Useless Useful Spell: Difference between revisions

no edit summary
mNo edit summary
No edit summary
 
(7 intermediate revisions by 3 users not shown)
Line 1:
{{trope}}
{{Video Game Examples Need Sorting}}
{{quote|"Wait, what's this? You only have status-inducing magic spells? Why, those ''suck!''"|''[http://www.newgrounds.com/portal/view/169933 Final Fantasy VII: All About Random Battles]''}}
 
Line 15 ⟶ 16:
Most character classes made up of [[Status Buff|buff]]/[[Standard Status Effects|debuff]] effects like this tend to be much [[Spoony Bard|less popular than others]] for these reasons. However, it's averted with relative frequency; many games do allow for some very effective use of traditionally "Useless" spells. One trick is to pair up the effect with a normal attack, meaning that if the spell misses, the player still deals damage. Other games, especially the more strategic ones, make these spells useful by having genuine [[Elite Mooks]] who are dangerous in battle but without such immunities, or simply by having base [[Mooks]] be more credible opponents.
 
These attacks are also far more useful in [[Massively Multiplayer Online Role Playing Game|MMORPG]]s due to generally stronger [[Mooks]] and player controlled enemies that are very vulnerable to such tactics. '''Useless Useful Spells''' are often hated among [[Massively Multiplayer Online Role Playing Game|MMORPG]] communities for their ability to handicap player characters (often even better then when used on [[Mooks]] due to [[The Computer Is a Cheating Bastard|the computer cheating]]). However, in [[Player Versus Player|PvP]], ''that'' is a different story!
 
Judging by the way this has been going away in recent years and is less and less accepted, it seems to be on its way to becoming a [[Discredited Trope]]. May however be an [[Acceptable Break From Reality]] regarding some; because it would not make a boss (especially the [[Final Boss]]) very challenging to be able to just hit "Instant Death".
Line 32 ⟶ 33:
** [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2900 Apocalypse Chime] destroys all Homelands cards. If Homelands cards other than Autumn Willow and Baron Sengir were actually useful, this card would be.
** [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19665 Common Cause]. Pointless since ''all'' Nonartifact creatures must be the same color, even your opponents. Stupid errata...
** Spells and abilities that endow creatures and to a lesser extent other permanents with specific abilities (including but not limited to the aura subtype of enchantments) may fall under this. Consider [https://web.archive.org/web/20080630161048/http://ww2.wizards.com/gathererGatherer/CardDetails.aspx?id=83088 Flight]. From the enchanted creature's perspective, it's potentially a great effect—it gains flying if it didn't have it already, allowing it to bypass most non-flying blockers and/or block flying attackers itself. Get to the point where you actually want to put the card into a deck, though, and you'll soon realize that if having flyers is important to your strategy, you'd best include a number of creatures that have the ability in and of themselves already in case you don't actually ''draw'' that Flight card...yet the more of those you have, the less good the card actually does you in the first place! (This logic does not, of course, apply to abilities that actually have a cumulative effect. However, many of the more commonly granted abilities—like flying, first strike, or trample—do not fall into this category.) Then there's the issue that the empowered creature isn't necessarily any harder to ''kill'', potentially taking the entire investment in extra cards, mana, and/or other resources to the graveyard with it...
** ''Magic the Gathering'' also has a fair share of "instant win" cards - as in, they actually SAY "You win the game" or "Target player loses the game". However, they're either highly situational, require a certain action that will almost certainly get interrupted, or are just ridiculously expensive.
** And finally, we have [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1615 Great Wall], generally considered the worst card in the game. All it does is let you block creatures with plainswalk, of which there are only four that no one uses, only ''one'' of which was around when Great Wall was released.
Line 38 ⟶ 39:
 
=== Tabletop RPG ===
* ''[[Dungeons & Dragons]]'', the original RPG, completely inverts this trope; traditionally Useless Useful Spells tend to be the most useful spells in the game, with direct damage spells falling well below them in power level. This is because most spells are equally likely to succeed in affecting a foe, thus a spell which can kill a foe is far more effective than a spell which can hurt one. Some status affecting spells automatically succeed, and many others are essentially the same as spells which outright kill foes because they completely disable them for long periods of time, allowing players to kill them at their leisure. Relatively few foes are immune to such spells, while many foes are resistant to elemental damage spells, adding insult to injury. A wide variety of spells which don't even directly harm opponents are also extremely powerful, and all in all this leads to wizards and other powerful spellcasters being [[Game Breaker|game breakers]]s. This is played straight however in the "mobility" feat, which gives you an AC bonus against Attacks of Opportunity, the problem is that anyone who needs the [[Prestige Class]] or feats it qualifies you for has Tumble, which means you don't provoke [[Ao O]]...
** But it gets nasty in the ''[[Epic Level Handbook]]''. If you look at the creature section, you'll see 9 times out of 10 that the creature is immune to: Paralyze, Sleep, Polymorph, Level Drain, Instant Death, Necromancy Effects (those last 3 makes Epic Necromancers hinge their teeth in frustration), Stun, Mind Effects, Daze, Criticals (just to make critical specialization useless). Not to mention that in turn these monsters will almost certain have something like Implosion, Weird or Wail of Banshee at will (save or die for the whole group) and one or two nastier epic spell once a day. Not to mention Greater Dispel or Epic Dispel at will to take out any immunity to death spell the group might have. Of course this is sort of offset by the fact that by then the characters gain the ability to resurrect themselves at will with no XP penalties (there's a price, but minor by now). Still, I didn't get at the billion and one ways these creatures have to kill character class without any chance of revival.
*** The other thing you have to consider here is that the Epic Spellcasting rules effectively turn any character with 21+ CL into a [[Person of Mass Destruction]]. I'm talking insanity here. The fact that they pretty much ignore most of the limits and immunities created by normal spellcasting is just icing on the cake. Using the printed rules you can quite easily synthesize a spell that, when cast once, effectively makes the caster powerful enough to kick the asses of every single character ever printed in any supplement. At once. Without using magic. The levels from 20-21 aren't so much [[Linear Warriors, Quadratic Wizards|quadratic]] in growth as much as dividing by zero.
Line 171 ⟶ 172:
** The doppelganger in ''Symphony of the Night'' is also susceptible to its effect.
** Similarly, an early-acquired weapon, the Red Rust, will curse enemies (preventing them from attacking). Of course, it's slower and ''weaker'' than ''punching with fists'', has a random chance of failing to swing on Alucard's part, and ''only affects one? enemy in the game''.
** And again in Castlevania: SotN, we've got Dark Metamorphosis, which allows our vampeal hero to heal with the blood shed by enemies... of course, most things, exploding into flames on death and dying in one hit, or being animated armor or skeletons or whatever else, don't bleed; the most powerful early-game weapons (Jewel Knuckles and spells) won't draw blood from any enemy; and the late game most powerful weapons (Crissaegrim, Alucard Shield, spells) are such complete [[Game Breaker|game breakers]]s you'll almost or entirely never will need to heal.
** You wanna talk [[Game Breaker|game breakers?]] How about Alucard's [[Your Soul Is Mine|Soul]] [[Life Drain|Steal]] spell. Cast it and orbs of health are pulled from every enemy on screen (including bosses!). So long as you have the mana, you can fire it over and over again. Once your stats are high enough you can just walk around using Soul Steal like a vampire with an eating disorder (the "eat a lot" kind, not the "don't eat at all" kind).
*** Even better: one section of the inverted castle has these huge rotating gold skulls that can't die. Can you say easy HP refill?
Line 227 ⟶ 228:
* Any magic spell in ''[[Ys]] IV: Mask of the Sun'' and ''[[Ys]] V''. And you can't use magic at all in the latter's boss battles.
* Most status effect skills in ''[[Mass Effect 2]]'' fall into this trope at higher difficulty levels. This is due to everyone (players and enemies) being immune to them if they have shields/barrier/armor remaining. On higher difficulty levels, every enemy outside the tutorial segment in the beginning has at least one of these. By the time you get through these defenses, killing your target only takes a couple more shots.
** Though, it is worth mentioning that on lower difficulty levels, skills like Dominate and Hacking, which are nearly useless in the higher difficulty levels are basically [[Game BreakersBreaker]]s.
* Elemental spells and weapons become less useful as your reach higher levels in ''[[Infinity Blade]]'' since most enemies will have some elemental resistances. The God King will become immune to everything after beating him once making Healing the only magic worth using against him. Appropriately enough, this means that the eponymous Infinity Blade, which deals more non-elemental damage than any other weapon in the game, is the best weapon to use against him.
* In ''[[Borderlands]]'' the entire shock element is useless as it's only useful for removing shields that only appear on a select number of human enemies and are easily dealt with without shock weapon. Furthermore the Hunter class gets a late game ability to bypass shields all together. Their only real use is against a few enemies that spawn is a very specific location and the hardest boss in the game.
Line 256 ⟶ 257:
**This one is debatable, but Palossand has a unique ability in the form of Water Compaction, which provides a +2 boost to its Defense when hit by a certain type of move. What type's that you ask? Water: a common type that Palossand is weak to, and is likely to fall to in one or two hits thanks to its less-than-stellar Special Defense stat.
**Umbreon having access to Synchronoise is pretty mind boggling when you consider the move only works on opposing Pokemon the same types as the user. In this case, this Pokemon can only use Synchronoise against other Dark types, which also happen to be ''immune'' to Psychic-type attacks!
** More examples are listed at [[Pokémon/Useless Useful Spell|this subpage]].
 
 
== Aversions and parodies ==
* All Force type character classes in later versions of ''[[Phantasy Star Online]]'' have particular technique specialities, techs that they have a higher level cap for than other classes. The [[Magic Knight|FOmar]]'s speciality are the buff and debuff techniques, which at max level make an enormous difference to the affected stats and have a massive area of effect. Having Shifta and Deband maintained whenever possible is standard procedure for PSO, and the [[F Omar]]FOmar is generally the preferred caster of choice for the task.
* Dervishes in ''[[Guild Wars]]'' have enchantment (buff) stacking as their gimmick. Typically any given one only has minor effects, but given that many of them synergise well and Dervish primaries gain energy every time an enchantment ends, it tends to be essential to maintain a lot of them.
* Any boss in ''[[Science Girls]]'' is just as vulnerable to status effects as regular enemies, so you can poison them or drop their stats from the start of the fight. It's balanced by some bosses having moves that can cancel them out after they're afflicted, but it at least makes them waste a turn.
* ''[[Persona 4]]'' (and from all reports, all [[Mega Ten]] games) seems to avert this trope with some degree of gusto. Not only does stat-up/down work on most bosses (and are necessary at points to avoid death) but instant kill techniques such as Chie's Galactic Punt Follow Though technique will instantly remove everything up to and including mid-bosses from battle.
** In regard to Galactic Punt, several players had the following reaction when witnessing it: "[[Disadvantageous Disintegration|Do I get EXP for this?]]" [[Awesome Yet Practical|You do]].
** Hilariously, this trips up even veteran RPG players at times, as evidenced in the [[Giant Bomb]] [[Let's Play]] of the game where the hosts were constantly re-rolling a fusion for Jack Frost because they kept getting Sukunda (A spell that decreases the hit/evasion stat of one enemy and is incredibly helpful throughout the entire game against bosses.)
Line 278 ⟶ 279:
* Devastatingly averted in [[Jade Empire]]. Not only are the status-affecting "Support Styles" useful all the way up through the game (even on the [[Big Bad]]) but they cost no chi or focus to use, unlike the Magic and Weapon styles. Demons are immune to them, but of the two demon bosses in the entire game, one is a [[Puzzle Boss]] while the other is optional.
** Hell, Storm Dragon is pretty much a [[Game Breaker]]!
* Parodied in [https://web.archive.org/web/20100601125238/http://www.adventurers-comic.com/d/0167.html this] ''[[Adventurers!]]'' strip.
** Averted in the final battle, where [[Big Bad|Khrima]] is not immune to {{spoiler|Slow}}.
* Also parodied in [http://rpgworldcomic.com/d/20030528.html this] [[RPG World]] strip.
Line 372 ⟶ 373:
** Provided, of course, you have reflection. If you don't, and happen to run across something that DOES, it's [[Yet Another Stupid Death]].
** Using it on the Death is also case of Too Dumb to Live
* In the ''[[Harry Potter and Thethe SorcererPhilosopher's Stone (novel)|Harry Potter and the Philosopher's Stone]]'' Game Boy Color game, best way to beat the final boss? Locomotor Wibbly to inflict stun...then Mucus Ad Nauseum to poison him; especially if you don't have Flipendo Tria.
* In its early stages, status-inflicting moves and items in ''[[Opoona]]'' are not very helpful. This is especially so since battles are [[Timed Mission|timed]], and there's not a lot of time to waste fiddling around with menus. Then, [[Difficulty Spike|the game decides to stop messing around]], and throws at you parties of 8+ enemies, many of whom can [[Shoot the Medic First|heal]], some of whom deal devestating damage, and many of whom live in battlefields strewn with bombs. Suddenly, the ability to prevent enemies from casting spells looks pretty useful. Poleena also has several abilities which can stun all enemies at once, which is ''extremely'' useful.
* [[The Last Remnant]] easily averts this trope by simply having all status spells and items deal damage as well. There are few magic spells that don't cause some type of status ailment, in addition to causing damage. The staus ailments themselves are quite useful: poison does a decent amount of damage, while sealing an enemy's mystic and combat arts greatly reduces their offensive capabilities.
Line 381 ⟶ 382:
 
{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Videogame Effects and Spells]]
[[Category:This Index Is Useless]]
[[Category:{{PAGENAME}}]]
[[Category:Examples Need Sorting]]