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Padded Sumo Gameplay: Difference between revisions

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* ''[[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.
* Exaggerated and parodied in the "Monkey Combat" fight in ''[[Escape from Monkey Island]]''. Both fighters regenerate health too fast to kill each other through standard means, so you need to find an alternate way of winning. (It is an adventure game, after all.)
* ''Heroes of the Storm'' was infamous for this in its Alpha stage, with heroes with way too much health for the damage they could deal, even for damage-oriented heroes. Teamfights were boring slugfests that resulted in maybe a kill or two at most (in a 5v5 game) if a player wasn't careful. Needless to say stats were quickly readjusted before the Beta stage rolled out.
 
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