be competitive in later waves, but [[GuideDangIt it requires picking from a fairly limited set of perks]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BrokenBase: The change from the two modes to focusing on just Survival mode:
** On one hand, some felt that removing Siege Mode pretty much [[ItsTheSameSoItSucks removed what made this game unique from the previous ones]], even though they did concede that Survival mode was frankly a ''mess'' and that two similar but different modes was a nightmare to balance. What especially did not help was that some heroes like Midnight and Bloodspike seemed to be designed with Siege mode in mind.
** And on the other, others felt that focusing on just one mode was a change for the better. Survival's matchmaking quickly [[UnwinnableByMistake paired people with poor equipment on unwinnable matches]] due to how the matchmaking was handled, and the changes to pure survival allowed the game's gimmick of multiple types of characters to shine out. Others like that they changed Midnight and Bloodspike to make them more appealing in survival mode.
* DemonicSpiders:
** Gnolls / Pride Hunters: They home in on heroes and guardians (Prioritising heroes), take a surprising amount of abuse before going down, and can deal quite a bit of damage. They also ''chase'' players around the map, making them ''very'' annoying.
** Bombers.
* GoddamnedBats: Kobolds and satyrs, who are weak but move ''very'' fast. Tar traps do very little to slow them, and they are very good at bypassing traps.
* ScrappyMechanic:
** The fact that cross-regional play is apparently not in the cards.
** Bombers and crossbows that fire missiles. They are intended to make the player pay attention to the map and to prevent them from standing on barricades, but even if all the players are alert, they might destroy the barricades before they can even get to them - and the missiles hurt ''a lot''.
** The randomness of upgrades.
* TierInducedScrappy:
** Maximillian, for the fact that when the waves come, he doesn't contribute very much outside of scratch-damage and dealing combos. His main assets are the fact he can place down lots of traps with his passive that gives him a discount on traps and can slow down enemy creeps.
** Bloodspike, Bionka, and Blackpaw - for simply being ''too good'' at their jobs. When enemy heroes or bosses appear, it's possible for them to chew through their health. (Bloodspike can, if aimed properly, kill enemy heroes in one hit) Because they are more durable than most other characters, they can easily hold off waves, whereas others like Zoey, Cygnus, and Gabriella will die if some creeps even so much as sneeze in their general direction.

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