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YourIdeas Since: Mar, 2014
#51: May 14th 2021 at 6:58:24 AM

[up][up][up][up] @Tabs, The issue doesn't have to be that the text is too long, but that the example is written with extra information that a reader who hasn't played a game before doesn't need to understand why the example is justified. Long text is just a good indication that there's probably Walkthrough Mode present. Taking this That One Level example from YMMV.Demons Souls,

World 2-2 is one of those areas where having the right gear can help quite a bit, but it still offers a duo of NPC Black Phantoms set up to ambush and slaughter the unwary, hard-to-kill giant insect enemies that fucking explode on death, treasures that are placed on narrow ledges over deadly pits and in lava, tight corridors that are hard to fight in, highly damaging explosives, and it tops it all off with a maze of tunnels and Flamelurker, who can and will whoop your sorry ass into next week if you aren't aptly prepared. The level's one mercy, that there's a shortcut to the boss almost at the start, still involves having to very carefully jump down from platform to platform or else plummet to your death. Even the fact that this is probably the most generous stage in the game when it comes to finding loot can be a big problem, since there's so much of it and you're saddled with an item carry limit, unless your character has a high item carry limit or you use the Ring of Herculean Strength.

The structure isn't bad overall despite being long and the examples help explain why the level is a pain to work through, but it's riddled with language that's informal and difficult to follow while having unnecessary details like a tangent about item carry limit. It could be cleaned up to this:

  • World 2-2 is one of those areas where having the right gear can help quite a bit, but it still offers a duo of NPC Black Phantoms set up to ambush and slaughter the unwary, hard-to-kill giant insects that explode on death, treasures that are placed on narrow ledges over deadly pits and in lava, tight corridors that are hard to fight in, highly damaging explosives, and it tops it all off with a maze of tunnels and Flamelurker, who's considered one of the harder bosses in the game. Even the level's one mercy, a shortcut to the boss near the start of the area, still involves very carefully jumping down from platform to platform or else plummet to your death. The level having a lot of useful loot can also be problematic due to the item carry limit.

Having played Demon's Souls, I think some of the claims may be dubious (the giant insects that explode have a very generous window of time to back off for example) but much of this helps describe why the level is hard without trying to tell a reader how to take a particular path.

Edited by YourIdeas on May 14th 2021 at 8:59:04 AM

YourIdeas Since: Mar, 2014
#52: May 15th 2021 at 10:31:37 AM

Bit of a bump, but also moving through a different page, specifically YMMV.Persona 5. I've reduced a few things down but wanted to check to make sure I wasn't going overboard.

I found the following lengthy entry under Tier Induced Scrappy which goes into painstaking detail about the differences between two characters that occupy the same general role.

    Ryuji and Yusuke 
  • Ryuji and Yusuke are both physical powerhouses, but Ryuji tends to be used far more than Yusuke for the party's physical hitter because Yusuke lacks Ryuji's optimization for physical attacks. While Yusuke has the highest Strength, Ryuji is second-best in this area, and the gap between their Strength stats isn't that wide. The majority of Yusuke's attacks are more ideal for targeting groups of enemies, and some of his better single-target attacks only power up after a Baton Pass. What's more, none of Yusuke's passive abilities make his attacks stronger since he doesn't gain Boost or Amp for his element like everyone else does. The one passive set Yusuke learns gives him a chance to reflect physical attacks, but the abilities don't stack with each other, and the best one gives only a one-in-five chance of reflection. It also doesn't help that bosses who use multiple elements tend to use Fire attacks early in their cycles, allowing them to get extra turns if Yusuke doesn't forefeit his first turn by guarding. Late-game, Ryuji learns Matarukaja and Charge to buff his damage even more, whereas Yusuke only learns Masukukaja, further widening the gap between Ryuji and Yusuke. Royal helps close the gap a bit by giving Yusuke access to Charge and Matarukaja via the Jazz Club, severely nerfing Swift Strike (thereby greatly weakening Ryuji's ability to hit multiple targets), buffing the Baton Pass mechanics to make Yusuke's single-target moves much more devastating, and having his third-tier Persona learning a full-party Heat Riser. Even so, Ryuji's Persona trait grants a chance to randomly amp up the party's physical damage while Yusuke's only increases evasion against physical attacks, and Ryuji's third-tier skill is a full-party Charge. Not to mention, Joker can beat Yusuke at his own game by using Attis (or fusing his Thermopylae skill and Vitality of the Tree trait onto another Persona) to grant the same effect as Yusuke's third-tier ability for a third of the cost. All of this means that while Yusuke is not necessarily bad, he's going to sit on the sidelines in favor of Ryuji for quite a while, and it's going to take a few specific time slots to get him closer.

I've reduced it down to the following:

  • Ryuji and Yusuke are both physical powerhouses, but Ryuji tends to be used far more than Yusuke for the party's physical hitter because Yusuke lacks Ryuji's optimization for physical attacks. Where Ryuji has a number of direct damage bonuses like Charge and Matarukaja to amp up his physical area-of-effect damage, Yusuke only has Masukukaja to buff critical strikes and evasion, and his focus on extra single target damage from Baton Passes isn't strong enough to justify use over Ryuji. While Royal helped close the gap by overhauling the Baton Pass mechanic to greatly benefit Yusuke and the Jazz Club gives him potential access to Charge and Matarukaja, he's still largely redundant with Joker who can't be removed from the party and Ryuji also received unique benefits like a full-party Charge skill and a passive that randomly boosted the party's physical damage.

Does this seem like a decent enough summary?

Tabs Since: Jan, 2001
ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#54: May 16th 2021 at 9:02:52 AM

[up][up] At a glance to the original and a full read of the new version, the new looks like a significant improvement!

My Games & Writing
YourIdeas Since: Mar, 2014
#55: May 19th 2021 at 2:37:54 PM

Coming back to Guide Dang It Pokemon again, the Game Mechanics section is huge and disorganized. Given that many of the examples are specific to certain generations, I'm thinking it should be split into two folders, one for General Game Mechanics across most generations, and another for generation specific mechanics that didn't get included in newer generations. If there's no objections, I'll probably start trying to hack away at that.

Tabs Since: Jan, 2001
Malady (Not-So-Newbie)
#57: Feb 28th 2022 at 1:06:13 PM

Just found this deletion of information, I assume due to Walkthrough Mode reasons.

But replacing clear information "Use Thief Dressphere" with the vague "use a certain strategy", seems to violate the conversational maxim of quantity, leaving the reader wanting?

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wingedcatgirl I'm helping! from lurking (Holding A Herring) Relationship Status: Oh my word! I'm gay!
I'm helping!
#58: Feb 28th 2022 at 1:22:12 PM

Don't see how vaguely saying "a certain strategy" is better than specifying "a Thief Dressphere", assuming that possession of the dressphere is in fact all it takes to steal items competently in this context.

Trouble Cube continues to be a general-purpose forum for those who desire such a thing.
delayedboom she/her Since: Sep, 2021 Relationship Status: Chocolate!
she/her
#59: Aug 11th 2022 at 7:00:12 PM

Recently cleaned up the Mass Effect folder on GuideDangIt.Western RPG. Still not sure if it's fully free of Walkthrough Mode and natter in general, so putting the entries here, separated each game by folder (except Mass Effect: Andromeda because that section looks ok):

    Mass Effect 1 
  • Wanted to play the first Mass Effect without romancing anyone, but unwittingly saved the opposite-sex Virmire survivor? Good luck getting out of romancing them — once the romance scene appears, there is no option to reject them.
  • On the flip side, did you want to romance Ashley? Hopefully, you didn’t tell her she was out of line in that conversation about the aliens on the ship. This conversation takes place relatively early in the game, with no indication that that choice will have consequences—but twenty hours later, you may find yourself unable to romance Ashley because you unwittingly locked yourself out.
    Mass Effect 2 
  • Just like Ashley and Kaidan before her, it is extremely easy to accidentally trigger a romance with Jack. When she starts suspecting that Shepard may have feelings for her, the player has to turn her down twice in that conversation. Picking the nice and somewhat vague response "You don't sound convinced" will have you proceed down the romance route. She'll confront you again in the next conversation and if you now definitively turn her down, she'll accuse Shepard of playing mind games with her and completely refuse to talk to him from that point forward.
  • The check used to determine whether or not you can take a Paragon/Renegade option in a conversation is not the Paragon/Renegade gauge in your menu. There's another, hidden meter that keeps track of the total number of P/R points available versus how many you've obtained. The total includes available missions that you haven't done yet. This makes some of the checks (particularly the Jack/Miranda and Tali/Legion confrontations, where you need to pass a reputation check to keep both parties' loyaltynote ) almost impossible unless you've hewed 100% Paragon or 100% Renegade from the beginning of the game. Best of all, in a New Game Plus, the requirements to pass reputation checks are increased, but not the amount of Paragon/Renegade points in the game. Consequence: several reputation checks become literally impossible to pass without save hacking. Combined with the other "benefits" of the New Game Plus compared with the Old Save Bonus, there's a reason most players recommend just starting a new file if you want to play your character again.
  • After you finish a certain mission, a hidden countdown begins, and after you complete one more mission, your entire crew gets abducted. This in itself is not so bad and certainly has a punch story-wise; however, after that, a second hidden countdown begins, and unless you sally forth upon the final mission almost immediately, your kidnapped crew will start to die, including various characters who will otherwise reappear in the third game. What makes this particularly annoying and counterintuitive is that at no point in the series before this was the issue of how much time the player spent between missions ever made important – indeed, both games were quite fond of punishing you for charging into a story mission before you were properly prepared for it.
    Mass Effect 3 
  • Unlike the previous games, side quests do not update in your log after you get them. If you miss or misunderstand what you were told to do next (like not hearing the directions properly in a noisy area), the only way to continue (assuming you don't accidentally stumble across it) is to look up the quest online.
  • A lot of factors for the peaceful resolution of the geth–quarian conflict are Guide Dang-Its. Most of the necessary decisions are made in the second game, meaning you may have already made achieving the best result impossible (and if you don't import a saved game into the third installment, you automatically lose any chance of peace). Didn't pass Tali's loyalty mission's Reputation check? Too bad, you get genocide. Screwed up the conflict with Tali and Legion? Same result. Got either of them killed? No prizes for guessing. Even the official strategy guide has been proven inaccurate as to which factors influence whether or not you'll achieve the best resolution. It's an act of diplomacy that makes perfect sense once you know what to do, but a Player Nudge or two wouldn't have gone amiss. Especially since the game will fake you out with a misleading dialog tree even if you pass the prerequisites... and you can still fail the Reputation check after coming this far.
  • In order for Kelly Chambers to appear, you not only have to make sure she survived the events of the suicide mission but you also had to have befriended her to the point that you invited her up for dinner (and her promise that she would feed your fish). Failure to do so means no Kelly appearance and no bonus intel from the Prejak Paddlefish (for a 10% weapon- or power-damage bonus). Then in order to keep her alive for the entire game, you would have to talk to her, choosing a somewhat non-sequitur dialogue option, and then visit her again afterwards. Not doing that means she will die during a Cerberus attack that you couldn't possibly have known about without a guide or a previous playthrough.
  • In order to "save" Anderson, which amounts to postponing his death by a few minutes and cause the Illusive Man to shoot himself, you have to Charm or Intimidate him during your conversations with him on Mars, Thessia, and the Cerberus base. These Charm or Intimidate options are further buried within optional dialog trees and can be missed without knowing it. Passing this check, in turn, used to drastically lower the Effective Military Strength requirement for the Destroy ending, which used to mean the difference between getting the "Shepard Lives" cutscene or not. Thankfully averted with the Extended Cut patch, however.
  • If you're playing as Male Shepard, you can't successfully romance Kaidan unless you talk to him twice when checking up on him in hospital for the first time. The first conversation happens automatically, but there's no indication that the player needs to initiate a second conversation during that same meeting. Nor is there any indication that it helps to buy a bottle of whiskey that disappears from the store once you speak to him.
  • The only way to save Miranda from getting killed by Kai Leng is to read an email on him before messaging her; otherwise, Shepard won't know to warn her.
  • A number of side quests will disappear without warning once you get past the first third of the game, including most Citadel fetch quests after the attempted Cerberus coup, replaced by a whole bunch of new ones.
  • When Samantha Traynor gives Shepard a warning about a Cerberus attack on Grissom Academy, it's best not to delay that mission. Not doing the Grissom Academy assignment at all or doing too many missions before going there means Cerberus captures Jack and brainwashes her into a Phantom, and you have to kill Jack during your assault on the Cerberus base later. There is no warning given in advance that you have a time limit.
  • In the same vein as the Grissom Academy mission above, the Tuchanka bomb mission has a similar time limit. Not doing the mission in time has the bomb explode and take out most of Kelphic Valley, taking nearly all of the krogan War Assets with it. This time, you have some warning, since it's just common sense that you can't leave a bomb lying around, and multiple party members state if you talk to them between missions that this one is not safe to leave waiting, but you still aren't told exactly when the bomb will go off.

Side note: do we have a cleanup thread for the validity of Guide Dang It! examples themselves? Because there are a few in the above folder (like the Tuchanka bomb mission: if NP Cs warn you about it and it's common sense, then it really shouldn't be Guide Dang It! at all) and some other entries where it feels like "oh this isn't clearly explained, so it must be Guide Dang It!"

We don't sweep with a broom, no~
Malady (Not-So-Newbie)
#60: Aug 11th 2022 at 7:03:53 PM

The first Mass Effect example looks fine, but for the Ashley one, the timing of the conversation seems redundant.

Edited by Malady on Aug 11th 2022 at 7:04:04 AM

Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576
delayedboom she/her Since: Sep, 2021 Relationship Status: Chocolate!
she/her
#61: Aug 11th 2022 at 7:13:36 PM

[up] Yeah, ME 1 seems fine (might do a rewrite on that to make clearer that it's about "arbitrary dialogue options means it's way too easy to flirt with people and get locked onto their romance path," which is a common complaint across the trilogy), the one I'm really concerned about is ME 3 because there's so much in that section and not all of it reads as valid to me.

Edited by delayedboom on Aug 11th 2022 at 7:23:32 AM

We don't sweep with a broom, no~
Malady (Not-So-Newbie)
#62: Aug 11th 2022 at 7:30:13 PM

     My cleanup attempt 
  • In Mass Effect 3:
    • Unlike the previous games, side quests do not update with task information. If you miss or misunderstand what you were told to do next, the only way to know what do to next is to look up the quest online.
    • A lot of factors for the peaceful resolution of the geth–quarian conflict are Guide Dang-Its. Most of the necessary decisions are made in the second game, meaning you may have already made achieving the best result impossible, and an imported game is the only path to peace. You have to pass Tali's loyalty mission's Reputation check, peacefully resolve the conflict with Tali and Legion, and keep them both alive. It's an act of diplomacy that makes perfect sense once you know what to do, but a Player Nudge or two wouldn't have gone amiss. There's also Interface Screws from a misleading dialog tree, along with another Reputation check in the mission itself.
    • In order for Kelly Chambers to make an appearance, she must be invited to dinner and promised to feed your fish. Then in order to keep her alive for the entire game, you would have to talk to her, choosing a somewhat non-sequitur dialogue option, and then visit her again afterwards.
    • In order to "save" Anderson, which amounts to postponing his death by a few minutes and cause the Illusive Man to shoot himself, you have to Charm or Intimidate him during your conversations with him on Mars, Thessia, and the Cerberus base. These Charm or Intimidate options are buried within optional dialog trees and can be missed without knowing it.
    • To drastically lower the Effective Military Strength requirement for the Destroy ending, which used to mean the difference between getting the "Shepard Lives" cutscene or not, required "saving" Anderson. Thankfully averted with the Extended Cut patch, however.
    • A Male Shepard cannot successfully romance Kaidan unless talked to twice, when checking up on him in hospital for the first time. The first conversation happens automatically, but there's no indication that the player needs to initiate a second conversation during that same meeting. Nor is there any indication that it helps to buy a bottle of whiskey that disappears from the store once you speak to him.
    • The only way to save Miranda from getting killed by Kai Leng is to read an email on him before messaging her; otherwise, Shepard won't know to warn her.
    • A number of side quests will disappear without warning once you get past the first third of the game, including most Citadel fetch quests after the attempted Cerberus coup, replaced by a whole bunch of new ones.
    • When Samantha Traynor gives Shepard a warning about a Cerberus attack on Grissom Academy, it's best not to delay that mission. Its events get worse the more missions pass before that Grissom Academy is complete. Waiting too long means Cerberus captures Jack and brainwashes her into a Phantom, and you have to kill Jack during your assault on the Cerberus base later. There is no warning given in advance that you have a time limit.
    • The Tuchanka bomb mission gets worse if delayed by other missions. Not doing the mission in time has the bomb explode and take out most of Kelphic Valley, taking nearly all of the krogan War Assets with it. There is some warning, since it's just common sense that you can't leave a bomb lying around, and multiple party members state if you talk to them between missions that this one is not safe to leave waiting, but you still aren't told exactly when the bomb will go off. Egregiously, you can actually leave the bomb mission until just before the Point of No Return, by not rescuing the downed turian patrol until you're ready for the bomb mission (which completing it unlocks) – as Cerberus don't discover the bomb until just before Shepard does. This is the only way to play this mission with certain party members, a.k.a Ashley/Kaidan or Tali]] for some unique Character Development you wouldn't ever get otherwise.

    Code 
* In ''VideoGame/MassEffect3'':
** Unlike the previous games, side quests do not update with task information. If you miss or misunderstand what you were told to do next, the only way to know what do to next is to look up the quest online.
** A ''lot'' of factors for the peaceful resolution of the geth–quarian conflict are Guide Dang-Its. Most of the necessary decisions are made in the ''second'' game, meaning you may have already made achieving the best result impossible, and an imported game is the only path to peace. You have to pass Tali's loyalty mission's Reputation check, peacefully resolve the conflict with Tali and Legion, and keep them both alive. It's an act of diplomacy that makes perfect sense once you know what to do, but a PlayerNudge or two wouldn't have gone amiss. There's also {{Interface Screw}}s from a misleading dialog tree, along with another Reputation check in the mission itself.
** In order for Kelly Chambers to make an appearance, she must be invited to dinner and promised to feed your fish. Then in order to keep her alive for the entire game, you would have to [[spoiler:talk to her, choosing a somewhat non-sequitur dialogue option, and then visit her again afterwards]].
** In order to "save" [[spoiler:Anderson, which amounts to postponing his death by a few minutes]] and [[spoiler:cause the Illusive Man to shoot himself]], you have to Charm or Intimidate him during your conversations with him on [[spoiler:Mars, Thessia, and the Cerberus base]]. These Charm or Intimidate options are buried within optional dialog trees and can be missed without knowing it.
** To drastically lower the Effective Military Strength requirement for [[spoiler:the Destroy ending]], which used to mean the difference between getting the "[[spoiler:Shepard Lives]]" cutscene or not, required "saving" [[spoiler:Anderson]]. Thankfully averted with the [[DirectorsCut Extended Cut]] patch, however.
** A Male Shepard cannot successfully romance Kaidan unless talked to twice, [[spoiler:when checking up on him in hospital for the first time]]. The first conversation happens automatically, but there's no indication that the player needs to initiate a second conversation during that same meeting. Nor is there any indication that it helps to buy a bottle of whiskey that disappears from the store once you speak to him.
** The only way to save Miranda from [[spoiler:getting killed by [[TheDragon Kai Leng]]]] is to ''read an email'' [[spoiler:on him before messaging her]]; otherwise, Shepard won't know to warn her.
** A number of side quests will disappear without warning once you get past the first third of the game, including [[spoiler:most Citadel fetch quests after the attempted Cerberus coup, replaced by a whole bunch of new ones]].
** When Samantha Traynor gives Shepard a warning about a Cerberus attack on Grissom Academy, it's best not to delay that mission. Its events get worse the more missions pass before that Grissom Academy is complete. Waiting too long means [[spoiler:Cerberus captures Jack and brainwashes her into a Phantom, and you have to kill Jack during your assault on the Cerberus base later.]] There is no warning given in advance that you have a [[TimedMission time limit]].
** The Tuchanka bomb mission gets worse if delayed by other missions. Not doing the mission in time has [[spoiler:the bomb explode and take out most of Kelphic Valley, taking nearly all of the krogan War Assets with it]]. There is ''some'' warning, since it's just common sense that you can't leave a bomb lying around, and multiple party members state if you talk to them between missions that this one is not safe to leave waiting, but you still aren't told exactly ''when'' the bomb will go off. JustForFun/{{Egregious}}ly, you can actually leave the bomb mission until just before the PointOfNoReturn, by [[ViolationOfCommonSense not rescuing the downed turian patrol]] until you're ready for the bomb mission (which completing it unlocks) – as Cerberus [[TakeYourTime don't discover the bomb until just before Shepard does]]. This is the only way to play this mission with certain party members, a.k.a [[MutuallyExclusivePartyMembers Ashley/Kaidan]] or Tali]] for some unique CharacterDevelopment you wouldn't ever get otherwise.

Edited by Malady on Aug 11th 2022 at 7:32:55 AM

Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576
delayedboom she/her Since: Sep, 2021 Relationship Status: Chocolate!
she/her
#63: Aug 11th 2022 at 7:52:21 PM

[up] looks okay. I read up on the Grissom Academy mission and there's not really a three mission time limit, it's just "the quest expires after doing Priority: Citadel II" (meaning you get the bad outcome) nor are there any effects for doing it immediately or within a couple of sidequests. The three mission time limit only applies to Tuchanka: Bomb and it's just a flat "once you get past three missions without doing it it's over," it doesn't get worse over time. (Though, like I said before, I question whether Tuchanka: Bomb counts as Guide Dang It! at all considering your squadmates and the people who give you the mission say that it's a bad idea to not resolve it ASAP)

We don't sweep with a broom, no~
Malady (Not-So-Newbie)
#64: Aug 11th 2022 at 7:59:20 PM

Well, there's no clear difference between Continue Your Mission, Dammit! vs. a real Timed Mission, and not everyone talks to the squadmates, I think I barely did in my very first ME 1 run. Totally missed how romance works and stuff.

Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576
delayedboom she/her Since: Sep, 2021 Relationship Status: Chocolate!
she/her
#65: Aug 11th 2022 at 8:13:11 PM

[up] Good point, I hardly considered that. I'll put the new section up in a moment.

edit: done.

Edited by delayedboom on Aug 11th 2022 at 8:46:22 AM

We don't sweep with a broom, no~
PlasmaPower Since: Jan, 2015
#66: Jan 11th 2024 at 1:38:25 PM

Bumping this thread for some examples on YMMV.Kingdom Hearts II. I didn’t think Anti-Climax Boss entries could be afflicted with Walkthrough Mode, but yeah:

  • Anti-Climax Boss:
    • Jafar puts up a pretty poor showing in his boss battle. To start, Sora fights him on the magic carpet, which means you're alone and can't use Drive Forms, Limits, or Summons, so your only options are normal attacks and magic. Jafar can be briefly stunned by attacking his midsection, which has very low HP and doesn't even require a finisher to defeat. Once it's beaten you can use a Reaction Command to stun Jafar even longer, giving you plenty of time to attack his head. To make him look even more pathetic, said Reaction Command has Sora grab his genie tail, wrap him up in it, and spin him around to make him dizzy. The fight boils down to taking out his midsection's HP bar (during which time Jafar may not even be able to get an attack off), stunning and embarrassing him with his Reaction Command, then comboing his head without resistance.
    • Ursula. Aside from Atlantica's shift to being a Rhythm Game, "Ursula's Revenge" is the song that introduces Button Mashing notes, which give so many points that you could ignore literally every other mechanic and still clear the song. For that matter, in-story Ursula loses when Sora lands a single Keyblade hit on her hand, sending Triton's trident flying into Eric's boat, and he hurls it through her torso. In the meantime Ursula's shows of power with the trident during "Ursula's Revenge" amounts to just waving it back and forth as the heroes duck under the water to avoid it.
    • Saïx. His presence in the story is menacing enough, as Xemnas's right-hand man and the last boss fight before him. However, fighting him is fairly straightforward, unlike with all the other members of Organization XIII, and his unique gimmick seems to only make him weak when he's not using it, rather than strong when he is. In his normal form, he can be disarmed easily with a well-timed attack, guard, or reflect, and even in Berserk form, he only has a few attacks which are predictable and simple to avoid until he calms down, especially if you've been leveling up Final Form and can glide out of his way fast enough. And that's if you don't abuse the reaction command on the claymores that Saïx keeps throwing around, which does massive damage on his normal form and drops him out of Berserk immediately.
    • The first Xemnas fight fought one on one with just Sora is considered by many to be a massive disappointment, as the fight plays out like an incredibly toned down version of the famously brutal Superboss he was in KHI Final Mix, but with a few select attacks removed and his aggressiveness turned way down. It's not hard for a player who came in from Final Mix to this game to feel more than a bit let down. Thankfully, Xemnas's other forms more than make up for it, as does the data version of this battle in KHII Final Mix.

First and third examples are plagued with Walkthrough Mode, I’m already going to delete the fourth example since it admits his other forms are more climatic, and just difficulty scaling. The only one that seems fine is the second example.

Edited by PlasmaPower on Jan 11th 2024 at 1:39:41 AM

Thomas fans needed! Come join me in the the show's cleanup thread!
Ayumi-chan Aramis from Calvard (Apprentice) Relationship Status: Serial head-patter
#67: Apr 20th 2024 at 2:27:12 AM

I found this under Cheese Strategy on YMMV.Persona 3 Reload

  • The Reaper fight proper can be farmed to hell and back. If you fight it on the lowest difficulty setting, your HP and SP will be restored whenever you re-enter the battle, and all the damage is maintained. Run out of SP? Throw the battle and retry, and continue on until the Reaper is defeated. Suddenly the formidable boss has become piñata of EXP to bust open, and you can revert back to Normal once you've thoroughly grinded your levels out.
  • The Hermit boss can be defeated easily by casting Elec Break on it, setting up Makarakarn on the party, and simply waiting for it to annihilate itself with its own charged electric attacks.

She/Her | Currently cleaning N/A
Ayumi-chan Aramis from Calvard (Apprentice) Relationship Status: Serial head-patter
#68: May 5th 2024 at 12:13:49 AM

Found this on YMMV.Eiyuden Chronicle Hundred Heroes (under That One Sidequest)

  • While not as bad as everyone else, Celia can take a long time to recruit as she can only be recruited by playing the cooking minigame at the base that only refreshes every 10 real-world minutes. Players have to go through at least ten chefs and after the eleventh unwinnable boss fight, players have to find a scroll and nowhere is it hinted as to where to find said scroll (good luck finding it without a guide). After finding said scroll, the player then has to fight five more chefs and only then will Celia show up and challenge Kurtz for one more round before she finally joins the group.

She/Her | Currently cleaning N/A
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