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[[quoteright:350:[[VideoGame/PlantsVsZombiesHeroes https://static.tvtropes.org/pmwiki/pub/images/ketchupmechanicstats_2.png]]]]
[[caption-width-right:350:Catchup mechanics help you get back in a game when you're behind. [[PunnyName Ketchup Mechanics]] fix your fruit.]]
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** The Ghost-type move Last Respects initially starts at a measly base power of 50, but its base power increases by 50 for every fainted ally on its team, similarly to the above-mentioned Supreme Overlord. A Houndstone or Basculegion using this move alongside speed control tactics like Sticky Web, Choice Scarf or even their weather-related abilities (Sand Rush and Swift Swim particularly) could all but guarantee turning an otherwise lost game into a victory, barring the absence of an opposing Normal-type Pokemon.
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* ''VideoGame/PlantsVsZombiesHeroes'': The [[PunnyName Ketchup Mechanic]] is a pun on the term "Catchup Mechanic" in addition to playing it straight. She buffs her stats by one for each Zombie in addition to healing the Plant Hero by 1 for each Zombie as well. The FlavorText also points it out.
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*** There's an additional comeback, called "rage", where the higher a character's damage percentage, the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat. Even on other characters, this could lead to extremely early [=KOs=](Samus with rage could combo dash attack into up special for a KO at ''0%,'' for example), and also indirectly buffed heavyweights and nerfed lightweights, since the former can nearly always survive long enough to abuse it, and the latter would often be on the recieving end of it. The mechanic was nerfed in [[VideoGame/SuperSmashBrosUltimate the next installment.]]

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*** There's an additional comeback, called "rage", where the higher a character's damage percentage, the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat. Even on other characters, this could lead to extremely early [=KOs=](Samus with rage could combo dash attack into up special for a KO at ''0%,'' for example), and also indirectly buffed heavyweights and nerfed lightweights, since the former can nearly always survive long enough to abuse it, and the latter would often be on the recieving receiving end of it. The mechanic was nerfed in [[VideoGame/SuperSmashBrosUltimate the next installment.]]
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* ''VideoGame/NoMoreHeroes2DesperateStruggle'' allows Travis to recover from 0 to 3 HP if the Wiimote and Nunchuk are aggressively shaked. It works up to four times, but if the last hit before the potential death is landed when Travis is knocked to the floor, or is OneHitKill, Travis will invariably die.

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* ''VideoGame/NoMoreHeroes2DesperateStruggle'' allows Travis to recover from 0 to 3 HP if the Wiimote and Nunchuk are aggressively shaked. It works up to four times, but if the last hit before the potential death is landed when Travis Travis, Shinobu or Henry is knocked to the floor, or is OneHitKill, Travis Travis, Shinobu or Henry will invariably die.
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** The Frontline PVP mode has mechanics in place to make it so every team still has a chance to come back and win. Getting a KO on an opponent gives your team points, while the KO'd player's team loses points. How many points each value is worth depends on the map, but it's a consistent mechanic across the entire mode. Secondly, the team that's in first place will have each member's Limit Break gauge fill 25 percent slower, while the team that's in last place will have their limit gauges fill 25 percent faster. Thirdly, the Battle High mechanic rewards players for getting [=KOs=] and staying alive with buffs to damage and healing. However, every player can see anyone's Battle High rating, and getting KO'd will cut a player's Battle High rating in half, so you can aim at higher-profile targets if you want to. Finally, the Seal Rock and Onsal Hakair maps make higher-value objectives more likely to spawn the more time passes in the match, and the number of simultaneous objectives that spawn will also be reduced. The latter is done to force teams to fight against each other instead of [[VictoryByEndurance just running out the clock]].

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** The Frontline PVP mode has mechanics in place to make it so every team still has a chance to come back and win. Getting a KO on an opponent gives your team points, while the KO'd player's team loses points. How many points each value is worth depends on the map, but it's a consistent mechanic across the entire mode. Secondly, the team that's in first place will have each member's Limit Break LimitBreak gauge fill 25 percent slower, while the team that's in last place will have their limit LimitBreak gauges fill 25 percent faster. Thirdly, the Battle High mechanic rewards players for getting [=KOs=] and staying alive with buffs to damage and healing. However, every player can see anyone's Battle High rating, and getting KO'd will cut a player's Battle High rating in half, so you can aim at higher-profile targets if you want to. Finally, the Seal Rock and Onsal Hakair maps make higher-value objectives more likely to spawn the more time passes in the match, and the number of simultaneous objectives that spawn will also be reduced. The latter is done to force teams to fight against each other instead of [[VictoryByEndurance just running out the clock]].
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** The Frontline PVP mode has mechanics in place to make it so every team still has a chance to come back and win. Getting a KO on an opponent gives your team points, while the KO'd player's team loses points. How many points each value is worth depends on the map, but it's a consistent mechanic across the entire mode. Secondly, the team that's in first place will have each member's Limit Break gauge fill 25 percent slower, while the team that's in last place will have their limit gauges fill 25 percent faster. Thirdly, the Battle High mechanic rewards players for getting KOs and staying alive with buffs to damage and healing. However, every player can see anyone's Battle High rating, and getting KO'd will cut a player's Battle High rating in half, so you can aim at higher-profile targets if you want to. Finally, the Seal Rock and Onsal Hakair maps make higher-value objectives more likely to spawn the more time passes in the match, and the number of simultaneous objectives that spawn will also be reduced. The latter is done to force teams to fight against each other instead of [[VictoryByEndurance just running out the clock]].

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** The Frontline PVP mode has mechanics in place to make it so every team still has a chance to come back and win. Getting a KO on an opponent gives your team points, while the KO'd player's team loses points. How many points each value is worth depends on the map, but it's a consistent mechanic across the entire mode. Secondly, the team that's in first place will have each member's Limit Break gauge fill 25 percent slower, while the team that's in last place will have their limit gauges fill 25 percent faster. Thirdly, the Battle High mechanic rewards players for getting KOs [=KOs=] and staying alive with buffs to damage and healing. However, every player can see anyone's Battle High rating, and getting KO'd will cut a player's Battle High rating in half, so you can aim at higher-profile targets if you want to. Finally, the Seal Rock and Onsal Hakair maps make higher-value objectives more likely to spawn the more time passes in the match, and the number of simultaneous objectives that spawn will also be reduced. The latter is done to force teams to fight against each other instead of [[VictoryByEndurance just running out the clock]].

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* A few patches into the successful A Realm Reborn rerelease of ''VideoGame/FinalFantasyXIV'' Square introduced the Echo buff for groups who died against bosses after being engaged for 2 minutes. The buff gave a 10% increase to all stats and would stack up to 5 times. Unlike most examples of the trope, however, this buff could actually end up hurting groups; due to many boss's highly scripted attack patterns, the increased damage would often cause phase changes at inopportune times in the cycle. Thus causing an additional wipe that further complicated matters. Some groups would rather abandon the Duty and return without the buff than deal with the poorly timed phase changes that resulted. Later patches would adjust some bosses to become invincible when transitioning to a different phase in order to prevent phase skipping that would lead to a TotalPartyWipe. Another patch also lets players remove the Echo buff if they don't want the additional help.

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* ''VideoGame/FinalFantasyXIV''
**
A few patches into the successful successful'' A Realm Reborn rerelease of ''VideoGame/FinalFantasyXIV'' rerelease'', Square introduced the Echo buff for groups who died against bosses after being engaged for 2 minutes. The buff gave a 10% increase to all stats and would stack up to 5 times. Unlike most examples of the trope, however, this buff could actually end up hurting groups; due to many boss's highly scripted attack patterns, the increased damage would often cause phase changes at inopportune times in the cycle. Thus causing an additional wipe that further complicated matters. Some groups would rather abandon the Duty and return without the buff than deal with the poorly timed phase changes that resulted. Later patches would adjust some bosses to become invincible when transitioning to a different phase in order to prevent phase skipping that would lead to a TotalPartyWipe. Another patch also lets players remove the Echo buff if they don't want the additional help.help.
** The Frontline PVP mode has mechanics in place to make it so every team still has a chance to come back and win. Getting a KO on an opponent gives your team points, while the KO'd player's team loses points. How many points each value is worth depends on the map, but it's a consistent mechanic across the entire mode. Secondly, the team that's in first place will have each member's Limit Break gauge fill 25 percent slower, while the team that's in last place will have their limit gauges fill 25 percent faster. Thirdly, the Battle High mechanic rewards players for getting KOs and staying alive with buffs to damage and healing. However, every player can see anyone's Battle High rating, and getting KO'd will cut a player's Battle High rating in half, so you can aim at higher-profile targets if you want to. Finally, the Seal Rock and Onsal Hakair maps make higher-value objectives more likely to spawn the more time passes in the match, and the number of simultaneous objectives that spawn will also be reduced. The latter is done to force teams to fight against each other instead of [[VictoryByEndurance just running out the clock]].

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* Any game with a “catchup” option has this in play, as it’s basically RubberbandAI but for human players.



* In the ''VideoGame/NintendoWars'' series, each time a unit is damaged, the defending team gets twice the CO Power charge from the attack as the attacking team.

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* In the ''VideoGame/NintendoWars'' series, each time a damage to units [[LimitBreak charges CO Power]] for both sides proportional to the funds needed to repair/replace them (including [[DiscountCard discounts]], though as if the unit is damaged, was bought that turn), but the defending team gets twice the CO Power charge from the attack attacker only benefits half as much as the attacking team.defender. Although if one side gets a funding advantage, this makes a comeback ''[[UnstableEquilibrium less]]'' likely, because fighting economically will still give the other side more CO Power. It also one reason Hachi's Super is so overpowered: It lets him deploy units for half price and from every city, not just bases. If the enemy defeat the sudden onslaught of new units, Hachi will be well on the way to repeating the process because the discount only reduces the gauge buildup on the turn its used.

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