>At 10% health
>Luck and critical hit rate doubles
>When you drop below 15% health, you gain 10% HP for up to 15 seconds
>ability where you cant die for 10 seconds
much better game design
>+32% damage when below 25% HP
>100% Chance To Cast Level 31 Meteor When You Die
>When you are struck with an attack that would of been fatal, you will survive the hit with 1 health.
>+0.03 regeneration per 10 seconds for 3 seconds
>attack range is doubled when health is below 25%
This is comparatively common for "Supers" (AKA Tanky Giant Robots) in Super Robot Wars, who often have abilities that proc when they hit a certain, low percentage of health and only get stronger the closer they are to dying.
However, because they have a large hp pool and high defense, this can become a secret weapon against small, annoying enemies who try to use chip damage on them because it stops working entirely, or becomes so weak that they can solo basically all the small enemies well before they die.
Generally this sort of ability also increases other abilities dramatically, and many archetypical "Supers" like Mazinger and Dancougar among others also really get going when you get their will up. One thing that gets will up is taking damage/smacking the shit of enemies.
So the combination can make them fucking come out swinging and suddenly be either just plain tanking most everything or actually dodging some too, hitting stuff pretty often without even using abilities to boost, AND doing crazy amounts of bonus damage from Mazinpower and stuff, which is like, 30 percent? Something like that or higher. Maybe it's 25 percent.
But the difference matters.
Also funny against small enemies because you can bitch slap them with very economical moves and it trashes them even it's normally pretty shit.
My god anon, this kind of shit happens in games all the time!
If you played anything you would fucking know
>rate of fire increases as health decreases
>accidentally pick up a health pack and die because you can't attack fast enough
>enemies are immune to physical damage
>you are a warrior
>Arrows have weight
>coins have weight
>lockpicks have weight
FFXI's Evolith system.
They added customisable stats to shit weapons that were even more ridic than some examples here.
I can remember stuff off the top of my head like:
+3 evade VS bats at night
-5 white magic recast VS slimes
+2 accuracy VS aquans
+2 magic accuracy (water magic only) on watersday (day of the week)
This is in a game where most your stats at the time were like 500. Sure you could get 3-5 of these, but there's also like 50 species of monster. It was the worst system ever released for the game.
>you can attack twice per turn
>your defense is reduced to 0
>your attacks restore 10% of your damage as health
>your maximum health is reduced by half
Blue Tearstone Ring in DaS and DaS II.
It's absolute garbage. It's the counterpart to the Red Tearstone Ring that raises damage at low health.
The RTR is amazing because, if you're good at dodging, you get a massive damage buff that you can use to wipe bosses and players out much quicker than usual.
>Critical chance increased by 200% for 4 seconds
>Enter a zone full of enemies who use magic
>Makes your high DEF knight worthless
Unless you're fighting against magic
I don't quite remember everything, but there was one skill that doubled attack and defense when below a third of your HP, another skill that doubled them (they stacked) when you were below ten percent, and then a skill that allowed you to survive a hit with 1 HP remaining if you were above 50 percent or something like that.
If you were a bowgunner, you ran those skills, intentionally got hit once, and then dodged everything else while wrecking shit. If you were a bowgunner on high rank, you were getting one shotted most of the time anyway.
There's so many useless fucking stats we NEVER used and there's just pages and pages and pages of them. My fucking god.
>Enmity - or + to fire songs
>There's like a handful of them in the game and they DONT DRAW ENMITY (aggro)
dropping below a health threshold and gaining temporary hp is in basically every mmo, and i'm sure i could find examples in d20 games
berserking is in plenty of rpgs
1% damage is literally what nostalgiafags in wow are complaining about losing as opposed to skills that actually do things
cheat death mechanics are in wow
cooldown reduction is popular in non dota mobas and again, in mmos
the defense in full cover thing is just straight from xcom
damage increases as your mana depletes is just the opposite of an arcane mage from wow
i barely even play video games and you're retarded
>Demons only appear in 2 areas in the whole game and there's no reason to backtrack there
>Lockpciks, coins arrows, empty bottles, potions, and small items like flowers don't have weight.
>Get to a boss room
>Drop 9999999 of each of these items.
>Collision damage from rapid expansion kills the boss.
>enemies reflect damage
>they have shitloads of hp so you have to use some basic attacks in order to not kill you instantly
>go through entire poisonous area with all sorts of poisonous shit
>reward chest for finishing the poison area
>poisonbite ring: reduction to poison build up
>hope you like the ring anon because you can't use it again till NG+ because well you just completed the only real poison area in the game
>FIRE, FLAMES AND LAVA EVERYWHERE!
>oh boy a quartz ring
>what kind is it?
>thunder quartz ring +2 :^)
True, I'm just saying that some games don't scale damage like that. Dota for example. The armor system has diminishing returns, so the EHP increase from 0-10 is much less than the increase from 10-20. In that situation, doubled armor (or defense) would be nowhere near doubling EHP. And that's assuming you don't have to worry about magic or non-reduced damage.
>Red Tearstone Ring
>Bellowing Dragoncrest Ring
>Tin Crystalization Catalyst
Not sure if it was fair to completely decimate players like that considering it only needed slight tap from a rusty dagger to kill such a build.
>time spell has a chance of freezing, slowing, devolving, or evolving an enemy
The Witcher has so many fucking potions that go against certain monsters but there are HUNDREDS of fucking kinds of monsters
>potion gives extra damage against vampires
>vampires appear like 5 times in the ENTIRE game
>potion gives resist to werewolves
>barely any in the game except that one mission
>50% poison resistance
>doesn't decrease duration or magnitude but the chance it gets applied
>You can no longer become addicted to drugs, but you're hardcapped at level 30
>new ability drains HP when toggled
>massive attack damage increase
LETTHEBODIESHITTHEFLOORLETTHEBODIESHITTHEFLOORLETHTHEBODIESHITTHE *tis tis tis tis*
>want to use a specific elixir against specific monster
>missing one flower from some fuckyouswamp so can't create it
>halves chance of not getting a critical strike
>99% to 44.5%
I wish there were games that did it this way.
Let's add something good.
>Special equipment gives you fixed amount HP with every kill.
>Negates MP recovery.
>Fire Emblem: Sacred Stones
>Final boss has a 1% chance to hit, 0% chance to crit, 0 luck
>Ephariam has a 99% chance to hit, 80% chance to crit, near max luck
>Ephariam misses, boss counters and crits.
>Ephariam dies in one hit
FUCK THAT GAAAMMMEEE
>Have a stone that "causes all arrows to miss"
>Still get hit by archers with a 0% chance to hit, crit and 0 luck
>trying out Warrior in Dragon's Dogma
>get to quest to kill Living Armour
>didn't know about their PHYs immunity in second phase
>spend 30 minutes exploiting iframes and working my warrior dick off waiting for sorcerer pawn to cast something before raqe quitting
>dealing fire damage decreases their frost resistance
>monster reduce all damage to 1
>often runs away
there's an rare consumable item that deals 10 damage
>level up 3 times in oblivion
>even imps are literal brick walls
>Take your game-wife out into the middle of nowhere with no witnesses and kill her
>In-game child-protection services somehow know you killed her and take your kid away
>4 hit reload mechanic
>crits deal less damage than normal
>attack speed from items doesn't give any bonus attack speed
>attack speed gives attack damage instead
>crits give movement speed based on attack speed
V tries really hard to not allow you have any fun
>some faggot gangbanger gets mad at me for whatever reason
>beat his ass
>instantly hear "AAH UUMMMMMMM SHOOT OUT AT FUCKYOUVALE PLEASE DISPATCH AN UNIT"
>fuck around with bulldozer, flipping cars around
>same shit happens
>The neighbors have alerted the police
>The police are now searching for a person of your description
>Witnesses have led police in your direction
>>In-game child-protection services
name ONE (1) videogame that features this concept
>+15 to Magic
>+25 to STR
>+30 to HP
>-4 to dick size
>boss starts taking 99% reduced damage at certain percentages, and the fight only advances when they use certain attacks to trigger QTEs
>Using a toilet increases EXP earned by 15% for 30 minutes
>continuously attacking an enemy's corpse causes it to fall apart, limb by limb
>Reflect abilities also reflect DOTs
>on auto-attack you deal frostburn, burn, shock, and poison
>ability that increases crit rate by such and such percent
>base crit chance is stupidly low to begin with
>1% chance to decrease enemies armor by 100 for 5 seconds
Post some cool shit now
>Instakill moves don't work on you if your level is higher than the one of the enemy
How about we actually make up abilities that seem pretty cool.
>[I've been through it all] - The less hp you have, the more exp you gain
Caryll Rune Corruption:
>Continuous healing when near death (lower than 12.5% hp).
>Healing effect +1 hp/second
By the time you get this rune you'll have ~700-800 hp at least.
>health reaches 0
>have chance to revive yourself up to 3-4 times, each time with a little less health
easily the best mechanic in nmh2.
not sure how you'd do it in a non-retarded way without motion controls though.
>cooldown reduction is popular in non dota mobas
So you might not have played recently but the most recent patches have introduced cooldown reducing items and runes. One rune reduces cooldown by 30%, and one high end item reduces cooldowns by 25%.
>AI has a party member whose sole purpose is to apply defensive party buffs
All of the Oath runes are supposed to be utterly useless for the actual effect, though. The only one that's even remotely useful is the slight increase of Stamina recovery from Hunter.
The non-Oath Caryll runes are things like 15% more health, 200 Frenzy resistance, and 300 health recovery from Visceral Attacks.
is there really a difference between a cooldown mechanic and stamina gauge filling up in rpgs?
I mean, it's just the bar going in different directions for all intents and purposes.
>6% Chance To Cast Level 11 Fade When Struck
>10% Chance To Cast Level 18 Life Tap On Striking
>20% Chance To Cast Level 20 Charged Bolt On Attack
>Level 17 Might Aura When Equipped
>+330-375% Enhanced Damage
>Ignore Target's Defense
>60-70% Chance of Crushing Blow
>Prevent Monster Heal
>Hit Blinds Target
>Boosts attack value of your weapon by 5%
>Damage formula is exponential, so it gives a huge increase
>critical chance accumulation has no limit
>when it goes past 100% you have a chance of a double crit
>when it goes past 200% you have a chance of a triple crit, etc, etc ,etc
I FUCKING LOVE IT
>Scared to be outside, +9 more trait points
>Scared to be inside, +9 more trait points
>Scared when near zombies, +9 more trait points.
>"Adrenaline rush: when scared, +500% movement to speed
>TFW beung alive turns you into fucking sonic.
Why do devs put such shitty procs and effects on things?
Like oh yeah man that 2% of gaining lifesteal after doing X is going to so be a huge help to me. Just give me fucking flat stat boosts and let me go on with my life.
>Game rewards you for having a save/achievement from the previous game
And from the sequels too
>when you die you lose experience
>It's an MMO
>you're playing on the PvP server
>that adrenaline rush when you see a player lingering around your area
>they play some shitty faggy stealth rogue assassin class
>stabs you in the ass when you're fighting a mob/low hp
>craft rare item
>one of the modifiers is +5% chance to cast level three holy bolt when struck
>picketpocket/steal is not luck based but AGI based
>skill description: increases critical chance
>invisible actual numbers: .1%, .2%, .3%
OP's is one of the trait you can choose in underrails
XII or XIII has an accessory that increases crit rate during critical health (6.25% HP left). Also abilities during low health is relatively common in RPGs
red tear stone ring in dark souls increases weapon attack by 50% when under 20% health for example.
100% chance to cast meteor when you die is diablo
Several games have things that will save you from fatal blows. Second chance from kingdom hearts, persistence in lost odysseys, Endure in SMT, etc..
Cooldown reduction is common in mobas and newer dungeon crawlers.
Half of the things not listed is pretty easily achieved by games with random loot/stat
>item effect gives you the best spell from another classes arsenal
>melee classes can be tinkered into ranged
>ranged classes can be tinkered into melee
Axe throwers are fucking sweet.
>keep in inventory to gain bonus
>Gain 10% max HP for every team member in your party
>Take 20% of your max HP as damage for every team member that dies
>Explain your team your ability so they try not to die and increase our survival capabilities
>They say lmao try to out dps the enemies, die and you take 60% of your max hp as damage
>They then complain asking why is the Tank dying so fast
>with extremely limited inventory space
>something that would seem strictly a melee class can be made into a healer
Are there games with this? I would love to see some kind of a warrior that heals with battle shouts. Or a mage healing with time magic.
>gives you invincibility, immunity to knockback, immunity to damage, full health, and 10 seconds of crits
>turn based rpg
>has higher difficulty levels
>does more damage to the opposite sex
>never see females
when will /v/ 4chan host fight clubs so I can beat the snot out of you nerds and have my opinions reign supreme?
>Luck increases chance for items to drop
>Only increases the chance of common items dropping
>Effectively lowers the chances of good/rare things ever dropping
>lowers enemy defence and attack by 50% for 0.5 seconds
This can potentially be pretty cool. If you know you're facing werewolves you may have to prepare for that by gathering the requisite ingredients for the potion. I didnt play W3 yet though so I dont know how it worked out
>1hp regen per second when standing still
>In an action game
>Completely breaks the game, but makes it boring as fuck because you have to take 10 minute breaks letting your character idle in a corner every few minutes.
game makes you pick between
>full tank armor with standard defence
>1HKOs with +5% increased drop rate
>3.5% chance to increase your damage by 15
Sanctus shield in DaS. I once got summoned by some idiot who, in lieu of drinking estus, stood in place for minutes waiting for the 0.001% health per second regen to top him up.
>skill gives increased XP gain
>have to waste a level picking it
I don't get the point. How can you even notice the difference? The impact such RPG mechanics have on gamefeel is vastly negligible so it's clear why Nintendo games never do this.
>enemy higher level than you
>can't damage it, takes half an hour of careful baiting and dodging to finally wear it down
>get barely any XP
>equipment limited by level so even if the game accidentally gives you something ahead of the curve you can't use it
Witcher 3 was a rancid pile of bad ideas and worse execution in everything other than writing.
>weapon has -9.98001e+77% chance of instantly winning the game on-hit
>mfw equipping the +3 quartz rings for the first time
those fucking defense boosts man, those + havel's shield really fucked over magic users
being quick in menus pays off
>get common item that increases a bunch of useful stats
>rare/epic/fabled/etc. items that also increase a bunch of stats all raise much worse stats
Fucking Warframe. Love using Dread because of that shit.
>Ability that increases crit rate by such and such percent
>Base crit chance is stupidly low to begin with
>But there is one weapon with crit chance and crit multiplier that is passable
>Upgrading it with crit chance increase makes it have almost 100% chance and each crit multiplies damge by 6 making it kill almost everything in one shot
As for the first one, that's just tough balls, dude. Happens to everyone at least once. The stone though only works on fliers and it doesn't actually make them miss, just takes off the bonus penalty.
>game offers you to use a buff/debuff party member with a 75%chance to buff a party member with +10% damage and +15 fire resistence if it has 400 MP and is provided with a very scarce book that degrades everytime you use it and that dies if the enemy looks at him hard.
>Instead of you know, another pure melee tank-slow dps
>Item reduces cooldown of a specific ability
>The ability is from another class
It's the last Mystic Knight augment, Sanctury. It increases all defenses by 50% when you're at 'low' health (low depends on how much hp you have).
>potion makes you immune to X status abnormality
>it still fucking procs on you
WHAT THE FUCKING POINT OF WASTING TOXICITY TOLERANCE ON THAT SHITTY POTION IF THAT DOESN'T MAKE YOU KNOCK BACK IMMUNE GERALT ? WHAT'S THE FUCKING POINT ? ARE THOSE JUST PLACEBOS ?
>Using a weapon from the inventory casts a spell
>For no cost