Cycle of Hurting: Difference between revisions

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(Import from TV Tropes TVT:Main.CycleOfHurting 2012-07-01, editor history TVTH:Main.CycleOfHurting, CC-BY-SA 3.0 Unported license)
 
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{{trope}}
{{trope}}
The distressing scenario in a video game when you're caught in an inescapable [[Death Trap]] and have to watch your [[Life Meter]] gradually be reduced to nothing -- or, if you're a [[One Hit Point Wonder]], exhaust your supply of [[One Up|One Ups]] one by one as you keep respawning in a very unfortunate position.
The distressing scenario in a video game when you're caught in an inescapable [[Death Trap]] and have to watch your [[Life Meter]] gradually be reduced to nothing -- or, if you're a [[One-Hit-Point Wonder]], exhaust your supply of [[One Up|One Ups]] one by one as you keep respawning in a very unfortunate position.
{{examples|Examples:}}
{{examples}}


== General ==
== General ==
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** Outright stunlocks are rare in ''[[Vigilante 8]]'' and its sequel, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.
** Outright stunlocks are rare in ''[[Vigilante 8]]'' and its sequel, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.
* Being inescapably crushed by a car in the 3D ''[[Grand Theft Auto]]'' games drains your health to zero in about five seconds in order to keep the player from being [[Game Breaking Bug|indefinitely stuck]].
* Being inescapably crushed by a car in the 3D ''[[Grand Theft Auto]]'' games drains your health to zero in about five seconds in order to keep the player from being [[Game Breaking Bug|indefinitely stuck]].
* This could happen in the early ''[[Syphon Filter]]'' games if you triggered a checkpoint in a bad situation (eg impending [[One Hit Kill]]).
* This could happen in the early ''[[Syphon Filter]]'' games if you triggered a checkpoint in a bad situation (eg impending [[One-Hit Kill]]).
* In ''[[Mass Effect 1]]'', getting hit by biotic powers knocks Shepard down. If you're in a room full of biotics, [[You Get Knocked Down You Get Back Up Again|you'll get knocked down, get up, get knocked down again, get up, get knocked down again]], and repeat ad infinitum until your squadmates either free you or you die.
* In ''[[Mass Effect 1]]'', getting hit by biotic powers knocks Shepard down. If you're in a room full of biotics, [[You Get Knocked Down You Get Back Up Again|you'll get knocked down, get up, get knocked down again, get up, get knocked down again]], and repeat ad infinitum until your squadmates either free you or you die.


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* Same thing happens in ''[[World of Warcraft]]'' with [[Glass Cannon|rogues]]. If a rogue gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[Unwinnable|again and again and again and again]]…
* Same thing happens in ''[[World of Warcraft]]'' with [[Glass Cannon|rogues]]. If a rogue gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[Unwinnable|again and again and again and again]]…
** Certain stuns (as well as crowd control) have [[Diminishing Returns for Balance|diminishing returns]], so that after four instances of a similar ability (each application being reduced by 25% in duration) you are immune within 1 minute of the first application. However, if you don't wear [[Stone Wall|plate]] by then you're pretty much [[Oh Crap|screwed anyway...]]
** Certain stuns (as well as crowd control) have [[Diminishing Returns for Balance|diminishing returns]], so that after four instances of a similar ability (each application being reduced by 25% in duration) you are immune within 1 minute of the first application. However, if you don't wear [[Stone Wall|plate]] by then you're pretty much [[Oh Crap|screwed anyway...]]
** The troll city instance Zul'Gurub, at level 60 a challenge requiring 20 level-capped players, now easily soloed by any class with a healing spell for a chance to obtain a mount unavailable through any other means to one's faction (the nightsaber for horde and raptor for alliance) has a room full of [[Mooks|trolls and tigers]] right before the tiger boss trio. The trolls there have a whirlwind type ability that can be applied from a distance that lasts for about 5 seconds, applies a stun to the player lasting about 2 seconds that is reapplied about every 1.5 seconds. And this is frequently used in succession by several different trolls while the player is being wailed on by a number of tiger cubs. Even the mightiest characters with [[Infinity Plus One Sword|best-in-slot gear]] can see their health whittled away from tens of thousands to near death before being able to fight back.
** The troll city instance Zul'Gurub, at level 60 a challenge requiring 20 level-capped players, now easily soloed by any class with a healing spell for a chance to obtain a mount unavailable through any other means to one's faction (the nightsaber for horde and raptor for alliance) has a room full of [[Mooks|trolls and tigers]] right before the tiger boss trio. The trolls there have a whirlwind type ability that can be applied from a distance that lasts for about 5 seconds, applies a stun to the player lasting about 2 seconds that is reapplied about every 1.5 seconds. And this is frequently used in succession by several different trolls while the player is being wailed on by a number of tiger cubs. Even the mightiest characters with [[Infinity+1 Sword|best-in-slot gear]] can see their health whittled away from tens of thousands to near death before being able to fight back.


== Action Adventure ==
== Action Adventure ==
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* ''[[Oregon Trail]] II'''s river-rafting minigame sometimes respawns you right behind a rock, causing you to repeatedly hit it until you drown. Remind you of a certain ''[[Action 52]]'' game?
* ''[[Oregon Trail]] II'''s river-rafting minigame sometimes respawns you right behind a rock, causing you to repeatedly hit it until you drown. Remind you of a certain ''[[Action 52]]'' game?
* In the early ''[[Resident Evil]]'' games, you could find yourself being repeatedly attacked by an enemy while hopelessly trying to reload your weapon.
* In the early ''[[Resident Evil]]'' games, you could find yourself being repeatedly attacked by an enemy while hopelessly trying to reload your weapon.
* In the "Eke Reloaded" pack (and its old precedessor, the Eke Pack) of ''[[Clonk (Video Game)|Clonk]]'', this is what makes stippels dangerous. A single stippel dies after [[One Hit Point Wonder|one, or maximally three hits]] from any firearm, and its bite deals mere [[Scratch Damage]], but [[Zerg Rush|in masses]], they tend to fling you against a wall with the [[Knockback]] of their bite and stunlock you. If you don't have a [[Re Stabilization|jetpack]] or something to kill all of them in a single hit, [[Death of a Thousand Cuts]] is certain.
* In the "Eke Reloaded" pack (and its old precedessor, the Eke Pack) of ''[[Clonk (Video Game)|Clonk]]'', this is what makes stippels dangerous. A single stippel dies after [[One-Hit-Point Wonder|one, or maximally three hits]] from any firearm, and its bite deals mere [[Scratch Damage]], but [[Zerg Rush|in masses]], they tend to fling you against a wall with the [[Knockback]] of their bite and stunlock you. If you don't have a [[Re Stabilization|jetpack]] or something to kill all of them in a single hit, [[Death of a Thousand Cuts]] is certain.
* In ''Dragon Ball Z: Buu's Fury'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. Seeing how at this point in the game everyone's defense would be so high that the tank only does 1 point of damage on every touch. Plus most of the characters' hp is well over a thousand so watching them die could take a while. The only way the escape is to restart, and God forbid you have a Lazarus crystal...
* In ''Dragon Ball Z: Buu's Fury'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. Seeing how at this point in the game everyone's defense would be so high that the tank only does 1 point of damage on every touch. Plus most of the characters' hp is well over a thousand so watching them die could take a while. The only way the escape is to restart, and God forbid you have a Lazarus crystal...
* ''[[La-Mulana]]'' had a few spiked pits too deep to even [[Double Jump]] out of, most notably the Confusion Gate's 'Sacrificial Pit' and the Twin Labyrinth's passage pits. You could still use the Grail to teleport out.
* ''[[La-Mulana]]'' had a few spiked pits too deep to even [[Double Jump]] out of, most notably the Confusion Gate's 'Sacrificial Pit' and the Twin Labyrinth's passage pits. You could still use the Grail to teleport out.