History Main / MasterOfNone

29th Mar '18 8:55:32 PM BattleMaster
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** Jacob is another case as far as offense goes. He has both Pull and Incendiary Ammo as offensive powers, rather than only one of each like, respectively, Jack and Grunt, but in addition to them not being incredibly useful later on, Jack and Grunt are better in direct combat. He gets Lift Grenades in ''Citadel'', but again doesn't bring anything else special, as another teammate (Wrex this time) has the same power and also happens to be better in combat than Jacob. It's only with his Loyalty Power, Barrier, that the tables turn in his favor, as Barrier activates faster and with more upgrades than other shield powers like Fortification or Geth Shield Boost, turning Jacob from someone you only use when you have to into the resident StoneWall.
** Thane Krios is probably the worst case, as gameplay-wise he brings ''nothing'' exceptional to the table. He's a sniper, but Garrus and DLC character Zaeed will already have that covered and are more durable to boot, and [[spoiler:Legion]] comes later in the game yet can use the [[DiscOneNuke Widow Sniper Rifle]]. Biotically, Miranda and Samara will also have Warp or Throw already, in addition to being more versatile and/or effective to the point that [[spoiler:Thane is one of the "bad" choices for the biotic bubble during the SuicideMission]]. His Loyalty Power, Shredder Ammo, provides a damage boost against organic targets, ''but'' is useless against protected targets, especially on higher difficulty settings, and in any case the player's better off using ''any'' other ammo type except [[AnIcePerson Cryo.]] Since [[spoiler:there's literally no specialist use for him during the final mission, not even as a backup option,]] he's basically just a warm body to fill out the roster.

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** Jacob is another case as far as offense goes. He has both Pull and Incendiary Ammo as offensive powers, rather than only one of each like, respectively, Jack and Grunt, but in addition to them not being incredibly useful later on, Jack and Grunt are better in direct combat. He gets Lift Grenades in ''Citadel'', but again doesn't bring anything else special, as another teammate (Wrex this time) has the same power and also happens to be better in combat than Jacob. It's only with his Loyalty Power, Barrier, that the tables turn in his favor, as Barrier activates faster and with more upgrades than other shield powers like Fortification or Geth Shield Boost, turning Jacob from someone you only use when you have to into the resident StoneWall.
StoneWall. And even then, he ''still'' comes in as inferior to Grunt, thanks to the latter's HealingFactor and huge hitpoint pool.
** Thane Krios is probably the worst case, as gameplay-wise he brings ''nothing'' exceptional to the table. He's a sniper, but Garrus and DLC character Zaeed will already have that covered and are more durable to boot, and [[spoiler:Legion]] comes later in the game yet can use the [[DiscOneNuke Widow Sniper Rifle]]. Biotically, Miranda and Samara will also have Warp or Throw already, in addition to being more versatile and/or effective to the point that [[spoiler:Thane is one of the "bad" choices for the biotic bubble during the SuicideMission]]. His Loyalty Power, Shredder Ammo, provides a damage boost against organic targets, ''but'' is useless against protected targets, especially which is ''everything'' on higher difficulty settings, and in any case the player's better off using ''any'' other ammo type except [[AnIcePerson Cryo.]] Since [[spoiler:there's literally no specialist use for him during the final mission, not even as a backup option,]] he's basically just a warm body to fill out the roster.
29th Mar '18 11:43:20 AM ShireNomad
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* Driebus, recurring guest PC-slash-JokeCharacter on ''[[WebVideo/AcquisitionsIncorporated The C-Team]]''. He spends each level-up multi-classing into a new CharacterClass (thus never getting beyond Level 1 in anything) because he [[DesperatelyLookingForAPurposeInLife can't decide what he wants to do with himself]].
28th Mar '18 6:59:47 PM BrightLight
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* This is the cause of Dewey's MiddleChildSyndrome in ''WesternAnimation/DuckTales2017''. Huey, Louie and Webby all have their own niche of specialized talents for adventuring (intelligence, cunning, and self-defense, respectively). While Dewey has aspects of all of the other kids' strengths, his mastery of those skills are second-fiddle to theirs, leaving him as the child that doesn't stand out.
23rd Mar '18 11:03:40 AM MBG
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** Flamvells have some cards based on offense, but of the bunch, only Firedog is notably strong for its level. They have several Burn-based cards, but the damage they inflict is pathetic and they often require some work to activate. They have a variety of Tuners with a variety of levels, but only two Synchros, both of which are mediocre. The Neo Flamvell sub-archetype focuses on banishing the opponent's Graveyard, but doesn't do so quickly enough to be disruptive, synergize with the rest of the deck, or have much of an endgame in doing so. Their best card is Rekindling, which allows for an impressive mass revival, but Rekindling doesn't actually support Flamvells; it supports Fire-types with 200 DEF, meaning other, stronger Fire archetypes can also use it (and because of those other archetypes, Rekindling is limited to one).
13th Mar '18 12:33:31 PM ironballs16
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** Between two specialists -- such as the classic striker vs. grappler match up -- there's a clear aspect where each fighter is (nominally) superior, but a Master of None risks having no such advantage.

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** Between two specialists -- such as the classic striker vs. grappler match up -- there's a clear aspect where each fighter is (nominally) superior, but a Master of None risks having no such advantage.advantage, at the tradeoff of being at less of a disadvantage.
13th Mar '18 7:58:54 AM HighCrate
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*** This doesn't mean that he's useless, as wielding sniper rifles means he's longer ranged compared to the other biotics and is the only sniper who could strip away shields and barriers.
13th Mar '18 6:49:06 AM Benbeasted
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*** This doesn't mean that he's useless, as wielding sniper rifles means he's longer ranged compared to the other biotics and is the only sniper who could strip away shields and barriers.
21st Jan '18 2:21:21 PM Kadorhal
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* The Balance-class ships in space battles in ''VideoGame/StarWarsBattlefront 2'' (i.e., X-Wing, TIE Fighter, ARC-170 and Droid Starfighter/Vulture Droid). Anyone who knows what they're doing will immediately get in a Bomber-class ship (Y-Wing, TIE Bomber, V-Wing and CIS Strike Bomber) and go for the high-scoring capital ship vital systems. This may also be combined with a quick stop within the enemy capital ship to wreak havoc inside, in which case the heavily-armored Bombers, especially with a co-pilot to assist, are ideal (even over Transports, who can insert an entire team into the enemy capital ship, but are even slower and more ungainly than Bombers - without pulling off two or three other players to escort them instead of actively contributing to the battle, it's essentially at least two to five free kills for whoever manages to spot them along the way). If all of the vital systems are destroyed and the match still isn't over, the only real option is to get in a Fighter-class ship (A-Wing, TIE Interceptor, Republic Starfighter and Droid Tri-fighter) and kill enemies ship-to-ship. The Balance-class ships don't have the raw payload of Bombers to be even slightly effective against capital ships and are far less effective at ship-to-ship combat than Fighters. The only possible, ''concrete'' advantage Balance ships have against Fighters is that they can attack enemies within the range of the opposing capital ship's automated defenses - mildly annoying for a Balance ship and beneath notice for a Bomber, but a lightly-armored Fighter will get pasted within five seconds of entering their range.

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* The Balance-class ships in space battles in ''VideoGame/StarWarsBattlefront 2'' (i.e., X-Wing, TIE Fighter, ARC-170 and Droid Starfighter/Vulture Droid). Anyone who knows what they're doing will immediately get in a Bomber-class ship (Y-Wing, TIE Bomber, V-Wing and CIS Strike Bomber) and go for the high-scoring capital ship vital systems. This may also be combined with a quick stop within the enemy capital ship to wreak havoc inside, in which case the heavily-armored Bombers, especially with a co-pilot to assist, are ideal (even over Transports, who can insert an entire team into the enemy capital ship, ship and let them respawn there until the transport is destroyed, but are even slower and more ungainly than Bombers - without pulling off two or three other players to escort them instead of actively contributing to the battle, it's essentially at least two to five free kills for whoever manages to spot them along the way). If all of the vital systems are destroyed and the match still isn't over, the only real option is to get in a Fighter-class ship (A-Wing, TIE Interceptor, Republic Starfighter and Droid Tri-fighter) and kill enemies ship-to-ship. The Balance-class ships don't have the raw payload of Bombers to be even slightly effective against capital ships and are far less effective at ship-to-ship combat than Fighters. The only possible, ''concrete'' advantage Balance ships have against Fighters is that they can attack enemies within the range of the opposing capital ship's automated defenses if nobody's heading into the enemy ship to disable them - mildly annoying for a Balance ship and beneath notice for a Bomber, but a lightly-armored Fighter will get pasted within five seconds of entering their range.



** ''[[VideoGame/CallOfJuarezTheCartel The Cartel]]'' likewise has this role fall upon Eddie, who specializes in the one-handed submachine guns. Presumably meant as the short-range specialist against Ben's mid-range machine guns and Kim's long-range sniper rifles, he's ultimately got no specific strengths that the other characters can't outmatch, as Ben also specializes in the shotguns, which do just as well in close-quarters, and the pistols, which make up 70% of the game's arsenal, can be [[GunsAkimbo mixed-and-matched]] to increase the rate of fire and overall capacity, and [[SniperPistol as typical]] are a bit better at longer ranges than Eddie's one-handed [=SMGs=]. Kim likewise isn't hurting for close-range fighting either, getting a secondary bonus with the assault rifles and two-handed [=SMGs=], which can cover nearly all ranges just fine. Not to mention as well that his special ability, using the one-handed [=SMGs=] two at a time like pistols, is ultimately redundant as, if you really want something full-auto while using two guns at once, there's a very easy to activate glitch that lets Ben and Kim use an SMG alongside a pistol as well.

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** ''[[VideoGame/CallOfJuarezTheCartel The Cartel]]'' likewise has this role fall upon Eddie, who specializes in the one-handed submachine guns. Presumably meant as the short-range specialist against Ben's mid-range machine guns and Kim's long-range sniper rifles, he's ultimately got no specific strengths that the other characters can't outmatch, as outmatch - Ben also specializes in the shotguns, which shotguns (which do just as well in close-quarters, close-quarters) and the pistols, which pistols (which make up 70% of the game's arsenal, can be [[GunsAkimbo mixed-and-matched]] to increase the rate of fire and overall capacity, and [[SniperPistol as typical]] are a bit better at longer ranges than Eddie's one-handed [=SMGs=]. [=SMGs=]), while Kim likewise isn't hurting for close-range fighting either, getting a either since her secondary bonus with specialization is in the assault rifles and two-handed [=SMGs=], which can cover nearly all ranges just fine. Not to mention as well that his special ability, using the one-handed [=SMGs=] two at a time like pistols, is ultimately redundant as, if you really want something full-auto while using two guns at once, there's a very easy to activate glitch that lets Ben and Kim use an SMG alongside a pistol as well.



* Jedi Sentinels in the first ''VideoGame/KnightsOfTheOldRepublic'' have the combat abilities of a consular (pure caster), and only slightly better Force powers than a Guardian, in exchange for skill points and immunities to various Force powers (that many items can also negate, and which only bosses use anyways). Fixed entirely in the second game, where skill points determine - among other things - your ability to craft upgrades, allowing a Sentinel to build super-equipment and make up for any of their own deficiencies, and further averted with its corresponding {{Prestige Class}}es, the Jedi Watchman/Sith Assassin, which are built around [[InTheBack sneak attack damage]] and the former has one of the best saving throws in the game.

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* Jedi Sentinels in the first ''VideoGame/KnightsOfTheOldRepublic'' have the combat abilities of a consular (pure caster), and only slightly better Force powers than a Guardian, Guardian (essentially a pure fighter), in exchange for skill points and immunities to various Force powers (that many items can also negate, and which only bosses use anyways). Fixed entirely in [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the second game, game]], where skill points determine - among other things - your ability to craft upgrades, allowing a Sentinel to build super-equipment and make up for any of their own deficiencies, and further averted with its corresponding {{Prestige Class}}es, the Jedi Watchman/Sith Assassin, which are built around [[InTheBack sneak attack damage]] and the former has one of the best saving throws in the game.



* The [[TierInducedScrappy much-hated]] M3 Lee in ''VideoGame/{{World of Tanks}}'' suffers from this status. This tier 4 medium tank has only the [[FixedForwardFacingWeapon hull-mounted gun]] gun as the usable weapon (very much like a tank destroyer) while the its turret is unusable. Subsequently this tank cannot fulfill the roles of either a tank destroyer or a medium tank. The positioning of its gun means that the tank must turn its entire body, making it too cumbersome for aggressive flanking attacks suitable for mediums. Furthermore, it still retains the unusable turret that can be shot at and is highly visible, preventing it from successfully ambushing foes like a tank destroyer. Coupled with the fact that it has mediocre penetration and armor, the M3's inability to fulfill a specific role sufficiently makes it one of the worst tank in the game.

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* The [[TierInducedScrappy much-hated]] M3 Lee in ''VideoGame/{{World of Tanks}}'' suffers from this status. This tier 4 medium tank has only the [[FixedForwardFacingWeapon hull-mounted gun]] gun as the a usable weapon (very much like a tank destroyer) while the its turret is unusable. Subsequently Subsequently, this tank cannot fulfill the roles of either a tank destroyer or a medium tank. The positioning of its gun means that the tank must turn its entire body, making it too cumbersome for aggressive flanking attacks suitable for mediums. Furthermore, it still retains the unusable turret that can be shot at and is highly visible, preventing it from successfully ambushing foes like a tank destroyer. Coupled with the fact that it has mediocre penetration and armor, the M3's inability to fulfill a specific role sufficiently makes it one of the worst tank tanks in the game.
20th Jan '18 5:21:06 PM Kadorhal
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* The Survivalist perk in ''VideoGame/KillingFloor2'' ends up falling into this role by virtue of attempting to be a JackOfAllStats that combines some attributes of every class. This comes in the form of a universal damage bonus that applies to every weapon in the game, but which isn't as much of a bonus as the perk it's dedicated to would get at the same level. Skills allow it minor specilization, but even that's still generally split across half the perks in the game, such as its first two choices being options of faster reloads for either the quicker perks (Commando, Gunslinger and SWAT) or the heavier ones (Sharpshooter, Support and Demolitionlist). Another potential problem with it as well is that the weapon you spawn with when playing as the perk is completely random based on those any of the other nine perks can spawn with, so it's a crapshoot as to whether you'll start with a weapon you actually specialized your skills towards. If your team already has a good set of varied perks, the Survivalist is good for supporting them all at once, but if you want or need to do something more specific you're better off just taking the perk that does that.

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* The Survivalist perk in ''VideoGame/KillingFloor2'' ends up falling into this role by virtue of attempting to be a JackOfAllStats that combines some attributes of every class. This comes in the form of a universal damage bonus that applies to every weapon in the game, but which isn't as much of a bonus as the perk it's dedicated to would get at the same level. Skills allow it minor specilization, but even that's still generally split across half the perks in the game, such as its first two choices being options of faster reloads for either the quicker perks (Commando, Gunslinger and SWAT) or the heavier ones (Sharpshooter, Support and Demolitionlist). Another potential problem with it as well is that the weapon you spawn with when playing as the perk is completely random based on those any of the other nine perks can spawn with, so it's a crapshoot as to whether you'll start with a weapon you actually specialized your skills towards. If your team already has a good set of varied perks, the Survivalist is good for supporting them all at once, once (e.g. keeping health up for players who aren't as injured while the dedicated Medic focuses on those closer to death) and letting the player in question use whatever they want while doing so, but if you want or need to do something more specific you're better off just taking the perk that does that and only that.



* Back in the day, this was a huge problem for hybrids in ''VideoGame/WorldOfWarcraft'', especially in PlayerVersusEnvironment gameplay. Druids made for completely awful tanks, physical DPS, magic DPS and were also slightly subpar in healing. Shaman could heal okay, but again, didn't deal much damage. Paladins also had an unimpressive damage output, and weren't good at soaking up damage, but they had the best buffs in the game, didn't need to use totems, and were arguably the best healers. The Burning Crusade expansion took care of most of the deficiencies until basically they became specialized and differentiated from the basic healer, the priest. Now, the 'pure' classes like the Mage, Warlock and Rogue are frustrated that they do not add much versatility, and they do not excel over the supposed 'jack of all trades, Master Of None' classes.\\

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* Back in the day, this was a huge problem for hybrids in ''VideoGame/WorldOfWarcraft'', especially in PlayerVersusEnvironment gameplay. Druids made for completely awful tanks, physical DPS, magic DPS and were also slightly subpar in healing. Shaman could heal okay, but again, didn't deal much damage. Paladins also had an unimpressive damage output, and weren't good at soaking up damage, but they had the best buffs in the game, didn't need to use totems, and were arguably the best healers. The Burning Crusade expansion took care of most of the deficiencies until basically they became specialized and differentiated from the basic healer, the priest. Now, the 'pure' classes like the Mage, Warlock and Rogue are frustrated that they do not add much versatility, and they do not excel over the supposed 'jack 'master of all trades, Master Of None' none' classes.\\



** The ''B-Wing'' expansion forces this upon the humble Y-Wing. The Y-Wing was slower and less maneuverable than the X-Wing or especially the A-Wing, but had its niche with heavier armor and shielding and [[MightyGlacier a larger payload of missiles]], alongside being the only one of the three to have ion cannons for disabling enemy craft. Then came the B-Wing, which did everything the Y-Wing does better - faster and more maneuverable (not quite on the level of the other two, but still a noticeable improvement), an even larger missile payload, and not only also having ion cannons, but having ''three'' of each cannon to the Y-Wing's two. At that point the only advantage the Y-Wing has over the B-Wing is a more agreeable placement of those cannons (in-line with the nose on the Y-Wing, versus spread out across the tips of the long wings for the B-Wing), which is negligible.

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** The ''B-Wing'' expansion forces this upon the humble Y-Wing. The Y-Wing was slower and less maneuverable than the X-Wing or especially the A-Wing, but had its niche with heavier armor and shielding and [[MightyGlacier a larger payload of missiles]], alongside being the only one of the three to have ion cannons for disabling enemy craft. Then came the B-Wing, which did everything the Y-Wing does better - faster and more maneuverable (not quite on the level of the other two, but still a noticeable improvement), improvement) with similar durability, an even larger missile payload, and not only also having ion cannons, but having ''three'' of each cannon to the Y-Wing's two. At that point the only advantage the Y-Wing has over the B-Wing is a more agreeable placement of those cannons (in-line with the nose on the Y-Wing, versus spread out across the tips of the long wings for the B-Wing), which is negligible.negligible in any cases except being at knife-fight distance from another fighter.



** In-universe, this also befalls the T-Wing, which was introduced in ''TIE Fighter''. Designed as a replacement for the A-Wing interceptor, it ended up combining a similar lack of armor or shielding with maneuverability and speed closer to the X-Wing; the only upside was that it also had similar missile counts to the heavier-armed X-Wing. It nevertheless became popular and useful among third-parties when the Alliance started selling them off to make a profit and sticking with the A-Wing for its role.

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** In-universe, this also befalls the T-Wing, which was introduced in ''TIE Fighter''. Designed as a replacement for the A-Wing interceptor, it ended up combining a similar lack of armor or shielding with maneuverability and speed closer to the X-Wing; the only upside was that it also had similar missile counts to the heavier-armed X-Wing. It The Alliance ended up sticking with the A-Wing for its role and just sold off their T-Wings to make a profit, where it nevertheless became popular and useful among third-parties when the Alliance started selling them off to make a profit and sticking with the A-Wing for its role.neutral parties who bought them.


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* The UsefulNotes/Nintendo64 helicopter game ''Chopper Attack'' had this befall the "AGAM', a combined air-to-air and air-to-ground missile. It simplifies things significantly by having one missile type that can take on any sort of target rather than having to constantly switch between dedicated AA or AG weapons, but this comes at the downside of a single AGAM costing almost as much as one AAM and one AGM ''combined'' - for the cost, one of each of the dedicated missiles is more effective than a single multi-purpose one, since it's only 200 more bucks at that point to be able to effectively kill two targets instead of just one. The same befalls the homing cluster bomb, which adds homing capability to a weapon that least ''needs'' homing capability, thus also giving it a weakness to flares that everyone from the third mission on can throw out when needed, with no upgrades to damage dealt or how fast it goes over the regular cluster bomb, yet it costs ''five times'' as much.
15th Jan '18 2:01:52 PM Kadorhal
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** Jacob is another case. He has both Pull and Incendiary Ammo as incendiary powers, rather than only one of each like, respectively, Jack and Grunt, but in addition to them not being incredibly useful later on, Jack and Grunt are better in combat. He gets Lift Grenades in ''Citadel'', but again doesn't bring anything else special, as another teammate (Wrex this time) has the same power and also happens to be better in combat than Jacob. It's only with his Loyalty Power, Barrier, that the tables turn in his favor, as Barrier activates faster and with more upgrades than other shield powers like Fortification or Geth Shield Boost, turning Jacob from someone you only use when you have to into the resident StoneWall.

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** Jacob is another case. case as far as offense goes. He has both Pull and Incendiary Ammo as incendiary offensive powers, rather than only one of each like, respectively, Jack and Grunt, but in addition to them not being incredibly useful later on, Jack and Grunt are better in direct combat. He gets Lift Grenades in ''Citadel'', but again doesn't bring anything else special, as another teammate (Wrex this time) has the same power and also happens to be better in combat than Jacob. It's only with his Loyalty Power, Barrier, that the tables turn in his favor, as Barrier activates faster and with more upgrades than other shield powers like Fortification or Geth Shield Boost, turning Jacob from someone you only use when you have to into the resident StoneWall.
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