Empty Levels: Difference between revisions

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== [[Platform Game]] ==
* In ''[[Sonic Adventure 2 (Video Game)|Sonic Adventure 2]] Battle'', the Chao Karate has a feature like this where the amount of damage the enemy does and how much you do to them seems to be rooted in the swim stat. To elaborate: if your chao has all (just for the sake of simplicity, B-rank skills) level 84 skills except for swim and stamina, which are level 70 and you get your ass kicked in chao karate, you'd think that leveling up your swim (doubles as the defense stat) would make you more resistant to damage, right? Wrong! While leveling up swim increases your defense to the point where every single hit doesn't do extreme damage, it also makes the enemies themselves more resistant to damage, faster, more likely to dodge, and for some weird reason, hit harder (at a certain point, increasing defense will reach an equilibrium with their attack (power) stat resulting in a minimum level of damage). However, the fact that they also grow generally tougher too after you stop reaping the benefits of higher defense means that you are actually making this stronger. Now take that chao of yours and give him a level 91 defense state and keep everything else the same. Suddenly, even though you used to be faster than the guy who beat you and he never evaded, he's dodging every other hit and beating you to the punch.
** 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: theThe Demon Blade]]'' [[Playing Withwith a Trope|zig-zags this]]. Bosses, bonus dungeons and the [[Sword of Plot Advancement]] do require you to level up. However, the bosses are the "normal" level up rate, the bonus dungeons are sporadic, and the swords start with the rarer need to level up and then force you to level up faster to get them. The biggest example of [[Empty Levels]], though, is that the enemies level up with you, so that you are always challenged, and generally more so if you were trying to gain levels at even a slightly faster rate.
* 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 -Based Strategy]] ==
* 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: theThe Gathering]] this trope is intentionally invoked, as your creature could in theory gain levels ad infininum, but will only gain abilities at certain thresholds. These usually have a small gap (usually 1 or 2, and rarely 3) for the first effect, and large gaps (sometimes reaching 12 or more) for the second ability. Everything else in-between does nothing but chew up your mana for the turn and since the levels are marked as Counters, a simple counters-wiping effect can ruin your effort.
 
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