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* DifficultySpike:
** The Outskirts, the second area of the game is ''far'' more difficult than the Tower, the first area. It's the first area that has enemies who take no damage from your basic Blast move (but still get interrupted), forcing you to time your Bomb skill when they use their most dangerous ability with a long cooldown, ''then'' interrupt with Blast before you get paralyzed. It also introduces ''far'' faster or annoyingly randomized versions of the Timebombs that require luck and split-second reaction rate if you want to avoid getting blown up.
** The Wilderness and its various sub-areas contain a number of enemies and bosses that resist ''all'' your previous attacks (Blast, Bang, Bomb, Bunker Buster, Detonate) by 10x, and require untyped or elemental attacks in order to take down quickly. Buying untyped or elemental weaponry from the Market is a ''must''.
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** Zombies have a high 200 HP, take no damage from Blast/Bang and 1/10th damage from explosive attacks. They only have two moves, Wait, which does nothing, and Bite, which deals decent damage and heals the zombie for 50 of their high 150 HP as long as it connects, resisted or not. The worst part is that they can spam Bite several times in a row, giving you almost no room for attacking them, and if you are using Bang instead of an Elemental Blast the Bite attack will overrun your cooldown and hit, nullifying 1/4 of your progress.

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** Zombies have a high 200 HP, take no damage from Blast/Bang and 1/10th damage from explosive attacks. They only have two moves, Wait, which does nothing, and Bite, which deals decent damage and heals the zombie for 50 of their high 150 200 HP as long as it connects, resisted or not. The worst part is that they can spam Bite several times in a row, giving you almost no room for attacking them, and if you are using Bang instead of an Elemental Blast the Bite attack will overrun your cooldown and hit, nullifying 1/4 of your progress.
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** Zombies have a high 200 HP, take no damage from Blast/Bang and 1/10th damage from explosive attacks. They only have two moves, Wait, which does nothing, and Bite, which deals decent damage and heals the zombie for 50 of their high 150 HP as long as it connects, resisted or not. The worst part is that they can spam Bite several times in a row, giving you almost no room for attacking them, and if you are using Bang instead of an Elemental Blast the Bite attack will overrun your cooldown and hit, nullifying 1/3 of your progress.

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** Zombies have a high 200 HP, take no damage from Blast/Bang and 1/10th damage from explosive attacks. They only have two moves, Wait, which does nothing, and Bite, which deals decent damage and heals the zombie for 50 of their high 150 HP as long as it connects, resisted or not. The worst part is that they can spam Bite several times in a row, giving you almost no room for attacking them, and if you are using Bang instead of an Elemental Blast the Bite attack will overrun your cooldown and hit, nullifying 1/3 1/4 of your progress.
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** The entire Wilderness can be broken in half with only two Market items: Flex, and Bulk Up. Both increase your damage output by 50%, but the latter also [[MightyGlacier makes your cast time and recharge times slightly longer]]. What's notable is that many Wilderness enemies take 10% damage from explosive weapons like Detonate... but the way attack/defense buffs and debuffs work is additive, meaning that with Flex and Bulk Up, an explosive weapon will do 110% (50%+50%+10%) damage instead. This allows the player to tear through the Wilderness with nothing but interruption moves, Flex, Bulk Up, and the powerful Detonate, which will deal an on-demand massive 165 damage to the supposedly explosion-resistant enemies there.

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** The entire Wilderness can be broken in half with only two Market items: Flex, and Bulk Up. Both increase your damage output by 50%, but the latter also [[MightyGlacier makes your cast time and recharge times slightly longer]]. What's notable is that many Wilderness enemies take 10% damage from explosive weapons like Detonate... but the way attack/defense buffs and debuffs work is additive, meaning that with Flex and Bulk Up, an explosive weapon will do 110% (50%+50%+10%) damage instead. This allows the player to tear through the Wilderness with nothing but interruption moves, Flex, Bulk Up, and the powerful Detonate, which will deal an on-demand massive 165 damage to the supposedly explosion-resistant enemies there. This was nerfed in a following update, where both Bulk Up and Flex only give +25% instead of +50%.
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** The elemental slimes in the special event. They ''absorb 80% of Blast and Explosive damage while taking only 20% of untyped damage''. You are pretty much ''forced'' to use elemental weapons against them, otherwise you will end up healing them or dealing worthless damage to them.

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** The elemental slimes enemies in the special event.events. They ''absorb 80% of Blast and Explosive damage while taking only 20% of untyped damage''. You are pretty much ''forced'' to use elemental weapons from the Market against them, otherwise you will end up healing them or dealing worthless damage to them.
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** The Sleepy Orc, Angry Orc and the Sleepy Guardian Orc have "Club Smash", which deals a huge 40 damage to your 100 HP and it's the first long-casting attack in both games that ''cannot be interrupted''. This enforces you to have both a healing move and a way to increase your dodge or defense, and if it's used multiple times in succession to overrun your Regen use, you're out of luck.

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** The Sleepy Orc, Angry Orc and the Sleepy Guardian Orc have "Club Smash", which deals a huge 40 damage to your 100 HP and it's the first long-casting attack in both games that ''cannot be interrupted''. The Sleeping Orc's "Snore" does the same thing, just with a different name. This enforces you to have both a healing move and a way to increase your dodge or defense, and if it's used multiple times in succession to overrun your Regen use, you're out of luck.
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** The elemental slimes in the special event. They ''absorb 80% of Blast and Explosive damage while taking only 20% of untyped damage''. You are pretty much ''forced'' to use elemental weapons against them, otherwise you will end up healing them.

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** The elemental slimes in the special event. They ''absorb 80% of Blast and Explosive damage while taking only 20% of untyped damage''. You are pretty much ''forced'' to use elemental weapons against them, otherwise you will end up healing them or dealing worthless damage to them.
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** The elemental slimes in the special event. They ''absorb 80% of Blast and Explosive damage while taking only 20% of untyped damage''. You are pretty much ''forced'' to use elemental weapons against them, otherwise you will end up healing them.
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* ThatOneLevel: The Damp Meadow sub-area in the Wilderness is by far the toughest of the Wildeness' sub-areas. It contains Bear Traps (GoddamnedBats who auto-counter all your attacks until its AIRoulette uses a specific move which makes it vulnerable for 3 seconds), Sleepy Orcs and Angry Orcs (DemonicSpiders that take little damage from explosives and have the uninterruptible, highly damaging Club Smash), and the Sleepy Guardian Orc boss also uses Club Smash and tends to spam it.

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* ThatOneLevel: The Damp Meadow sub-area in the Wilderness is by far the toughest of the Wildeness' sub-areas. It contains Bear Traps (GoddamnedBats who auto-counter all your attacks until its AIRoulette uses a specific move which makes it vulnerable for 3 seconds), Vicious Plants (another irritating enemy), Sleepy Orcs and Angry Orcs (DemonicSpiders that take little damage from explosives and have the uninterruptible, highly damaging Club Smash), and the Sleepy Guardian Orc boss also uses Club Smash and tends to spam it.it. If you're really unlucky, you might come across a [[BossInMookClothing Green Orc, who has more HP than the area's boss and hits hard]].
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** All of the Dragons' attacks except Roar are these, either hitting hard (Scratch, Fireball), hitting multiple times (Fire Breath, Frost Breath), or buffing itself so it can hit twice as hard (Inhale).

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** All of the Dragons' attacks except Roar are these, either hitting hard (Scratch, Fireball), hitting multiple times (Fire Breath, Frost Breath), or buffing itself themselves so it they can hit twice as hard (Inhale).
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** All of the Dragons' attacks except Roar are these, either hitting hard (Scratch, Fireball), hitting multiple times (Fire Breath, Frost Breath), or buffing itself so it can hit twice as hard (Inhale).
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** Titans. They are immune to both interruption moves Blast and Bang, meaning that you need to use Bomb to damage it. Compounding things further is that its Smash > Reform cycle is faster than Bomb's casting time and will interrupt it, meaning that you have to wait for it to use the slow-casting Earthquake instead of Smash in order to damage it. What makes this annoying is that it might sometimes keep using Smash > Reform over and over again, wasting your Blast ammo trying to interrupt Smash.

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** Titans. They are immune to both interruption moves Blast and Bang, meaning that you need to use Bomb to damage it. Compounding things further is that its Smash > Reform cycle is usually faster than Bomb's casting time and will interrupt it, meaning that you have to wait for it to use the slow-casting Earthquake instead of Smash in order to damage it. What makes this annoying is that it might sometimes keep using Smash > Reform over and over again, wasting your Blast ammo trying to interrupt Smash. There's a DifficultButAwesome technique that allows you to cast Bomb at the exact moment you interrupt Smash causing it to Reform, and if done right Bomb will go off before Smash hits you.
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** The Ancient Dragon in the Wilderness is one of the hardest-hitting bosses over there, and certainly one of the trickiest to fight. It will use one of two attack cycles. The first is Scratch, which hit for a huge 33 damage, followed by Roar which does nothing for a few seconds. The second is Inhale which gives itself a StatusBuff that briefly increases its attack if uninterrupted, followed by either a powerful Fireball or a Fire Breath that is used three times -- if Inhale was not interrupted, the triple Fire Breath attack becomes very painful.

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** The Ancient Dragon in the Wilderness is one of the hardest-hitting bosses over there, and certainly one of the trickiest to fight. It will use one of two attack cycles. The first is Scratch, which hit for a huge 33 damage, followed by Roar which does nothing for a few seconds. The second is Inhale which gives itself a StatusBuff that briefly increases ''doubles'' its attack if uninterrupted, followed by either a powerful Fireball or a Fire Breath that is used three times -- if Inhale was not interrupted, the triple Fire Breath attack becomes very painful.

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* GameBreaker: Some of the Market items give you defense ups by [[StatSticks simply equipping them]], making you take less damage from attacks. Any non-shielded arrow gives Basic Defense, which increases your defense by 10% and can stack 5x at a maximum of 50%. Hit, Bash, Bone Breaker and Sore Spot give Better Defense, which increases defense by 25% and stacks twice up to a maximum of 50%. Finally, all of the Shielded Arrow moves give Shield Bow, which increases defense by 30% and does not stack. The main thing that breaks the game is that the defense bonuses from Basic Defense, Better Defense, and Shield Bow all add together. By equipping two non-shielded arrows (10%+10%), two of Hit/Bash/Bone Breaker/Sore Spot (25%+25%) and a Shield Arrow (30%), you will take 100% less damage and enemies will be unable to damage you at all unless they charged their attack power beforehand.

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* GameBreaker: GameBreaker:
**
Some of the Market items give you defense ups by [[StatSticks simply equipping them]], making you take less damage from attacks. Any non-shielded arrow gives Basic Defense, which increases your defense by 10% and can stack 5x at a maximum of 50%. Hit, Bash, Bone Breaker and Sore Spot give Better Defense, which increases defense by 25% and stacks twice up to a maximum of 50%. Finally, all of the Shielded Arrow moves give Shield Bow, which increases defense by 30% and does not stack. The main thing that breaks the game is that the defense bonuses from Basic Defense, Better Defense, and Shield Bow all add together. By equipping two non-shielded arrows (10%+10%), two of Hit/Bash/Bone Breaker/Sore Spot (25%+25%) and a Shield Arrow (30%), you will take 100% less damage and enemies will be unable to damage you at all unless they charged their attack power beforehand.beforehand.
** The entire Wilderness can be broken in half with only two Market items: Flex, and Bulk Up. Both increase your damage output by 50%, but the latter also [[MightyGlacier makes your cast time and recharge times slightly longer]]. What's notable is that many Wilderness enemies take 10% damage from explosive weapons like Detonate... but the way attack/defense buffs and debuffs work is additive, meaning that with Flex and Bulk Up, an explosive weapon will do 110% (50%+50%+10%) damage instead. This allows the player to tear through the Wilderness with nothing but interruption moves, Flex, Bulk Up, and the powerful Detonate, which will deal an on-demand massive 165 damage to the supposedly explosion-resistant enemies there.

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