- Joined
- Nov 6, 2008
- Messages
- 8,316
From my experience, there are some clichés I'd love to mention. I know there are lists over the internet, but here is mine:
1) Every champion has the same attributes in the battle; the only thing that varies is their "amount" (oh yes, they are for some strange reason measureable).
2) Every champion gets the same currency as a reward, no matter what race they are.
3) Every champion has health and mana. In order to disguise this lack of originality, suddenly, fighters have rage to spend, as if it's the only way or virtue to be efficient in battle.
4) Mages are always smarter than brutal fighters, but somehow, the latter are always much stronger.
5) Chances: If you know how to trigger an effect, you just know it, what's up with the chance to slow an enemy?
6) The weak arrow: Somehow you have to be hit by more than 5 arrows in order to eventually die.
7) NPCs: Each NPC mysteriously knows who sent you and will gladly give you the reward you are seeking, no matter your appearance of a brutal fighter.
8) Somehow animals that die instantly offer you the armor made of their fur, yet no one is around to actually craft them for you.
9) Critical strike: By some unknown forces, you sometimes have the power to unleash more power with the same mana/rage/life cost.
10) God: Your character will always survive one way or another.
11) Potions: They always work as intended; mixing failures NOT allowed.
12) Light armor lets you evade more attacks than usual, but mages who wear additionally thin armor and are smarter can't evade them this easily.
13) A rock thrown on you will always have a stun or slow effect.
14) Heal requires faith to God to actually be in your skills' arsenal.
15) PvP exclusiveness for higher level champions.
16) Archers' quiver never runs out of arrows.
17) Reuse time of spells: There's almost always a cooldown on your spells, no matter how demanding the battle is. Game just doesn't allow you to multi-cast, when all you need is enough mana.
18) Items that somehow control the reuse time of your spells.
19) Level up: The only way to indicate that you become stronger is either better gear or leveling up your champion and/or abilities. NPCs are e.g. level 80 and when you reach that level, you don't have the fame they do.
20) Monsters can never enter a town, because they are magically soothed with invisible energies.
21) Bonuses: Buffs always have a duration, they can't be cast by a sorcerer eternally, no matter if you want them to.
22) Color mode: A skinny orc of level 70 is somehow stronger than a 12 level giant spider.
23) Nature spells can either heal or poison.
24) Incompatible abilities: You reach out to the top level, in order to gain a certain ability, but some monster of level 20 possesses that ability already.
25) Accessories like Necklaces, Rings and Earrings are wearable by males as well. They also happen to provide resistance to magic.
26) Spells with tooltips like "devastating attack", yet not powerful enough to be lethal.
27) Fire spells always light off after some seconds.
28) Spikes coming out of the ground, when they were not placed there in the first place.
29) Lack of mana making you useless in battle, "spiritually" tired, although your health is full and you can walk and attack normally.
30) Fire spells can also work underwater and deal the same amount of damage.
31) Invisibility is always detectable by some sort of a gem or inner sight.
32) Vendors are always in the town, same location and never shut for the night.
33) A skeleton being 21 level in one area and 78 in another.
34) Some music will always accompany you in your adventures. The music theme changes when you enter a town.
35) Holy spells having a cross (Christianity) as an icon, but the god of that race is fictional.
36) The corpses of the ones you slay will fade out after some point and recycle themselves (respawn) with the same level and power.
37) Static mana cost: No matter how many times you cast a spell, you will never find a way to use less energy to cast it.
38) Everything outside of the town is an enemy; you might find certain NPCs in dungeons, but they are somehow always neutral to players and monsters alike.
39) A champion can never chicken out. They always stand and fight.
40) NPCs armors are always cooler than yours. You may find trash in the dungeons, but you can never craft the armor of a particular NPC.
41) Your champion can only sicken by some other source (also known as "debuff"), they can't get the flu or anything else.
42) Your character will not laugh, sneeze or cough, unless you press the respective emotion button.
43) Backstab: Hitting the enemy from the back will result greater damage to their health, although the chest and the belly are much more vulnerable.
44) The Conundrum: Regardless the paralyze you suffer, which maims you physically and mentally, time (see: duration) will make you get rid of it.
45) Lore speaking of the world's breaking, but somehow unknown races appear from nowhere in the upcoming expansions, who laid hidden somewhere.
46) Monsters can drop potions, but they don't use them in combat.
47) Ethereal beings dropping armors, when they cannot wield anything, due to their substance being pure energy.
48) Only NPCs can give out quests and missions, players can't have that kind of authority.
49) NPCs reminiscent of past wars, but they are too tired nowadays to assist you in the most frightening boss of the expansion.
50) Even if you are a thief, the world won't reject you for being a total punk.
--- List extended by Post 1 and Post 2 ---
57) [This is actually borrowed from another list, but I find it really true] You can only unlock gates/doors/crates with a key, no matter if you have a whole party of other players who can destroy a whole city with their spells and skills.
... To be updated ...
1) Every champion has the same attributes in the battle; the only thing that varies is their "amount" (oh yes, they are for some strange reason measureable).
2) Every champion gets the same currency as a reward, no matter what race they are.
3) Every champion has health and mana. In order to disguise this lack of originality, suddenly, fighters have rage to spend, as if it's the only way or virtue to be efficient in battle.
4) Mages are always smarter than brutal fighters, but somehow, the latter are always much stronger.
5) Chances: If you know how to trigger an effect, you just know it, what's up with the chance to slow an enemy?
6) The weak arrow: Somehow you have to be hit by more than 5 arrows in order to eventually die.
7) NPCs: Each NPC mysteriously knows who sent you and will gladly give you the reward you are seeking, no matter your appearance of a brutal fighter.
8) Somehow animals that die instantly offer you the armor made of their fur, yet no one is around to actually craft them for you.
9) Critical strike: By some unknown forces, you sometimes have the power to unleash more power with the same mana/rage/life cost.
10) God: Your character will always survive one way or another.
11) Potions: They always work as intended; mixing failures NOT allowed.
12) Light armor lets you evade more attacks than usual, but mages who wear additionally thin armor and are smarter can't evade them this easily.
13) A rock thrown on you will always have a stun or slow effect.
14) Heal requires faith to God to actually be in your skills' arsenal.
15) PvP exclusiveness for higher level champions.
16) Archers' quiver never runs out of arrows.
17) Reuse time of spells: There's almost always a cooldown on your spells, no matter how demanding the battle is. Game just doesn't allow you to multi-cast, when all you need is enough mana.
18) Items that somehow control the reuse time of your spells.
19) Level up: The only way to indicate that you become stronger is either better gear or leveling up your champion and/or abilities. NPCs are e.g. level 80 and when you reach that level, you don't have the fame they do.
20) Monsters can never enter a town, because they are magically soothed with invisible energies.
21) Bonuses: Buffs always have a duration, they can't be cast by a sorcerer eternally, no matter if you want them to.
22) Color mode: A skinny orc of level 70 is somehow stronger than a 12 level giant spider.
23) Nature spells can either heal or poison.
24) Incompatible abilities: You reach out to the top level, in order to gain a certain ability, but some monster of level 20 possesses that ability already.
25) Accessories like Necklaces, Rings and Earrings are wearable by males as well. They also happen to provide resistance to magic.
26) Spells with tooltips like "devastating attack", yet not powerful enough to be lethal.
27) Fire spells always light off after some seconds.
28) Spikes coming out of the ground, when they were not placed there in the first place.
29) Lack of mana making you useless in battle, "spiritually" tired, although your health is full and you can walk and attack normally.
30) Fire spells can also work underwater and deal the same amount of damage.
31) Invisibility is always detectable by some sort of a gem or inner sight.
32) Vendors are always in the town, same location and never shut for the night.
33) A skeleton being 21 level in one area and 78 in another.
34) Some music will always accompany you in your adventures. The music theme changes when you enter a town.
35) Holy spells having a cross (Christianity) as an icon, but the god of that race is fictional.
36) The corpses of the ones you slay will fade out after some point and recycle themselves (respawn) with the same level and power.
37) Static mana cost: No matter how many times you cast a spell, you will never find a way to use less energy to cast it.
38) Everything outside of the town is an enemy; you might find certain NPCs in dungeons, but they are somehow always neutral to players and monsters alike.
39) A champion can never chicken out. They always stand and fight.
40) NPCs armors are always cooler than yours. You may find trash in the dungeons, but you can never craft the armor of a particular NPC.
41) Your champion can only sicken by some other source (also known as "debuff"), they can't get the flu or anything else.
42) Your character will not laugh, sneeze or cough, unless you press the respective emotion button.
43) Backstab: Hitting the enemy from the back will result greater damage to their health, although the chest and the belly are much more vulnerable.
44) The Conundrum: Regardless the paralyze you suffer, which maims you physically and mentally, time (see: duration) will make you get rid of it.
45) Lore speaking of the world's breaking, but somehow unknown races appear from nowhere in the upcoming expansions, who laid hidden somewhere.
46) Monsters can drop potions, but they don't use them in combat.
47) Ethereal beings dropping armors, when they cannot wield anything, due to their substance being pure energy.
48) Only NPCs can give out quests and missions, players can't have that kind of authority.
49) NPCs reminiscent of past wars, but they are too tired nowadays to assist you in the most frightening boss of the expansion.
50) Even if you are a thief, the world won't reject you for being a total punk.
--- List extended by Post 1 and Post 2 ---
57) [This is actually borrowed from another list, but I find it really true] You can only unlock gates/doors/crates with a key, no matter if you have a whole party of other players who can destroy a whole city with their spells and skills.
... To be updated ...
Last edited: