History BoringButPractical / Videogames

22nd Jul '16 1:29:03 AM TheGameMaster
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* ''VideoGame/TalesOfTheAbyss'' has the Capacity Cores, which buff specific stats as characters level up. What's the best Capacity Core for Guy? Anything that boosts his speed. Give him the Alca Forte on a second playthrough from the moment he joins your party, and he'll be fast enough to simply run away from ''any'' attack in the entire game before you reach Akzeriuth. He'll do fairly respectable damage thanks to Alca Forte's secondary damage buff, and since nothing can hit him, he will simply never die. Sure, run-in-stab-and-run-away isn't as much fun as Indignation, but it will kill basically anyone and anything given enough time.

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* Pick any game in the ''Franchise/TalesSeries''. Ask any player what their arte set ups are for each character. No matter how wild, fantastic and crazy the seletion of attacks can get, you'll always see Demon Fang/Fist/Dog, also known as Majinken take up a slot, or Azure Edge if they don't have the former. It's the first arte you get in the game, meaning it'll be the most used and therefore will have grown the most in strength. It's also just a simple projectile. But being a simple projectile is VERY important for otherwise melee fighters to be able to quickly deal damage from afar. The TP cost is also so low to the point of actually being completely negligible in the endgame, the damage is respectable for the cost, it comes out fast and lends itself to combos really well even at close range. Oftentimes it'll have other special properties that end up making it even more useful on top of that, such as being able to hit Off The Ground, which means you'll even see this basic move show up a lot even in the most hardcore combo videos. However most of the time, this is the only real arte that falls under this. The way you're encouraged to use artes means you actually would do better to have increasingly spectacular artes in all the other slots. You just probably won't replace your projectile.
** ''VideoGame/TalesOfSymphonia'' is known for having a very deep combat system with many spectacular combos and impressive offensive capabilities, as with any other title in the series. And yet, who is considered the absolute top of the tier list? Is it Genis with his incredibly powerful magic spells that can target any elemental weakness? Lloyd with his speed, ability to do the longest combos on his own and very good physical stats? Maybe it's Kratos/Zelos for being very good all around swordfighting spellcaster types? Nope, it's Raine, the StaffChick. She's so good she's considered a must for every party. This is despite having no combo game to speak of outside of using an unintended trick in the Gamecube version. She simply is the only dedicated healer in the game, keeping everyone alive and even resurrecting them, she has more reliable light element spells than Colette and her most absolute basic offensive spell, Photon, ends up being the most useful offensive spell in the game, due to never missing, coming out extremely fast, immediately having the enemy locked in hitstun for the entirety of the attack animation and even being one of the only two universal Off The Ground attacks in the game, the other being Lloyd's Demon Fang, which has already been mentioned above, making her surprisingly useful when pulling off team combos.
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''VideoGame/TalesOfTheAbyss'' has the Capacity Cores, which buff specific stats as characters level up. What's the best Capacity Core for Guy? Anything that boosts his speed. Give him the Alca Forte on a second playthrough from the moment he joins your party, and he'll be fast enough to simply run away from ''any'' attack in the entire game before you reach Akzeriuth. He'll do fairly respectable damage thanks to Alca Forte's secondary damage buff, and since nothing can hit him, he will simply never die. Sure, run-in-stab-and-run-away isn't as much fun as Indignation, but it will kill basically anyone and anything given enough time.
21st Jul '16 9:20:53 AM Asvarduil
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** Sure throwing Flare spells around is impressive, but a Dragoon can reliably mop up opponents in PvE or PvP. What it lacks in variety it makes up for in effectiveness with high burst damage potential (mostly in abilities that increase or guarantee a CriticalHit) married to good ability to sustain damage (through a damage over time ability and, more boring but practical, Revitalize, a TP-heal that lets you do all that other stuff ''ad nauseum''), and even some utility in the form of two stuns, a movement-slowing strike, and Elusive Jump...which lets you jump backwards 15 yalms.
21st Jul '16 9:09:31 AM Asvarduil
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* ''VideoGame/FinalFantasyXIV'' has the humble [[IShallTauntYou Provoke]] ability for tanks. All it does is give the user ''one'' additional point of hate on the target than that target's current...well, target...but given that a well-timed Provoke can save your healer from an untimely death, it's considered a mandatory ability for tanks to have.
** Not to mention as a Conjurer or Arcanist, the Cure and Physick spells, respectively. You get these almost immediately, and you use them for all of the game. Physick is especially notable as it gives Summoners and Black Mages some healing ability, which is again great for getting out of tight situations.
20th Jul '16 5:08:52 PM Sunflorazumarill
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* ''VideoGame/Fable'':

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* ''VideoGame/Fable'':''VideoGame/{{Fable}}'':



* ''Franchise/{{Pokemon}}'' moves like Flamethower, Surf, Ice Beam, Razor Leaf, and Thunderbolt are all used frequently in competitive play because of their high PP (the amount of times one can use it), relatively high damage, and they have a chance to inflict status effects. At some point, people are given the chance to pick between these moves and their stronger counterparts (Fire Blast, Hydro Pump, Blizzard, Solar Beam and Thunder), and later even stronger counterparts (Blast Burn, Hydro Cannon, Sheer Cold, Frenzy Plant, and Volt Tackle), which do more damage, but have very low PP, are inaccurate, and some cause recoil or require a recharge.

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* ''Franchise/{{Pokemon}}'' moves like Flamethower, Surf, Ice Beam, Razor Leaf, Energy Ball, and Thunderbolt are all used frequently in competitive play because of their high PP (the amount of times one can use it), relatively high damage, and they have a chance to inflict status effects. At some point, people are given the chance to pick between these moves and their stronger counterparts (Fire Blast, Hydro Pump, Blizzard, Solar Beam and Thunder), and later even stronger counterparts (Blast Burn, Hydro Cannon, Sheer Cold, Frenzy Plant, and Volt Tackle), which do more damage, but have very low PP, are inaccurate, and some cause recoil or require a recharge.
20th Jul '16 1:24:08 PM TheGameMaster
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* In the two video games based on the ''HeavyGear'' franchise, there are a number of unusual and powerful weapons available. However, as impressive as rail guns, particle accelerators, and heavy rocket packs might be, the sheer utility of autocannons (and their MoreDakka GatlingGood counterparts the anti-air cannons), medium missile packs, and light lasers meant it was just easier and sensible to keep a general-purpose ballistic weapon on hand. It didn't hurt that in both games, the heavy autocannon was a JackOfAllStats that did respectable damage to almost everything a player might encounter.
19th Jul '16 8:33:26 PM TheGameMaster
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** In ''Mechwarrior 3'' and ''4'', the weapons are actually pretty well balanced. The sniper weapons are great for sniping, the close quarters LBX-20s are devastating at close, missiles have lock-on capabilities... overall all balanced nicely, IMHO. What is not balanced are TACTICS. In 3, "legging" a Mech was practically compulsory, being a large easy target that was easy to distinguish from the rest (unlike Center vs side torso, or worse, head). In PVP, jumpjet and shoot is the only tactic worth using on stages with any cover at all.
18th Jul '16 9:37:06 PM Ripburger
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* ''[[VideoGame/ResidentEvilCodeVeronica Resident Evil: The One Where the Knife Was Actually Useful]]''. The knife can score multiple hits on enemies and some can be stunlocked by the knife, making it easier to save your ammo for the bigger nasties later on.

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* ''Franchise/ResidentEvil'':
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''[[VideoGame/ResidentEvilCodeVeronica Resident Evil: The One Where the Knife Was Actually Useful]]''. The knife can score multiple hits on enemies and some can be stunlocked by the knife, making it easier to save your ammo for the bigger nasties later on.
18th Jul '16 9:36:05 PM Ripburger
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* ''Franchise/ResidentEvil''
17th Jul '16 7:19:33 AM Steven
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* ''[[VideoGame/ResidentEvilCodeVeronica Resident Evil: The One Where the Knife Was Actually Useful]]''.
** In ''VideoGame/ResidentEvil4'', the knife should be used whenever possible, to conserve ammo. Enemies stagger when you shoot them in the [[KneeCapping knee]], giving players ample time to slash 'em before they stand up again.
** Knife Krauser. That is all.

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* ''Franchise/ResidentEvil''
* ''[[VideoGame/ResidentEvilCodeVeronica Resident Evil: The One Where the Knife Was Actually Useful]]''.
Useful]]''. The knife can score multiple hits on enemies and some can be stunlocked by the knife, making it easier to save your ammo for the bigger nasties later on.
** In ''VideoGame/ResidentEvil4'', the knife should be used whenever possible, to conserve ammo. Enemies stagger when you shoot them in the [[KneeCapping knee]], giving players ample time to slash 'em before they stand up again.
again. This works on Krauser and it's encouraged to engage him in a knife fight rather than using guns.
** Knife Krauser. That is all.Carrying over from ''Resident Evil 4'', ''VideoGame/ResidentEvil5'' and ''VideoGame/ResidentEvil6'' makes enemy encounters easier by shooting them in the legs and then doing a melee attack like a suplex rather than focusing on headshots (which can make some encounters go worse if you aim for the head).
16th Jul '16 11:48:53 AM thatmadork
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** A lot of veteran players will never take their [[GiantMook Impressive]] into battle, as the gargantuan unit can't traverse difficult terrain, pick up loot or enter buildings. They also all have their own problems: the Human's Ogre Mercenary [[MightyGlacier is slow as molasses]], the Skaven's Rat Ogre is Stupid and needs constant babysitting by someone with the Guidance ability or it runs the risk of skipping its turn, and the Cultist's Chaos Spawn runs the risk of being sent back to the Realm of Chaos if its ever killed. The Sisters' Maiden of Sigmar is human-sized and avoids these issues, but she's much weaker than the others. Sure, Impressives are killing machines, but you could always take ''two'' Hero units instead. Two Heroes can do all the practical things a normal unit can and a non-Sister Impressive can't, and also split up when needed and ruin up the opponent's day just as much.
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