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* ALL the enemies (save a few) in the ''[[VideoGame/TerminatorSalvationArcade Terminator: Salvation]]'' ArcadeGame. Justified, as they are MechaMooks and are ''literally'' MadeOfIron.

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* ALL the enemies (save a few) in the ''[[VideoGame/TerminatorSalvationArcade Terminator: Salvation]]'' ArcadeGame.UsefulNotes/ArcadeGame. Justified, as they are MechaMooks and are ''literally'' MadeOfIron.
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* The opponents in the Cruel Melee version of the ''SuperSmashBros.'' series' MultiMookMelee. Usually the only way to defeat them is to abuse AIBreaker tactics, as actually getting them to a high enough damage to hit them out of bounds is extremely difficult.

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* The opponents in the Cruel Melee version of the ''SuperSmashBros.'' ''VideoGame/SuperSmashBros'' series' MultiMookMelee. Usually the only way to defeat them is to abuse AIBreaker tactics, as actually getting them to a high enough damage to hit them out of bounds is extremely difficult.
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-->-- '''WebVideo/TheAngryVideoGameNerd''' on ''TheTerminator'' for the SegaCD

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-->-- '''WebVideo/TheAngryVideoGameNerd''' on ''TheTerminator'' for the SegaCD
UsefulNotes/SegaCD
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** The DLC ''Point Lookout'' and ''Broken Steel'' added several new and stronger enemies to the game to add extra challenge. ''Point Lookout'' has the Swampfolk, inbred mutants who worship Ug-Qualtoth, and the Feral Ghoul Reavers who can launch chunks of their bodies like grenades and see you even when you use [[TheComputerIsACheatingBastard Stealth Boys or the Chinese Stealth Suit.]] Broken Steel adds Super Mutant Overlords, gigantic mutants that are on their way to becoming Behemoths, Enclave Hellfire Troops, the EliteMooks of the Enclave equipped with Heavy incinerators, and Albino Radscorpions that can take as much as they can deal [[FromBadToWorse and heal in sunlight.]] The Swampfolk and Overlords get even harder to kill because their weapons add additional damage when they ''and only they'' use them.

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** The DLC ''Point Lookout'' and ''Broken Steel'' added several new and stronger enemies to the game to add extra challenge. ''Point Lookout'' has the Swampfolk, inbred mutants who worship Ug-Qualtoth, and the Feral Ghoul Reavers who can launch chunks of their bodies like grenades and see you even when you use [[TheComputerIsACheatingBastard Stealth Boys or the Chinese Stealth Suit.]] Broken Steel ''Broken Steel'' adds Super Mutant Overlords, gigantic mutants that are on their way to becoming Behemoths, Enclave Hellfire Troops, the EliteMooks of the Enclave equipped with Heavy incinerators, and Albino Radscorpions that can take as much as they can deal [[FromBadToWorse and heal in sunlight.]] The Swampfolk and Overlords get even harder to kill because their weapons add additional damage when they ''and only they'' use them.
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** The first DLC added an additional tier of enemy rank to give max level players a challenge. While more powerful and having new abilities, the biggest difference was their health. For example, a Ghoul Reaver had four times the health of any ghoul from the original game.

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** The first DLC ''Point Lookout'' and ''Broken Steel'' added an several new and stronger enemies to the game to add extra challenge. ''Point Lookout'' has the Swampfolk, inbred mutants who worship Ug-Qualtoth, and the Feral Ghoul Reavers who can launch chunks of their bodies like grenades and see you even when you use [[TheComputerIsACheatingBastard Stealth Boys or the Chinese Stealth Suit.]] Broken Steel adds Super Mutant Overlords, gigantic mutants that are on their way to becoming Behemoths, Enclave Hellfire Troops, the EliteMooks of the Enclave equipped with Heavy incinerators, and Albino Radscorpions that can take as much as they can deal [[FromBadToWorse and heal in sunlight.]] The Swampfolk and Overlords get even harder to kill because their weapons add additional tier of enemy rank to give max level players a challenge. While more powerful and having new abilities, the biggest difference was their health. For example, a Ghoul Reaver had four times the health of any ghoul from the original game.damage when they ''and only they'' use them.
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** The first DLC added an additional tier of enemy rank to give max level players a challenge. While more powerful and having new abilities, the biggest difference was their health. For example, a Ghoul Reaver had four times the health of any ghoul from the original game.

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* ''VideoGame/MaxPayne'': Some [[BossInMookClothing plot-significant enemies]] take several point-blank shots to drop.

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* ''VideoGame/MaxPayne'': Some [[BossInMookClothing plot-significant enemies]] take several point-blank shots to drop. The first example [[JustifiedTrope makes some sort of sense]], as when you fight Jack Lupino he's tripping balls on Valkyrie, but the others have no such excuse.
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* ''Ghost Battle'', a PlatformGame for the UsefulNotes/{{Amiga}}, has basic enemies that take over a dozen shots to kill.
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* Some of the {{Mooks}}, and not just the [[EliteMook elite kind]], in the later stages of ''JaggedAlliance 2'', can stand up to truly ridiculous amounts of punishment. Centre-mass shots with a .308 sniper rifle, headshots with a shotgun firing slug, even a 40mm grenade landing by their feet make no difference; they'll be back up and probably at least partially combat-effective by the next turn. And, [[TheComputerIsACheatingBastard of course,]] ''you'' can never get quite such good results when you equip your mercs with identical body armour.

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* Some of the {{Mooks}}, and not just the [[EliteMook elite kind]], in the later stages of ''JaggedAlliance ''VideoGame/JaggedAlliance 2'', can stand up to truly ridiculous amounts of punishment. Centre-mass shots with a .308 sniper rifle, headshots with a shotgun firing slug, even a 40mm grenade landing by their feet make no difference; they'll be back up and probably at least partially combat-effective by the next turn. And, [[TheComputerIsACheatingBastard of course,]] ''you'' can never get quite such good results when you equip your mercs with identical body armour.
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* Quite a number of mooks in ''VideoGame/DungeonOfTheEndless'' have a lot of health, especially the [[EliteMook elite variants]] fought on later floors. Also justified- you're supposed to use your [[TowerDefense turrets and modules]] to soften them up for your heroes to kill.
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* When ''{{Halo}}'' is set on [[HarderThanHard legendary]], elites and brutes can take an unholy amount of damage before their shields burst, and almost as much again to kill them unless you go for the head with a suitable weapon. It is possible to run through dual wielded SMG clips even when they are fully on target against a red elite, not even an EliteMook, and still have them survive a melee attack.

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* When ''{{Halo}}'' ''Franchise/{{Halo}}'' is set on [[HarderThanHard legendary]], elites and brutes can take an unholy amount of damage before their shields burst, and almost as much again to kill them unless you go for the head with a suitable weapon. It is possible to run through dual wielded SMG clips even when they are fully on target against a red elite, not even an EliteMook, and still have them survive a melee attack.
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Related to KungFuProofMook. If ''everyone'' is durable, see PaddedSumoGameplay

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Related to KungFuProofMook. If ''everyone'' is durable, see PaddedSumoGameplayPaddedSumoGameplay.



* ''VideoGame/{{Unreal}}'': Even the weakest [[HumanoidAliens skaarj]] takes a full, 50-round, clip from the combat assault rifle before he goes down. The Titan, Warlord, and Queen can all take dozens of rockets.

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* ''VideoGame/{{Unreal}}'': Even the weakest [[HumanoidAliens skaarj]] takes a full, 50-round, clip from the combat assault rifle before he it goes down. The Titan, Warlord, and Queen can all take dozens of rockets.more eightball rockets than [[PlayerCharacter Prisoner 849]] can carry.
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* When you crank up the difficulty in the ''DevilMayCry'' games, this trope is in full effect. In most of the games in the series it's done to an acceptable degree and the worst of it can be avoided with skillful playing, but 3 makes fighting most of the enemies in their SuperMode mandatory and strategically attempting to avoid what triggers them to transform (number of enemies killed, ie. weakening all the enemies next to no health before killing off any of them so you can finish them off quicker when they do transform) only helps to fix the situation to a very minor degree, causing the game to crossover from legimately challenging to this trope in its worst form.

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* When you crank up the difficulty in the ''DevilMayCry'' ''Franchise/DevilMayCry'' games, this trope is in full effect. In most of the games in the series it's done to an acceptable degree and the worst of it can be avoided with skillful playing, but 3 makes fighting most of the enemies in their SuperMode mandatory and strategically attempting to avoid what triggers them to transform (number of enemies killed, ie. weakening all the enemies next to no health before killing off any of them so you can finish them off quicker when they do transform) only helps to fix the situation to a very minor degree, causing the game to crossover from legimately challenging to this trope in its worst form.
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Nobody outside of the fandom knows what \"gimp K Os\" are.
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Nobody outside of the fandom knows what \"gimp K Os


* The opponents in the Cruel Melee version of the ''SuperSmashBros.'' series' MultiMookMelee. Usually the only way to defeat them is with gimp KO's as actually getting them to a high enough damage to hit them out of bounds is extremely difficult.

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* The opponents in the Cruel Melee version of the ''SuperSmashBros.'' series' MultiMookMelee. Usually the only way to defeat them is with gimp KO's to abuse AIBreaker tactics, as actually getting them to a high enough damage to hit them out of bounds is extremely difficult.
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Related to KungFuProofMook.

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Related to KungFuProofMook. If ''everyone'' is durable, see PaddedSumoGameplay
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* This is one of the many reasons why the ShootEmUp game ''SteelSaviour'' is NintendoHard.

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* This is one of the many reasons why the ShootEmUp game ''SteelSaviour'' ''VideoGame/SteelSaviour'' is NintendoHard.
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* In ''VideoGame/{{Fallout 3}}'' a normal person can expect to survive two or three head shots from a submachine gun without flinching.

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* In ''VideoGame/{{Fallout 3}}'' a normal person can expect to survive two or three head shots from a submachine gun without flinching. However, stronger weapons can subvert this - getting in close with a Combat Shotgun and landing a headshot usually causes LudicrousGibs. Any good headshot on a normal Ghoul, meanwhile, will usually be enough to bring them down. Super Mutants and Deathclaws are justified cases; the former were specifically designed to be superhumanly resilient, and the latter are the apex predators of the Wasteland.
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In some games, it takes an absurd amount of firepower to take down a basic enemy, whether due to monsters simply having massive amounts of HitPoints, weapons being PVPBalanced, or a combination of both. Maybe its only when the game's difficulty is cranked up to [[IdiosyncraticDifficultyLevels "Make It Hurt!"]]. Rats take multiple pistol rounds, HumanoidAliens take repeated shotgun blasts to the face, and even with a rocket launcher there are still some guys that are going to go through a DeathOfAThousandCuts. This concept can apply to magic and melee weapons as well.

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In some games, it takes an absurd amount of firepower to take down a basic enemy, whether due to monsters simply having massive amounts numbers of HitPoints, weapons being PVPBalanced, or a combination of both. Maybe its only when the game's difficulty is cranked up to [[IdiosyncraticDifficultyLevels "Make It Hurt!"]]. Rats take multiple pistol rounds, HumanoidAliens take repeated shotgun blasts to the face, and even with a rocket launcher there are still some guys that are going to go through a DeathOfAThousandCuts. This concept can apply to magic and melee weapons as well.

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* The PS2 FPS ''Black'' had enemies that took so many rounds to kill that learning to headshot was mandatory ''on the easiest setting''. Perhaps this is the reason all your guns hold [[BottomlessMagazines ridiculous amounts of bullets.]]

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* The PS2 FPS ''Black'' ''VideoGame/{{Black}}'' had enemies that took so many rounds to kill that learning to headshot was mandatory ''on the easiest setting''. Perhaps this is the reason all your guns hold [[BottomlessMagazines ridiculous amounts of bullets.]]


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* ''VideoGame/AlienBreed'': The aliens can take quite a beating for a ZergRush type of mook. You'll be wearing your ammo down before long if you don't get a weapon that can beat them within two hits.
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** By the time of ''VideoGame/{{Borderlands 2}}'', pretty much all of your enemies become enormous bullet sponges once you enter the True Vault Hunter and Ultimate Vault Hunter Modes. For instance, a Hyperion Surveyor, a small flying MookMedic that doubles as a generic AttackDrone, can be taken down with a few shots from a pistol by a player of the same level in Normal Mode. In True Vault Hunter and Ultimate Vault Hunter Modes, a Surveyor can demand as many as five consecutive hits from a sniper rifle to bring down, even by players that outlevel it.
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It\'s only present at the beginning of the game due to the manner in which the damage formula works.


* Everyone in the Hard mode in VideoGame/MarioAndLuigiDreamTeam. Okay, the enemies and bosses already have much higher stats than those in the last game anyway (and could probably count for this trope regardless), but here... their defences go up even further. And their attack power? Err... TheGoomba can two shot kill you. You at the beginning take about six to ten hits to take out the same Goomba equivalent.
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-->--'''WebVideo/TheAngryVideoGameNerd''' on ''TheTerminator'' for the SegaCD

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-->--'''WebVideo/TheAngryVideoGameNerd''' -->-- '''WebVideo/TheAngryVideoGameNerd''' on ''TheTerminator'' for the SegaCD



* There are enemies in the penultimate level of ''Franchise/EvilDead: Fistful of Boomstick'' that are freaking bullet ''sponges'', meaning you'll be heading into the last level with virtually no ammunition - [[GuideDangIt unless you thought to try the flamethrower on them]], which kills them in a second or two (and considering the [[VideogameFlamethrowersSuck videogame flamethrower's typical effectiveness]], you probably didn't).

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* There are enemies in the penultimate level of ''Franchise/EvilDead: Fistful of Boomstick'' ''VideoGame/EvilDeadAFistfulOfBoomstick'' that are freaking bullet ''sponges'', meaning you'll be heading into the last level with virtually no ammunition - [[GuideDangIt unless you thought to try the flamethrower on them]], which kills them in a second or two (and considering the [[VideogameFlamethrowersSuck videogame flamethrower's typical effectiveness]], you probably didn't).
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* The enemies in ''VideoGame/LegendOfLegaia'' generally have HP stats around 75-80% of the player characters' HP, and HealthDamageAsymmetry is not in effect. Often, normal enemies can survive a character's LimitBreak, which can generally be used only every few turns, and take 2-3 rounds to defeat using weaker combos. Mooks lost a lot of staying power in ''Duel Saga'', however.
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* Everyone in the Hard mode in VideoGame/MarioAndLuigiDreamTeam. Okay, the enemies and bosses already have much higher stats than those in the last game anyway (and could probably count for this trope regardless), but here... their defences go up even further. And their attack power? Err... TheGoomba can two shot kill you. You at the beginning take about six to ten hits to take out the same Goomba equivalent.
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* ''VideoGame/MaxPayne'': Some mooks take several point-blank shots to drop.

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* ''VideoGame/MaxPayne'': Some mooks [[BossInMookClothing plot-significant enemies]] take several point-blank shots to drop.
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None

Added DiffLines:

* Some of the {{Mooks}}, and not just the [[EliteMook elite kind]], in the later stages of ''JaggedAlliance 2'', can stand up to truly ridiculous amounts of punishment. Centre-mass shots with a .308 sniper rifle, headshots with a shotgun firing slug, even a 40mm grenade landing by their feet make no difference; they'll be back up and probably at least partially combat-effective by the next turn. And, [[TheComputerIsACheatingBastard of course,]] ''you'' can never get quite such good results when you equip your mercs with identical body armour.
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None


* There are enemies in the penultimate level of ''EvilDead: Fistful of Boomstick'' that are freaking bullet ''sponges'', meaning you'll be heading into the last level with virtually no ammunition - [[GuideDangIt unless you thought to try the flamethrower on them]], which kills them in a second or two (and considering the [[VideogameFlamethrowersSuck videogame flamethrower's typical effectiveness]], you probably didn't).

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* There are enemies in the penultimate level of ''EvilDead: ''Franchise/EvilDead: Fistful of Boomstick'' that are freaking bullet ''sponges'', meaning you'll be heading into the last level with virtually no ammunition - [[GuideDangIt unless you thought to try the flamethrower on them]], which kills them in a second or two (and considering the [[VideogameFlamethrowersSuck videogame flamethrower's typical effectiveness]], you probably didn't).
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* ALL the enemies (save a few) in the ''[[Franchise/{{Terminator}} Terminator: Salvation]]'' ArcadeGame. Justified, as they are MechaMooks and are ''literally'' MadeOfIron.

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* ALL the enemies (save a few) in the ''[[Franchise/{{Terminator}} ''[[VideoGame/TerminatorSalvationArcade Terminator: Salvation]]'' ArcadeGame. Justified, as they are MechaMooks and are ''literally'' MadeOfIron.
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* ALL the enemies (save a few) in the [[Franchise/Terminator Terminator: Salvation]] ArcadeGame. Justified, as they are MechaMooks and are ''literally'' MadeOfIron.

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* ALL the enemies (save a few) in the [[Franchise/Terminator ''[[Franchise/{{Terminator}} Terminator: Salvation]] Salvation]]'' ArcadeGame. Justified, as they are MechaMooks and are ''literally'' MadeOfIron.

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