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* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level (shown by a green happy face emotion bubble), there's a very small chance that ''any'' of them can get injured. Any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be entirely nullified by giving the character the correct level equipment with high quality, whereas injury chance can only be mitigated but not fully removed.

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* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level (shown by a green happy face emotion bubble), there's a very small chance that ''any'' of them can get injured. Any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be entirely nullified by giving the character the correct level equipment with high quality, whereas injury chance can only be mitigated but not fully removed. This mechanic used to be ''even worse'' before it was revamped -- quests were automatic failures if even ''one'' character in the group got injured.
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* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level (shown by a green happy face emotion bubble), there's a very small chance that ''any'' of them can get injured... and if ''even one character'' gets injured, the quest ends in an automatic failure. Worse still, any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be entirely nullified by giving the character the correct level equipment with high quality, whereas injury chance can only be mitigated but not fully removed.

to:

* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level (shown by a green happy face emotion bubble), there's a very small chance that ''any'' of them can get injured... and if ''even one character'' gets injured, the quest ends in an automatic failure. Worse still, any injured. Any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be entirely nullified by giving the character the correct level equipment with high quality, whereas injury chance can only be mitigated but not fully removed.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level (shown by a green happy face emotion bubble), there's a very small chance that ''any'' of them can get injured... and if ''even one character'' gets injured, the quest ends in an automatic failure. Worse still, any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be mitigated or even nullified by giving the character the correct level equipment with high quality.

to:

* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level (shown by a green happy face emotion bubble), there's a very small chance that ''any'' of them can get injured... and if ''even one character'' gets injured, the quest ends in an automatic failure. Worse still, any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be mitigated or even entirely nullified by giving the character the correct level equipment with high quality.quality, whereas injury chance can only be mitigated but not fully removed.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level, there's a very small chance that ''any'' of them can get injured... and if ''even one character'' gets injured, the quest ends in an automatic failure. Worse still, any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be mitigated or even nullified by giving the character the correct level equipment with high quality.

to:

* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level, level (shown by a green happy face emotion bubble), there's a very small chance that ''any'' of them can get injured... and if ''even one character'' gets injured, the quest ends in an automatic failure. Worse still, any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be mitigated or even nullified by giving the character the correct level equipment with high quality.
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* ScrappyMechanic: Quest injury chances. Even if all your characters in a quest group have a power level way over the quest's recommended power level, there's a very small chance that ''any'' of them can get injured... and if ''even one character'' gets injured, the quest ends in an automatic failure. Worse still, any character that gets injured will have a recovery timer that's ''twice the length'' of the quest, and this is not helped that certain quests can take days to do. At least weapon/equipment breakage, while affected by random chance, can be mitigated or even nullified by giving the character the correct level equipment with high quality.

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