Padded Sumo Gameplay: Difference between revisions

m
clean up
m (clean up)
Line 13:
* A good example of this is ''[[Baldur's Gate]]'', where (especially early on) it's common for opponents to stand around missing each other for round after round, the victor ultimately defeating their opponent after landing two or three hits.
* The first two ''[[Fallout]]'' games had a similar issue in the very late game, where opponents with power armor are almost incapable of doing even a single point of damage except in critical blows, so combat basically boils down to watching “0 Points Of Damage” bullets bounce off each other until “Critical Hit for 999 HP” obliterates somebody.
** [[Fallout 3]] plays this trope straight, especially in the [[DLC|DLCs]]s. It is possible to use stealth or cover, but the game's [[Money for Nothing|economy]] makes [[Healing Potion|stimpak]] spamming a much easier tactic.
*** To elaborate, many of the added enemies have pointlessly high amounts of HP and qualify as [[Demonic Spiders]] for most of the game. By the time you hit level 30 (the cap), they will not individually be threats to you...just will take forever to kill, even with your [[Infinity+1 Sword]].
* ''[[Golden Sun]]'': For all the flashy Psynergy and [[Summon Magic]], endgame [[Level Grinding]] is a lot faster if you hit attack over and over again (then again, the frequent weapon unleashes make it a [[Awesome Yet Practical|viable]], [[Visual Effects of Awesome|and flashy]], tactic).
Line 21:
* Pretty easy to do in ''[[Pokémon]]'' with two stall-heavy Mons, or if the battle has been going on for a while and Mons only have Struggle as their move left. Reaches ridiculous levels in [[Game Breaker|Wobbuffet vs. Wobbuffet]] battles, where due to a lack of actual attacks beyond counterattacks means that they can only hit with Struggle, and their high defense means that winning with that will take a long, long time. And heaven help you if you both have Leftovers attached, which will easily heal more HP than Struggle will hurt you for...
** The Struggle attack now deals 25% damage to its user (when it does connect). Thus, in a Wobbuffet vs. Wobbuffet battle, the winner is the last one to strike.
* ''[[Exalted]]'' suffers from this in spades. It's trivially easy to throw around one-hit kill attacks, sure, resulting in [[Rocket Tag Gameplay]] if nothing is used to stop them... but it's also trivially easy to defend against any attack with a fixed-cost perfect defense. Once everyone is using an impossible-to-bypass suite of perfect defenses, the game changes from Rocket Tag to [['''Padded Sumo Gameplay]]''', with no attack ever doing more than making the opponent pay a tiny amount of essence, the game's equivalent to [[Magic Points]]. As a result, your essence pool is your ''real'' life meter, and victory is usually about making the enemy spend essence faster than you.
** However, the latest errata is intent on fixing this problem, reducing the lethality of combat in general and increasing the costs of Perfect Defenses so that the above-mentioned "paranoia combos" weigh on your [[Magic Points]] much more heavily.
* ''[[World of Warcraft]]'' has this in spades in one-on-one [[PvP]]. Every healer class in adequate [[PvP]] gear is capable of outhealing any damage dealt by a damage-dealing class in a matter of several seconds while their offensive abilities are rather unimpressive. Tanks have multiple abilities to absorb and negate damage, while damage-dealing classes have higher than average amount of escape abilities. Nearly all tanks and damage-dealers may regenerate their health to some extent, and may often stall matches by being efficient at running away or incapacitating the enemy while their health goes up. While one-on-one duels are not something the game is balanced around, duels occur often between sole survivors at the end of the arena match, making the winner typically the one who made the least mistakes.
10,856

edits