History Main / MasterOfNone

23rd Nov '16 6:39:00 PM Divra
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* The spadroon was a type of cut-and-thrust sword popular in the late 18th century. Designed to be light enough to match a smallsword in an exchange of thrusts, but heavy enough to do some cutting, it ended up too light to cut well, but too flexible to be useful on the thrust, and the design quietly fell out of fashion.

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* The spadroon was a type of cut-and-thrust sword popular in the late 18th century. Designed to be light enough to match a smallsword in an exchange of thrusts, but heavy enough to do some cutting, it ended up too light to cut well, but too flexible to be useful on the thrust, and the design quietly fell out of fashion. Modern re-enactors often state (not entirely jokingly) that the only combat use for a spadroon is to point out which way your subordinates should be heading.
2nd Nov '16 5:43:24 PM PkmnFightr
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* AssociationFootball: Some footballers became known for being "Utility Players"; versatile enough to play multiple positions, but not skilled enough at a particular position to become a regular starter. The msot famous example happens to be Manchester United fan-favorite John O'Shea: while he was merely a decent squad player in Sir Alex Ferguson's legendary United teams, his versatility and diverse skill set allowed him to play center back, right back, left back, defensive midfielder, and '''GOALKEEPER!''' (No, [[https://www.youtube.com/watch?v=79NLmSokD2I we are not kidding]]). Nowadays, the most well-known utility players include Man United's Daley Blind and Liverpool's James Milner.
1st Nov '16 5:08:47 PM Alceister
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* The F-35 is widely considered this: in trying to be a JackOfAllStats while still trying to be a stealth super-plane, it quickly became apparent that it was an overly costly and ultimately redundant design. It should be noted that this aircraft is forced to be three different aircraft in one - the Air Force wants a conventional multi-role fighter, the Navy wants a carrier-based fighter with longer range, and the Marines want a VTOL aircraft to replace the AV-8B Harrier - which is especially damning given that A) every other successful multirole warplane was not deliberately designed as such (every design that tried ended up being single-role), and B) every successful ''stealth'' warplane was single-role (and almost none of them were fighters). The project's goal of "commonality" between all three services has essentially meant that every service was forced to accept compromises: a feature designed to satisfy one service requirement would have been completely unnecessary for the other two services. As such, the USAF and Marines ended up with a far heavier fighter than they required, and the Navy had to accept a plane without redundant engines. Furthermore, the desire to fulfill so many roles with one aircraft has meant that many systems have yet to be mature, despite a protracted development period. Compounding this situation is that the F-35 is simply outshone to a large degree by almost every specialist aircraft in service. It is too fast to serve as a close-air weapon support platform like the A-10, it is too lightly armed in some configurations to function as an air-superiority fighter or fighter bomber like some of its illustrious predecessors such as the F-16 and F/A-18, and it is too expensive to use as a dedicated interceptor.

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* The F-35 is widely considered this: in trying to be a JackOfAllStats while still trying to be a stealth super-plane, it quickly became apparent that it was an overly costly and ultimately redundant design. It should be noted that this aircraft is forced to be three different aircraft in one - the Air Force wants a conventional multi-role fighter, the Navy wants a carrier-based fighter with longer range, and the Marines want a VTOL aircraft to replace the AV-8B Harrier - which is especially damning given that A) every other successful multirole warplane was not deliberately designed as such (every design that tried ended up being single-role), and B) every successful ''stealth'' warplane was single-role (and almost none of them were fighters). The project's goal of "commonality" between all three services has essentially meant that every service was forced to accept compromises: a feature designed to satisfy one service requirement would have been completely unnecessary for the other two services. As such, the USAF and Marines ended up with a far heavier fighter than they required, and the Navy had to accept a plane without redundant engines. Furthermore, the desire to fulfill so many roles with one aircraft has meant that many systems have yet to be mature, despite a protracted development period. Compounding this situation is that the F-35 is simply outshone to a large degree by almost every specialist aircraft in service. It is too fast to serve as lacks the loitering capability of a close-air weapon close air support platform like the A-10, it is too lightly armed in some configurations to function as an air-superiority fighter or fighter bomber like some of its illustrious predecessors such as the F-16 and F/A-18, and it is too expensive to use as a dedicated interceptor.
22nd Sep '16 6:04:18 AM jormis29
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* The Eclipse Caste of the Solar {{Exalted}} (and their Infernal and Abyssal variants, the Fiends and Moonshadows) are both this and the MinmaxersDelight, for entirely different reasons. On the one hand, several of their Caste abilities are woefully underdeveloped mechanically, making their core role as diplomats incredibly difficult to fulfill. On the other hand, their anima power allows them to [[PowerCopying learn the Charms of other beings]], creating unintentional and [[GameBreaker game-breaking]] synergies that no one else has access to.

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* The Eclipse Caste of the Solar {{Exalted}} TabletopGame/{{Exalted}} (and their Infernal and Abyssal variants, the Fiends and Moonshadows) are both this and the MinmaxersDelight, for entirely different reasons. On the one hand, several of their Caste abilities are woefully underdeveloped mechanically, making their core role as diplomats incredibly difficult to fulfill. On the other hand, their anima power allows them to [[PowerCopying learn the Charms of other beings]], creating unintentional and [[GameBreaker game-breaking]] synergies that no one else has access to.
16th Sep '16 8:22:33 PM GentlemensDame883
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* SPARK in ''VideoGame/{{XCOM 2}}'' have skills that can replicate those of other classes', but less effectively. They can remotely hack like Specialists, but their Hack stat is terrible. They can melee attack like Rangers, but can't deal status effects or have the advanced skills that keep lategamer melee-focused Rangers relevant. Bombard allows them to blow things up at range like the Grenadier's GrenadeLauncher, but without the specialised grenades or perks Grenadiers get to use.

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* SPARK in ''VideoGame/{{XCOM 2}}'' have skills that can replicate those of other classes', but less effectively. They can remotely hack like Specialists, but their Hack stat is terrible. They can melee attack like Rangers, but can't deal status effects or have the advanced skills that keep lategamer lategame melee-focused Rangers relevant. Bombard allows them to blow things up at range like the Grenadier's GrenadeLauncher, but without the specialised grenades or perks Grenadiers get to use.
15th Sep '16 5:16:20 PM Camundongo
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** Chaos Space Marines have taken this slot - intended to be a dark version of the Space Marines, their aging codex and power creep in the game in general have left them worse at mobility, shooting and assault than their Jack of all Trades Loyalist brethren.
2nd Sep '16 12:37:49 PM Kadorhal
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* The Balance-class ships in space battles in ''VideoGame/StarWarsBattlefront 2'' (i.e., X-Wings, TIE Fighters, ARC-170's and Droid Starfighters/Vulture Droids). Anyone who knows what they're doing will immediately get in a Bomber-class ship (Y-Wings, TIE Bombers, V-Wings and CIS Strike Bombers) 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 are ideal. 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-Wings, TIE Interceptors, Republic Starfighters and Droid Tri-fighters) 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 advantage Balanced-class ships could have is the ability to switch up their strategy on the fly or chasing enemies closer towards their own capital ship (a stunt that will get you immediately blasted out of the sky by its auto-defenses in a lightly-armored Fighter), but due to the way the game is set up, the need for this is practically non-existent.

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* The Balance-class ships in space battles in ''VideoGame/StarWarsBattlefront 2'' (i.e., X-Wings, X-Wing, TIE Fighters, ARC-170's Fighter, ARC-170 and Droid Starfighters/Vulture Droids). Starfighter/Vulture Droid). Anyone who knows what they're doing will immediately get in a Bomber-class ship (Y-Wings, (Y-Wing, TIE Bombers, V-Wings Bomber, V-Wing and CIS Strike Bombers) 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 are ideal. - 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-Wings, (A-Wing, TIE Interceptors, Interceptor, Republic Starfighters Starfighter and Droid Tri-fighters) 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 possible, ''concrete'' advantage Balanced-class Balance ships could have against Fighters is the ability to switch up their strategy on the fly or chasing that they can attack enemies closer towards their own within the range of the opposing capital ship's automated defenses - mildly annoying for a Balance ship (a stunt that will get you immediately blasted out of the sky by its auto-defenses in and beneath notice for a Bomber, but a lightly-armored Fighter), but due to the way the game is set up, the need for this is practically non-existent.Fighter will get pasted within five seconds of entering their range.



* For the starting handguns in ''VideoGame/CallOfDutyBlackOps'', this befalls the humble M1911. All three of the starting handguns deal the same damage at the same ranges, so it's ultimately their secondary characteristics that determine which is the better sidearm, and in that area the M1911 ''at best'' can only match one attribute of another handgun that is usually worse at it than the third. It beats the ASP in attachment options, but so does the Makarov, which also beats them both in mag capacity. It beats the Makarov in capacity with Extended Mags, but that also extends its reloading time, which the ASP already beats both of them in. It gets a rate of fire increase with Dual Wield that the Makarov doesn't get, but that only makes it equal the rate of fire the ASP has at all times. The later CZ-75 beats them all in capacity, especially with extended mags, and the Python, while losing out in reload speed (which can be rectified) and capacity, makes up for it with [[RevolversAreJustBetter greater damage]] and [[SniperPistol potential at range]]. All of the other available secondary weapons are meant for specific roles, primarily destroying enemy killstreaks, but when used on other players are all a OneHitKill anyway.
* Another weapon example: assault rifles in ''VideoGame/{{Borderlands 2}}''. They're toted as being more powerful and longer-reaching than SMG's, which they indeed do for a tradeoff in fire rate, reload speed and elemental proc chance. Problem is, they get trumped in their middle-range field by any half-decent Vladof machine pistol (especially if it has the shoulder stock accessory), all of which reload faster as well. Those that can hit at long range have anemic damage, at which point you're better off just using a sniper rifle. And if you're going the Jakobs route of semi-autos, they have the worst recoil of all - better just [[SniperPistol snipe with your wheelgun]].

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* For the starting handguns in ''VideoGame/CallOfDutyBlackOps'', this befalls the humble M1911. All three of the starting handguns deal the same damage at the same ranges, so it's ultimately their secondary characteristics that determine which is the better sidearm, and in that area the M1911 ''at best'' can only match one attribute of another handgun that is usually worse at it than the third. It beats the ASP in attachment options, but so does the Makarov, which also beats them both in mag capacity. It beats the Makarov in capacity with Extended Mags, but that also extends its reloading time, which the ASP already beats both of them in. It gets a rate of fire increase with Dual Wield that the Makarov doesn't get, but that only makes it equal the rate of fire the ASP has at all times.times, alongside the inability to aim down the sights to make the faster rate of fire worth anything beyond point-blank range (at that point, if you want to go Akimbo you're better off doing it with a fully-automatic, higher-capacity SMG). The later CZ-75 beats them all in capacity, especially with extended mags, and the Python, while losing out in reload speed (which can be rectified) and capacity, makes up for it with [[RevolversAreJustBetter greater damage]] and [[SniperPistol potential at range]]. All of the other available secondary weapons are one-shot weapons meant for specific roles, primarily destroying enemy killstreaks, but when used on other players are all a OneHitKill anyway.
* Another weapon example: assault rifles in ''VideoGame/{{Borderlands 2}}''. They're toted touted as being more powerful and longer-reaching than SMG's, [=SMGs=], which they indeed do for a tradeoff in fire rate, reload speed and elemental proc chance. Problem is, they get trumped in their middle-range field by any half-decent Vladof machine pistol (especially if it has the shoulder stock accessory), all of which reload faster as well. Those that can ''[[ATeamFiring can]]'' hit at long range have [[ArbitraryGunPower anemic damage, damage]], at which point you're better off just using a sniper rifle. And if you're going the Jakobs route of semi-autos, they have the worst recoil of all - better just [[SniperPistol snipe with your wheelgun]].



* Back in the day, this was a huge problem for hybrids in ''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 ''WorldOfWarcraft'', ''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.\\



* [[http://rpgcodex.net/phpBB/viewtopic.php?p=712266&highlight=#712266 According to the Let's Play]], Charlatans in ''VideoGame/{{Drakensang}}'' due to the games system of buying new abilities with EXP, forcing their abilities to be spread thin, or to abandon some facets.
* 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... completely worthless in the first game and immunities to various force powers (that many items can negate, and 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 further averted with its corresponding {{Prestige Class}}es, the Jedi Watchman/Sith Assassin, which are built around [[InTheBack sneak attack damage]].

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* [[http://rpgcodex.net/phpBB/viewtopic.php?p=712266&highlight=#712266 According to the Let's Play]], Charlatans in ''VideoGame/{{Drakensang}}'' due to the games game's system of buying new abilities with EXP, forcing their abilities to be spread thin, or to abandon some facets.
* Jedi Sentinels in the first ''VideoGame/KnightsOfTheOldRepublic'' have the combat abilities of a consular (pure caster), and only slightly better force Force powers than a Guardian Guardian, in exchange for skill points... completely worthless in the first game points and immunities to various force 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, 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]].
28th Aug '16 7:13:54 AM GentlemensDame883
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* SPARK in ''VideoGame/{{XCOM 2}}'' have skills that can replicate those of other classes', but less effectively. They can remotely hack like Specialists, but their Hack stat is terrible. They can melee attack like Rangers, but can't deal status effects or have the advanced skills that keep lategamer melee-focused Rangers relevant. Bombard allows them to blow things up at range like the Grenadier's GrenadeLauncher, but without the specialised grenades or perks Grenadiers get to use.
25th Aug '16 5:32:09 PM Vir
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** Mixed-attackers tend to be this. Consisting of Pokemon trained in both physical and special moves, they're valued for their ability to hit both defenses, countering purpose-built walls like Blissey and Skarmory. However, their attacking stats are often far lower than a specialist Pokemon's single stat, their movepools have less space and tend to have less coverage, and given the need to EV train two stats, they're [[GlassCannon often slower and more fragile]]. Most "mixed attackers" are actually physical or special attackers who keep an unexpected move as a last resort.

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** Mixed-attackers tend to be this. Consisting of Pokemon Pokémon trained in both physical and special moves, they're valued for their ability to hit both defenses, countering purpose-built walls like Blissey and Skarmory. However, their attacking stats are often far lower than a specialist Pokemon's Pokémon's single stat, their movepools have less space and tend to have less coverage, and given the need to EV train two stats, they're [[GlassCannon often slower and more fragile]]. Most "mixed attackers" are actually physical or special attackers who keep an unexpected move as a last resort.
18th Aug '16 10:15:26 PM Gadjiltron
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** Medics in ''Etrian Odyssey IV'' fall under this once subclassing becomes available. A lot of their healing skills become sufficiently powerful at half their max level, meaning that anything a Medic main can do, a Runemaster or Arcanist with a Medic subclass can similarly accomplish. Their offense skills (Heavy Strike or Stardrop) are at their best when going first, but the Medic's own Strength and Agility stats are average and do not synergize well without assistance. To rub salt in the wound, Dancers have better stats than the Medic and can both heal and buff.
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