Empty Levels: Difference between revisions
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== [[Platform Game]] ==
* In ''[[
** To cut it short: keep your swim a bit below your other stats (except for fatigue, which really doesn't ever need to go any higher than level 60) and focus on increasing your power and run stats, as these will let you hit harder and more frequently.
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** It is one of the most literal examples of the tropes because your attributes and skills only provide a minimal boost to effectiveness in combat outside the combat skill you are using (which you can max out at the very beginning of the game). Gaining levels causes enemy variant with higher health and generally better weapons to appear. Your actual combat effectiveness is based on what weapons and armor you have. So the level scaling is not actually related to the aspect of the game that defines how good you perform in combat.
*** This is somewhat of a moot point in any case. The effectiveness of late game weapons is so ridiculous that even mid-tier pistols would liquefy Behemoths, Overlords, and Hellfire Troopers with ease.
* [[Fallout: New Vegas]] makes things both better and worse. The list is less obvious, with Fiends using low-mid level equipment the whole game and ubiquitous NCR and Legion troopers peaking around level 8. On the flip side, Deathclaws are terrifying murder machines at every level. While this reduces instances of "These guys are nearly killing me, I must have leveled up!" the decision to only award a Perk every even level instead of every level makes all those odd levels ''feel'' emptier.
* [[Cool Old Guy|Tellah]] of ''[[Final Fantasy IV]]'' actually has his physical stats ''decrease'' as he gains levels to simulate the effects of old age. Fusoya is a more straight example, since his stats don't change after a level up.
** Most characters have a chance of not increasing any stats, or even ''decreasing'' them, when they level up after they reach level 70. Oddly, the one with the best post-70 level-ups is [[Spoony Bard|Edward]].
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* Happens in ''[[The Last Remnant]]''. Your battle rank goes up according to how many fights you have fought. The more battles you fight, the harder the encounters become. And the more upgrades a character gets, the longer it takes them to level up that stat again. So if you thought you could ignore recruitment and just turn Rush into a [[One-Man Army]] through fighting monster after monster in the Ruins of Robelia Castle, you're in for a nasty shock.
** Balanced in the [[Updated Rerelease|PC version]]. While BR still scales HP/stats/art levels, it's not as detrimental to the player anymore, allowing stat gains later on for newer recruits. Additionally, characters all have their own individual (albeit invisible) battle rank in addition to the party's, allowing them to gain stats at their own pace to a certain extent.
* ''[[Muramasa:
* Due to a bug, ''[[Phantasy Star IV]]'' characters would actually lose stats and abilities when they hit level 99.
* Utilized in ''[[Risen]]''; levelling requires a [[Double Unlock]] where you have to expend "level points" to increase your strength, speed, special skills, etc. Otherwise, all you get is a HP increase and the ability to use leveled loot.
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* The arcade shooter ''Twin Eagle'' can suffer from this, due to its piss-cheap and unbalanced [[Dynamic Difficulty]] system. For example, if you make it to the high-speed sequence fully powered up, there's a great chance you will encounter the [[Demonic Spider]] red jets, which will often deliver unavoidable death with their missiles and rapid-fire bullets, making these sequences a [[Luck-Based Mission]]. And the game has [[Unstable Equilibrium]] too, which means you lose all your powerups if you die, meaning you are fucked in the later levels. And those [[Goddamned Bats|goddamned mini-choppers]] appear a lot more often and shoot more rapidly on the higher dynamic difficulties, also often causing unavoidable deaths.
== [[Turn
* The ''[[Fire Emblem]]'' games have this happen sometimes, due to the random level-up system. One playthrough may invoke this trope by having every one of your party members with level five stats at equivalent level 40; the next may see you with an entire party of [[Game Breaker|Game Breakers]] with maxed-out stats at level 25.
** [[Averted Trope|Averting]] this is the biggest change ''Radiant Dawn'' made to the series level-up system. The game will always force a character to gain at least one stat-up during each level up, so it's mostly getting more then one increase per level. But [[Empty Levels]] won't happen from ''Radiant Dawn''.
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*** Sadly, being a d20 based system based on D&D 3/3.5, the game still suffers from [[Linear Warriors, Quadratic Wizards]], so they're still bad. Just not -as- bad.
** 4th Edition went to great lengths to avert this, with a standard level progression for all classes, PC and monster attacks and defenses scaling pretty evenly (although characters generally need to spend a few feat slots to keep up with the 'expected' progression, leading to the much maligned 'feat tax' abilities), and the paragon paths and (especially) epic destinies adding new and (usually) awesome powers for all high level characters. As a result the game is pretty balanced for most classes across most levels.
* With the introduction of Levelers in [[Magic:
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