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** [[spoiler:The legendary Joker Canio]] gains x1 Mult whenever a face card is destroyed. Card destruction effects are rather uncommon, with many not giving you the option to directly choose a card, and opportunities to destroy face cards naturally diminish the more you destroy. Because of this, [[spoiler:Canio]] is counter-intuitively most effective if you were using a strategy that relied on filling your deck with face cards. That said, if you can somehow keep destroying face cards and pivot to a different strategy, you can pretty much turn the game into a cakewalk.



** [[spoiler:The legendary Joker Canio gains x1 Mult whenever a face card is destroyed. Card destruction effects are rather uncommon, with many not giving you the option to directly choose a card, and opportunities to destroy face cards naturally diminish the more you destroy. Because of this, Canio is counter-intuitively most effective if you were using a strategy that relied on filling your deck with face cards. That said, if you can somehow keep destroying face cards and pivot to a different strategy, you can pretty much turn the game into a cakewalk.]]

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** [[spoiler:The legendary Joker Canio Madness gains x1 Mult whenever a face card is destroyed. Card destruction effects are rather uncommon, with many not giving you x0.5 multiplier per selected non-Boss Blind, quickly becoming one of the option to directly choose a card, and opportunities to destroy face cards naturally diminish strongest score multipliers in the more you destroy. Because of this, Canio is counter-intuitively most effective if you were using a strategy that relied on filling your deck with face cards. That said, if you can somehow keep game... in exchange for destroying face a random other joker every round. Since you can't win with only one joker, your only choices are to rely exclusively on eternal jokers (which are rarer/offer less selection, can never be swapped out, and don't appear on lower difficulties) or to constantly buy more cheap jokers and hope the important ones aren't destroyed.[[note]]It is ''technically'' possible to win with just Madness if you're able to keep leveling up your hands with Planet cards and pivot to a different strategy, have decent luck with Tarot cards, but odds are likely that you can pretty much turn will need to buy additional Jokers on the game into a cakewalk.]]final visit to the shop to ensure you don't lose Madness to an unfavorable Boss Blind.[[/note]]
** Five card poker hands in general. They have higher base payoff stats, scale faster with planet cards, and trigger the "when scored" effects of all five cards. The more demanding hands like Straight Flush or Flush Five scale even faster. But you have to draw them every round, which either involves devoting resources to make your deck more lopsided, spending all your discards just to play one hand, getting lucky, or all of the above. And you may have trouble playing it more than once per round, while the simpler hands could be played 3-4 times.
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[[quoteright:325:[[Manga/HighScoreGirl https://static.tvtropes.org/pmwiki/pub/images/difficult_but_awesome_high_score_girl_1.png]]]]

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[[quoteright:325:[[Manga/HighScoreGirl [[quoteright:325:[[Manga/HiScoreGirl https://static.tvtropes.org/pmwiki/pub/images/difficult_but_awesome_high_score_girl_1.png]]]]
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* ''VideoGame/SimCity4'':
** It's a common strategy to just play on the biggest map possible and develop a large self-sufficient city on it. However, actually sitting down to split up your region into various functioning roles can result in having varied means of keeping pollution and crime very low and restricted to only specific cities.
** The Hydrogen Power Plant is effectively this, its actual cost per Megawatt isn't that great (tying with Solar as the second highest, only wind power is less efficient). However it can generate truly colossal amounts of energy. It's best used to power several cities through neighbor deals.
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** In addition, showcasing animals that are either rare or endangered can function as this. Animals like this are frequently expensive, hard to contain, ridiculous to get the breeding conditions right, and are very finicky with their exhibit specifications. Even just one of a relatively "common" endangered animal, such as a Clouded Leopard or even the Cheetah (vulnerable but under threat) can cost as much to make an even decently suitable exhibit as three or more other species, not to mention the care involved in some of them. But rare or endangered species contain three major factors that make them well worth it: 1) they are a huge guest draw to the zoo and can significantly increase expected ticket price, 2) donations for them tend to skyrocket in comparison to other species, and 3) successful breeding of even a low-rank individual tends to bring in a whopping amount of Conservation Credits.
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* Similar to ''Coaster'', ''VideoGame/PlanetZoo'' does this with exhibit construction. Apart from the ability to just plop down fencing like in most zoo simulations, ''Planet Zoo'' allows you to work with "null" fencing - or simply, completing an exhibit boundary with no fence and using building walls or natural barriers to create enclosures. Null fencing can be tricky to work with as it requires frequently checking movable space in an exhibit, as some animals are able to either jump high, negotiate rough terrain, or take advantage of even the smallest gaps. But null fencing allows for a bunch of different opportunities for fencing and guest interaction, including creating walkthrough animal houses, customized enclosure display areas, and even realistic habitat backdrops akin to modern real-life zoos.

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* In ''VideoGame/{{Balatro}}'', the DNA card is a rare Joker that permanently duplicates a High Card played on the first turn and adds it to your hand for the next one. While using it requires you to start with the lowest-scoring hand by default, cloning the right cards can potentially net you Flush Fives, enhancements included.

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* In ''VideoGame/{{Balatro}}'', the ''VideoGame/{{Balatro}}'':
** The
DNA card is a rare Joker that permanently duplicates a High Card played on the first turn and adds it to your hand for the next one. While using it requires you to start with the lowest-scoring hand by default, cloning the right cards can potentially net you Flush Fives, enhancements included.included.
** Loyalty Card gives x4 Mult, among the strongest bonuses in the game, but only triggers on every sixth hand played, requiring you to carefully plan out and time its usage if you need it to beat a certain blind.
** The Burglar gives you three hands in exchange for removing all your discards when you select a blind. While this means you're potentially forced into several bad hands, combining the Burglar with other Jokers that give chip or mult bonuses such as the Mystic Summit[[note]]+15 mult when you have no discards, meaning it's added to ''each hand including those extras''[[/note]] ensures that you can at least compensate for it.
** [[spoiler:The legendary Joker Canio gains x1 Mult whenever a face card is destroyed. Card destruction effects are rather uncommon, with many not giving you the option to directly choose a card, and opportunities to destroy face cards naturally diminish the more you destroy. Because of this, Canio is counter-intuitively most effective if you were using a strategy that relied on filling your deck with face cards. That said, if you can somehow keep destroying face cards and pivot to a different strategy, you can pretty much turn the game into a cakewalk.]]
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*** In 3, 4, and 5, you can play Dante with the Royal Guard style. To get the most out of this style, you need to time Dante's blocks and releases near-perfectly. If you take the time to master it, however, you can do a lot of damage. A real lot. Plus blocking everything your enemy/ies can throw at Dante and retaliating like the unstoppable badass Dante is meant to be [[https://www.youtube.com/watch?v=kitFV4F8hbM looks really awesome.]]

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*** In 3, 4, and 5, you can play Dante with the [[StanceSystem Royal Guard style.style]]. To get the most out of this style, you need to time Dante's blocks and releases near-perfectly. If you take the time to master it, however, you can do a lot of damage. A real lot. Plus blocking everything your enemy/ies can throw at Dante and retaliating like the unstoppable badass Dante is meant to be [[https://www.youtube.com/watch?v=kitFV4F8hbM looks really awesome.]]



*** There are two types of LagCancel for its big guns Spiral and Kalina Ann. The easier one is switch-cancelling, where you switch to Ebony&Ivory, fire them and switch back. Little finesse is needed and anyone can do it. The harder one is to use Royal Guard to cancel. If you slip up on the rhythm, the cancel will fail and the refire rate will be as slow as if you never tried. If you get the rhythm correct, though, you can fire faster than what switch-cancelling offers.
*** Nevan: yes, it's slow, its moves need to be far more precise than any other in the game, it's the only melee weapon that mainly involves charging attacks, it kinda sucks against large enemies ''and'' its damage isn't all that great either. However, its range is by far the best in the game and its sickle attacks when using the Swordmaster attacks are obscenely powerful. Once you get skilled enough with Nevan, you can quickly switch between its crowd control attacks, leaving everyone immobilized, and its killer sickle attacks.

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*** There are two types of LagCancel for its [[{{BFG}} the big guns Spiral and Kalina Ann.Ann]]. The easier one is switch-cancelling, where you switch to Ebony&Ivory, fire them and switch back. Little finesse is needed and anyone can do it. The harder one is to use Royal Guard to cancel. If you slip up on the rhythm, the cancel will fail and the refire rate will be as slow as if you never tried. If you get the rhythm correct, though, you can fire faster than what switch-cancelling offers.
*** Nevan: yes, it's [[InstrumentOfMurder Nevan]] is slow, its has moves that need to be far more precise than any other in the game, it's is the only melee weapon that mainly involves charging attacks, it kinda sucks against large enemies ''and'' its damage isn't all that great either. However, its range is by far the best in the game and its sickle attacks when using the Swordmaster attacks are obscenely powerful. Once you get skilled enough with Nevan, you can quickly switch between its crowd control attacks, leaving everyone immobilized, and its killer sickle attacks.
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* In ''VideoGame/{{Balatro}}'', the DNA card is a rare Joker that permanently duplicates a High Card played on the first turn and adds it to your hand for the next one. While using it requires you to start with the lowest-scoring hand by default, cloning the right cards can potentially net you Flush Fives, enhancements included.
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** Many of the heroes considered '[[SkillGateCharacter pubstompers]]' or restricted to 'early game' can still be devastating in the late game and at higher skill levels provided the team coordinates enough to buff them up until they are far ahead or the player has a flawless command of their abilities. Good examples are Riki who is supposedly negated by basic warding and the Spirit Breaker who is shut down by decent team coordination but have been used in a commanding manner by pros in tournaments.

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** Many of the heroes considered '[[SkillGateCharacter '[[SkillGateCharacters pubstompers]]' or restricted to 'early game' can still be devastating in the late game and at higher skill levels provided the team coordinates enough to buff them up until they are far ahead or the player has a flawless command of their abilities. Good examples are Riki who is supposedly negated by basic warding and the Spirit Breaker who is shut down by decent team coordination but have been used in a commanding manner by pros in tournaments.
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* ''VideoGame/WarThunder'' features tracerless ammo belts as an option for plane loadouts. Players tend to use tracerless ammo less because they offer absolutely no visual cues as to where your bullets are heading and make it much harder to LeadTheTarget, doubly so if you're playing a difficulty mode without the leading assistance. However, a player that masters their use will have two significant advantages: first, the bullets themselves do more damage because they don't have to waste mass on tracer compound, and second, they won't tip off an enemy plane that they're being attacked until it's too late, making it significantly easier to pull off ambushes or abort a botched attack without the target going after you in revenge or going evasive and making a second attack much more difficult.

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* ''VideoGame/WarThunder'' features tracerless ammo belts as an option for plane loadouts. Players tend to use tracerless ammo less because Whilst they offer absolutely no visual cues as to where your bullets are heading and make heading, making it much harder to LeadTheTarget, doubly so if you're playing a difficulty mode without the leading assistance. However, a player that masters their use will have two significant advantages: first, the bullets themselves do [[LeadTheTarget lead your target]] (especially in Realistic/Simulator mode, which lack lead indicators), they deal more damage because they don't have damge than tracer ammo due to waste not wasting mass on tracer compound, compound and second, they won't tip off an enemy plane that they're being attacked until it's too late, making unless you successfully hit them. This makes it significantly easier to pull off ambushes or abort a botched attack without the target going after you in revenge or going evasive and making a second attack much more difficult.
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* In ''VideoGame/IWasATeenageExocolonist'', some cards reduce the value of adjacent cards, but if you can use them strategically, you can earn bonus points from pairs and straights.

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* In ''VideoGame/IWasATeenageExocolonist'', some cards reduce the value of adjacent other cards, but if you can use them strategically, you can earn bonus points from pairs and straights.

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* In ''VideoGame/IWasATeenageExocolonist'', some cards reduce the value of adjacent cards, but if you can use them strategically, you can earn bonus points from pairs and straights.



* ''{{VideoGame/Plantasia}}'' is a gardening game with many kinds of flowers to choose from. Some flowers are harder to grow, but make up for it in other ways.

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* ''{{VideoGame/Plantasia}}'' ''VideoGame/{{Plantasia}}'' is a gardening game with many kinds of flowers to choose from. Some flowers are harder to grow, but make up for it in other ways.

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* In ''Videogame/FTLFasterThanLight'', the three stealth fighters fit the bill. All three start with no [[DeflectorShield shield system]], meaning that any and all attack hits them by default. They however all have more unusual ways to defend themselves. In particular, [[FragileSpeedster the Nesasio]] starts with an unparalleled level 4 engine, along with a cloaking system, allowing it to become invulnerable to attacks for a short time. Its weapons, while not flashy, [[BoringButPractical are both strong for their power consumption]], allowing it to ensure a second strike doesn't come. As a result, it is considered a solid ship if you know how to use it properly, in spite of its weaknesses.

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* In ''Videogame/FTLFasterThanLight'', ''VideoGame/FTLFasterThanLight'', the three stealth fighters fit the bill. All three start with no [[DeflectorShield shield system]], meaning that any and all attack hits them by default. They however all have more unusual ways to defend themselves. In particular, [[FragileSpeedster the Nesasio]] starts with an unparalleled level 4 engine, along with a cloaking system, allowing it to become invulnerable to attacks for a short time. Its weapons, while not flashy, [[BoringButPractical are both strong for their power consumption]], allowing it to ensure a second strike doesn't come. As a result, it is considered a solid ship if you know how to use it properly, in spite of its weaknesses.weaknesses.
* ''VideoGame/LuckBeALandlord'':
** Many of the Essence items have a tall requirement to destroy them, such as adding, destroying, or transforming many of a certain symbol or type of symbol, but radically improve that symbol once that item is destroyed.
** Doing a crab or cultist sweep is very luck dependent but if you get it going you'll have very easy access to a lot of money. Crabs generate more money per crab on the same row so the more you have the easier it is to get a payout. Cultists are more difficult because they don't even give out one coin until you find another but each one on the board gives another coin to each other one. They snowball pretty hard but given the strict timer and nature of symbol management it's easy to either shoot low and not make enough money waiting out the exclusive symbols or not have the room as you needed to make money and got other symbols to do so.

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