Not Completely Useless: Difference between revisions

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** The sequel had Mira's unique power: while she was your active character, your party wouldn't trigger mines. Normally mines in the KotOR series are widely-spread and easy enough to simply walk around (or ''through''—they don't do very much damage). However, precisely one area in the game, not long after you recruit Mira in the first place, has ''dozens'' of mines in thick clusters, entirely unlike the usual arrangement.
** The sequel also emphasized this with skills through the crafting mechanic. Usually you could rely on your party's skills, rather than your own—and a few, like Awareness and Stealth, were not very useful to begin with. However, they were the basis of the crafting system, and most of the time you were forced to use your own skills when determining what upgrades you could make.
* ''[[Magic: The Gathering]]'' in general has many cards that are useless until you find a combo they work in.
* ''[[Magic: The Gathering]]'' in general. For starters, we have One With Nothing. Which goes from useless to [[My Hero Zero]] if you have cards with madness (when you would discard a card with madness, you can play it instead; sometimes for a lesser cost but sometimes for a greater cost); consider also that One With Nothing is an Instant so it can be used even if it isn't your turn. Lifegain cards are almost completely useless, unless you have a card like [[Game Breaker|Yawgmoth's Bargain]], which lets you turn life into cards (though [[Deal with the Devil|you can't draw cards the normal once-per-turn way]]).
** One With Nothing. Goes from useless to [[My Hero Zero]] if you are against an Owling Mine deck (force opponent to draw cards, deal damage for them having too many cards. Was popular enough once that EVERYONE sideboarded One With Nothing) have cards with madness (when you would discard a card with madness, you can play it instead; sometimes for a lesser cost but sometimes for a greater cost); consider also that One With Nothing is an Instant so it can be used even if it isn't your turn.
** Lifegain also became nasty when they began adding specific cards that let you win the game if your life passed a certain extent. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185743 Felidar Sovereign] springs to mind.
*** Lifegain cards are almost completely useless, unless you have a card like [[Game Breaker|Yawgmoth's Bargain]], which lets you turn life into cards (though [[Deal with the Devil|you can't draw cards the normal once-per-turn way]]). Lifegain also became nasty when they began adding specific cards that let you win the game if your life passed a certain extent. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185743 Felidar Sovereign] springs to mind. Additionally, due to lifegain's percieved weakness, you can gain ''tons'' of it for very cheap with a number of black, green, or especially white cards. Then you have certain creatures like Serra Ascendant and Divinity of Pride, which both become ENORMOUSLY overpowered for their costs if you have 25-30 life on hand, and both have the powerful lifelink ability to convert any damage they do into more life. Combine that with an artifact recently spoiled from Innistrad that can tap every turn for 5 damage if you managed to get to 30 or more life and the aforementioned Sovereign...
* ''[[Final Fantasy XI]]'' - The two hour ability (a supposedly extremely valuable job specific ability that can only be used every two hours) for Ninjas is Mijin Gakure. This ability kills the Ninja and deals damage based on their current HP. Due to the amount of health enemies have, this ability is basically useless. It does not inflict enough damage to be worth using in any situation where a two hour is justified. There are two uses for it.
** Avoid the harsh penalty for death, since a secondary effect of Mijin Gakure is to remove all penalties for dying and being raised back to life.