History Main / MasterOfNone

23rd May '17 8:54:34 PM RomanBowler
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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, 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]].

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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, 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]].damage]] and the former has one of the best saving throws in the game.
20th May '17 11:28:47 AM nombretomado
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* In the ''Franchise/{{Ultima}}'' series from [[VideoGame/UltimaIV part four]] onwards, the Shepherd class is the EmbodimentOfVirtue of [[HumbleHero Humility]] and therefore has low stats across the board (compare/contrast the Ranger class, which has [[JackOfAllTrades medium stats in everything]]). As a consequence, Katrina, the series' Shepherd NonPlayerCompanion, usually plays TheLoad to the PlayerParty in games that require recruiting her.

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* In the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series from [[VideoGame/UltimaIV part four]] onwards, the Shepherd class is the EmbodimentOfVirtue of [[HumbleHero Humility]] and therefore has low stats across the board (compare/contrast the Ranger class, which has [[JackOfAllTrades medium stats in everything]]). As a consequence, Katrina, the series' Shepherd NonPlayerCompanion, usually plays TheLoad to the PlayerParty in games that require recruiting her.
19th May '17 8:19:19 AM Kadorhal
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* Competitive ''VideoGame/TeamFortress2'' circles assign this to the Pyro class--Pyros are among the least seen classes because their abilities, while considerable, are simply overshadowed by the other choices available to a 6-man team. Pyros can move quicker than most of the common competitive classes and excels at short range, but the [[FragileSpeedster Scout]] is both faster and more agile, and deals damage in bigger chunks. It's a good defensive class in close quarters, but the [[MightyGlacier Heavy]] has better range, more health, and deals more damage. Spy checking, Ubercharge denial, and sentry defense, its remaining important uses, simply don't account for much competitive playtime due to the lack of need or lack of acceptance of the role. Even its last remaining ability, damage over time (something only a select few other classes, using specific weapons, can inflict), isn't all that helpful anymore as every other update over the first four or five years introduced another easy-to-use weapon or ability to extinguish someone that a Pyro has set on fire. Ironically, this puts the Pyro (considered one of the classes requiring the least thinking to play) together with the Spy (considered the class requiring the most thinking to play) in the bottom of the competitive class tier--neither class' abilities play into a match strongly enough to justify their regular inclusion in a 6 vs. 6 skirmish.
** They are strong in competitive 9v9 Highlander, however. You will want to deprive the enemy Ubercharge or kill the enemy Pyro before pushing in with your own Ubercharge first, as a defensive Pyro can utterly shut down an Uber push, especially if he receives an Ubercharge himself.
* 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 - 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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* Competitive ''VideoGame/TeamFortress2'' circles assign this to the Pyro class--Pyros are among the least seen classes because their abilities, while considerable, are simply overshadowed by the other choices available to a 6-man team. Pyros can move quicker than most of the common competitive classes and excels at short range, but the [[FragileSpeedster Scout]] is both faster and more agile, and deals damage in bigger chunks. It's a good defensive class in close quarters, but the [[MightyGlacier Heavy]] has better range, more health, and deals more damage. Spy checking, Ubercharge denial, and sentry defense, its remaining important uses, simply don't account for much competitive playtime due to the lack of need or lack of acceptance of the role. Even its last remaining ability, damage over time (something only a select few other classes, using classes can inflict with specific weapons - the Pyro can do it with any of their primary weapons, can inflict), a good deal of their secondaries, and even one or two melee weapons), isn't all that helpful anymore as every other update over the first four or five years introduced another easy-to-use weapon or ability to extinguish someone that a Pyro has set on fire. Ironically, this puts the Pyro (considered one of the classes requiring the least thinking to play) together with the Spy (considered the class requiring the most ''most'' thinking to play) in the bottom of the competitive class tier--neither tier -- neither class' abilities play into a match strongly enough to justify their regular inclusion in a 6 vs. 6 skirmish.
**
skirmish. They are strong in competitive 9v9 Highlander, Highlander (where only one of each class is allowed per team), however. You will want to deprive the enemy Ubercharge or kill the enemy Pyro before pushing in with your own Ubercharge first, as a defensive Pyro can utterly shut down an Uber push, especially if he receives an Ubercharge himself.
* 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.



** ''[[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 compete with, 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, 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.
* 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, 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.

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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 compete with, 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, 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.
* 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, sidearm - and in that area area, the M1911 can ''at best'' can only match one attribute of another handgun that one of the other two, which is usually worse at it than the third.third anyway. 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, 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.
19th May '17 8:09:23 AM Kadorhal
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* The Y-Wing in ''Franchise/StarWars'' was designed to be a JackOfAllStats, but by the time of the films it had been equaled or surpassed in all areas by the X-Wing. This is demonstrated in the [[Film/ANewHope Battle of Yavin]], where while having a similarly-poor survival rate to the X-Wing (only two X-Wings survived to the single Y-Wing, but there were twice as many X-Wings), the Y-Wings overall did much worse in the battle, every one that tried to make the trench run getting shot down shortly after entering the trench, while X-Wings managed to make the entire run down it to the exhaust port twice. This is justified in that the Y-Wing is also an artifact from [[WesternAnimation/StarWarsTheCloneWars the Clone Wars]], and it was much more effective twenty years ago as a strike bomber. As the films indicate, time has not been kind to it.

to:

* The Y-Wing in ''Franchise/StarWars'' was designed to be a JackOfAllStats, but by the time of the films it had been equaled or surpassed in all areas by the X-Wing. This is demonstrated in the [[Film/ANewHope Battle of Yavin]], where while having a similarly-poor survival rate to the X-Wing (only (twice as many X-Wings were sent to battle as Y-Wings, but only two X-Wings survived to the single Y-Wing, but there were twice as many X-Wings), one Y-Wing), the Y-Wings overall did much worse in the battle, every one that tried to make the trench run getting shot down shortly after entering the trench, while X-Wings managed to make the entire run down it to the exhaust port twice. This is justified in that the Y-Wing is also an artifact from [[WesternAnimation/StarWarsTheCloneWars the Clone Wars]], and it was much more effective twenty years ago as a strike bomber. As the films indicate, time has not been kind to it.



* The ''Kiev'' and ''Kuznetsov'' class aircraft carriers have been discontinued largely because of their inability to function as either aircraft carriers or missile cruisers. Created during the Cold War partly to [[LoopholeAbuse abuse a loophole]][[note]]Under the Montreux Convention, a pure aircraft carrier cannot cross the Bosphorus. A cruiser that just so happens to carry aircraft, as the ''Kiev'' and ''Kuznetsov'' are classified, is perfectly fine[[/note]], they carry both long-ranged anti-ship missiles and aircraft. In theory, this arrangement would make them more economical and survivable, as conventional carriers lack the ability to defend themselves besides launching planes. However, this arrangement actually made the ships ''more'' vulnerable and ''less'' cost-effective. The anti-ship missiles used up space that could've been used for storing munitions, fuel, and aircraft, limiting the versatility and effectiveness of the ship's air wing; conversely, the size requirements of carrying aircraft make them a far larger target than comparably-armed warships, in addition to imposing higher manpower requirements. As a result, the ships have neither the versatility and offensive capability of a true carrier, nor the survivability and efficiency of a missile cruiser. Subsequently, all ''Kiev'' ships have been scrapped while the remaining ''Kuznetsov'' ships have been retooled into dedicated carriers.

to:

* The ''Kiev'' and ''Kuznetsov'' class aircraft carriers have been discontinued largely because of their inability to function as either aircraft carriers or missile cruisers. Created during the Cold War partly to [[LoopholeAbuse abuse a loophole]][[note]]Under the Montreux Convention, a pure aircraft carrier cannot cross the Bosphorus. A However, a cruiser that just ''just so happens happens'' to carry aircraft, as the ''Kiev'' and ''Kuznetsov'' are classified, is perfectly fine[[/note]], fine.[[/note]], they carry both long-ranged anti-ship missiles and aircraft. In theory, this arrangement would make them more economical and survivable, as conventional carriers lack the ability to defend themselves besides launching planes. However, this arrangement actually made the ships ''more'' vulnerable and ''less'' cost-effective. The anti-ship missiles used up space that could've been used for storing munitions, fuel, and aircraft, limiting the versatility and effectiveness of the ship's air wing; conversely, the size requirements of carrying aircraft make them a far larger target than comparably-armed warships, in addition to imposing higher manpower requirements. As a result, the ships have neither the versatility and offensive capability of a true carrier, nor the survivability and efficiency of a missile cruiser. Subsequently, all ''Kiev'' ships have been scrapped while the remaining ''Kuznetsov'' ships have been retooled into dedicated carriers.
15th May '17 4:16:01 PM Kadorhal
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* The ''Kiev'' and ''Kuznetsov'' class aircraft carriers have been discontinued largely because of their inability to function as either aircraft carriers or missile cruisers. Created during the Cold War partly to [[LoopholeAbuse abuse a loophole]][[note]]Under the Montreux Convention, a pure aircraft carrier cannot cross the Bosphorus, but a cruiser that just so happens to carry aircraft is perfectly fine[[/note]], they carry both long-ranged anti-ship missiles and aircraft. In theory, this arrangement would make them more economical and survivable, as conventional carriers lack the ability to defend themselves besides launching planes. However, this arrangement actually made the ships ''more'' vulnerable and ''less'' cost-effective. The anti-ship missiles used up space that could've been used for storing munitions, fuel, and aircraft, limiting the versatility and effectiveness of the ship's air wing; conversely, the size requirements of carrying aircraft make them a far larger target than comparably-armed warships, in addition to imposing higher manpower requirements. As a result, the ships have neither the versatility and offensive capability of a true carrier, nor the survivability and efficiency of a missile cruiser. Subsequently, all ''Kiev'' ships have been scrapped while the remaining ''Kuznetsov'' ships have been retooled into dedicated carriers.

to:

* The ''Kiev'' and ''Kuznetsov'' class aircraft carriers have been discontinued largely because of their inability to function as either aircraft carriers or missile cruisers. Created during the Cold War partly to [[LoopholeAbuse abuse a loophole]][[note]]Under the Montreux Convention, a pure aircraft carrier cannot cross the Bosphorus, but a Bosphorus. A cruiser that just so happens to carry aircraft aircraft, as the ''Kiev'' and ''Kuznetsov'' are classified, is perfectly fine[[/note]], they carry both long-ranged anti-ship missiles and aircraft. In theory, this arrangement would make them more economical and survivable, as conventional carriers lack the ability to defend themselves besides launching planes. However, this arrangement actually made the ships ''more'' vulnerable and ''less'' cost-effective. The anti-ship missiles used up space that could've been used for storing munitions, fuel, and aircraft, limiting the versatility and effectiveness of the ship's air wing; conversely, the size requirements of carrying aircraft make them a far larger target than comparably-armed warships, in addition to imposing higher manpower requirements. As a result, the ships have neither the versatility and offensive capability of a true carrier, nor the survivability and efficiency of a missile cruiser. Subsequently, all ''Kiev'' ships have been scrapped while the remaining ''Kuznetsov'' ships have been retooled into dedicated carriers.
15th May '17 4:07:23 PM Kadorhal
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* The Y-Wing in ''Franchise/StarWars'' was designed to be a JackOfAllStats, but by the time of the films it had been equaled or surpassed in all areas by the X-Wing. Notably, only one Y-Wing survived the Battle of Yavin (though that's a survival rate about equal to the X-Wing's, as twice as many of those came along yet only two of them survived), and overall did much worse in the battle (the Y-Wings were all shot down shortly after entering the trench, while X-Wings managed to make the entire run down it to the exhaust port twice).
** This is justified in that the Y-Wing is also an artifact from [[WesternAnimation/StarWarsTheCloneWars the Clone Wars]], and it was much more effective back then as a strike bomber. As the films indicate, time has not been kind to it.

to:

* The Y-Wing in ''Franchise/StarWars'' was designed to be a JackOfAllStats, but by the time of the films it had been equaled or surpassed in all areas by the X-Wing. Notably, only one Y-Wing survived This is demonstrated in the [[Film/ANewHope Battle of Yavin (though that's Yavin]], where while having a similarly-poor survival rate about equal to the X-Wing's, as X-Wing (only two X-Wings survived to the single Y-Wing, but there were twice as many of those came along yet only two of them survived), and X-Wings), the Y-Wings overall did much worse in the battle (the Y-Wings were all battle, every one that tried to make the trench run getting shot down shortly after entering the trench, while X-Wings managed to make the entire run down it to the exhaust port twice).
**
twice. This is justified in that the Y-Wing is also an artifact from [[WesternAnimation/StarWarsTheCloneWars the Clone Wars]], and it was much more effective back then twenty years ago as a strike bomber. As the films indicate, time has not been kind to it.



* In ''Star Wars [[ComicBook/XWingSeries Wraith Squadron]]'' Falynn Sandskimmer sees herself as this, but in reality she really is more of a JackOfAllTrades. The fact that there is always someone in the squadron that is better than her at something, [[AlwaysSecondBest not realizing that it is several different people]], causes her to take extreme risks to be the first at anything. [[spoiler: In the end she succeeds and dies at the same time.]]

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* In ''Star Wars [[ComicBook/XWingSeries Wraith Squadron]]'' Squadron]]'', Falynn Sandskimmer sees herself as this, but in reality she really is more of a JackOfAllTrades. The fact that there is always someone in the squadron that is better than her at something, [[AlwaysSecondBest not realizing that it is several different people]], causes her to take extreme risks to be the first at anything. [[spoiler: In [[spoiler:In the end she succeeds and succeeds, but dies at the same time.to do so.]]
15th May '17 3:46:04 PM Kadorhal
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* Kamil from The7thSaga. Presumably, he was worth using in the original version, but in the version we all know, his stat growths are so hampered that he ends up below average in almost every way.
* This is a potential pitfall in ''VideoGame/TheElderScrollsVSkyrim''. With the game eschewing classes in favor of an open-ended leveling system, players going the MagicKnight route are easily tempted into spreading their points too thin and not being as effective as a pure fighter or caster. Due to LevelScaling, enemies constantly get stronger, but a Magic Knight will level their magic slower than a pure caster, and spells do not scale with your level, so by the point you get the latest level of useful spells, enemies are likely going to have outlevelled them already. Plus there is the issue of balancing Mana/Stamina/Health, which likely either means your character will have too few mana to make spellcasting useful for more than a weak initial shot, too few stamina to handle themselves decently in melee, or not enough health, which opens them up to the OneHitKill attacks of dragons.
* You want to avoid this in ''VideoGame/AlphaProtocol''. Without the boost from [[NewGamePlus Veteran]] it's impossible to fully level everything and most paths don't give you the really good stuff until far in, so too generalised a spread will leave you with a deficient Mikey that can't do much usefully. The game isn't completely unbeatable this way, [[SelfImposedChallenge but it'll be difficult.]] On the flipside, completely neglecting the other aspect will end poorly; stealth/technical builds need some investment in combat skills for the unskippable bosses, and combat builds need some investment in technical to pass some puzzles.

to:

* Kamil from The7thSaga.VideoGame/The7thSaga. Presumably, he was worth using in the original version, but in the version we all know, his stat growths are so hampered that he ends up below average in almost every way.
* This is a potential pitfall in ''VideoGame/TheElderScrollsVSkyrim''. With the game eschewing classes in favor of an open-ended leveling system, players going the MagicKnight route are easily tempted into spreading their points too thin and not being as effective as a pure fighter or caster. Due to LevelScaling, enemies constantly get stronger, but a Magic Knight will level their magic slower than a pure caster, and spells do not scale with your level, so by the point you get the latest level of useful spells, enemies are likely going to have outlevelled them already. Plus there is the issue of balancing Mana/Stamina/Health, which likely either means your character will have too few little mana to make spellcasting useful for more than a weak initial shot, too few low stamina to handle themselves decently in melee, or not enough health, which opens them up health to the OneHitKill attacks of reliably take [[OneHitKill even single hits]] from more powerful enemies, especially dragons.
* You want to avoid this in ''VideoGame/AlphaProtocol''. Without the boost from [[NewGamePlus Veteran]] it's impossible to fully level everything everything, and most paths don't give you the really good stuff until far in, so too generalised a spread will leave you with a deficient Mikey that can't do much usefully. The game isn't completely unbeatable this way, [[SelfImposedChallenge but it'll be difficult.]] On the flipside, completely neglecting the other aspect [[CripplingOverspecialization will also end poorly; poorly]]; stealth/technical builds need some investment in combat skills for the unskippable bosses, and combat builds need some investment in technical skills to pass some puzzles.
15th May '17 4:10:43 AM Kadorhal
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* ''VideoGame/TheElderScrollsIIIMorrowind'' The Medium Armor skill. It is severely lacking in high end complete sets compared to Light and Heavy armors, and only has one piece of "artifact" equipment in its class (the Ebony Mail) compared to the multiple pieces for Light and Heavy. Additionally, wearing one of the best Medium armor sets (Indoril) will make [[KnightTemplar Ordinators]] (to whom that armor is sacred) try to kill on sight for the rest of the game. An attempt is made in ''Tribunal'' to avert this with Adamantium armor, but the ore is so rare and armor so expensive to have made that few players bother.

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* ''VideoGame/TheElderScrollsIIIMorrowind'' The Medium Armor skill.skill in ''VideoGame/TheElderScrollsIIIMorrowind''. It is severely lacking in high end complete sets compared to Light and Heavy armors, and only has one piece of "artifact" equipment in its class (the Ebony Mail) compared to the multiple pieces for Light and Heavy. Additionally, wearing one of the best Medium armor sets (Indoril) will make [[KnightTemplar Ordinators]] (to Ordinators]], to whom that armor is sacred) sacred, try to kill you on sight for the rest of the game. An attempt is made in ''Tribunal'' to avert this with Adamantium armor, but the ore is so rare and armor so expensive to have made that few players bother. By ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', medium armor has been dropped entirely because of this.



* This is a potential pitfall in ''VideoGame/TheElderScrollsVSkyrim''. With the game eschewing classes in favor of an open-ended leveling system, players going the MagicKnight route are easily tempted into spreading their points too thin and not being as effective as a pure fighter or caster. Due to LevelScaling, enemies constantly get stronger, but a MagicKnight will level their magic slower than a pure caster, and spells do not level-scale, so by the point you got the latest level of useful spells, enemies are likely going to have outlevelled them already, plus there is the issue of balancing Mana/Stamina/Health, which likely either means your character will have too few mana to make spellcasting useful for more than a weak initial shot, too few stamina to handle themselves decently in melee, or not enough health, which opens them up to the OneHitKill attacks of dragons.
* You want to avoid this in ''VideoGame/AlphaProtocol''. Without the boost from [[NewGamePlus Veteran]] it's impossible to fully level everything and most paths don't give you the really good stuff until far in, so too generalised a spread will leave you with a deficient Mikey that can't do much usefully. The game isn't completely unbeatable this way, [[SelfImposedChallenge but it'll be difficult.]] On the flipside, completely neglecting the other aspect will end poorly; stealth/technical builds need some investment in combat skills for the unskippable bosses and combat builds need some investment in technical to pass some puzzles.

to:

* This is a potential pitfall in ''VideoGame/TheElderScrollsVSkyrim''. With the game eschewing classes in favor of an open-ended leveling system, players going the MagicKnight route are easily tempted into spreading their points too thin and not being as effective as a pure fighter or caster. Due to LevelScaling, enemies constantly get stronger, but a MagicKnight Magic Knight will level their magic slower than a pure caster, and spells do not level-scale, scale with your level, so by the point you got get the latest level of useful spells, enemies are likely going to have outlevelled them already, plus already. Plus there is the issue of balancing Mana/Stamina/Health, which likely either means your character will have too few mana to make spellcasting useful for more than a weak initial shot, too few stamina to handle themselves decently in melee, or not enough health, which opens them up to the OneHitKill attacks of dragons.
* You want to avoid this in ''VideoGame/AlphaProtocol''. Without the boost from [[NewGamePlus Veteran]] it's impossible to fully level everything and most paths don't give you the really good stuff until far in, so too generalised a spread will leave you with a deficient Mikey that can't do much usefully. The game isn't completely unbeatable this way, [[SelfImposedChallenge but it'll be difficult.]] On the flipside, completely neglecting the other aspect will end poorly; stealth/technical builds need some investment in combat skills for the unskippable bosses bosses, and combat builds need some investment in technical to pass some puzzles.



* The infamous Leo from ''Anime/MobileSuitGundamWing'' is this. Built mainly as the mecha equivalent of a tank, its high modularity allows it to equip a jetpack to act as a flying mobile suit (in fact ''this'' is the first Leo variant to appear), high-powered {{Shoulder Cannon}}s to perform artillery support missions, or mount a different jetpack to fight in space (possibly with the shoulder cannons for increased firepower), and can fight in any Earth environment except underwater in spite of its growing obsolescence, but, aside for a few high-powered custom models, it's outperformed by specialist designs in every single job (the Aries may have less firepower and armor but is a better flier (and the flying Leo appears only in the first episode, its AcePilot switching to the Aries until he gets his hands on the [[SuperPrototype Tallgeese]]), the Tragos is a more stable and mobile artillery platform with more powerful and longer-ranged cannons, the Taurus is a better space-based mobile suit, and the Maganac is a superior fighter in the desert). This is actually aknowledged in-universe, as the specialist designs were developed precisely to take over those roles (the development and first deployment of the Taurus actually happens during the series, and provides the plot of an early episode).

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* The infamous Leo from ''Anime/MobileSuitGundamWing'' is this. Built mainly as the mecha equivalent of a tank, its high modularity allows it to equip a jetpack to act as a flying mobile suit (in fact ''this'' fact, this is the first Leo variant to appear), high-powered {{Shoulder Cannon}}s to perform artillery support missions, or mount a different jetpack to fight in space (possibly with the shoulder cannons for increased firepower), and can fight in any Earth environment except underwater underwater, in spite of its growing obsolescence, but, obsolescence (it was the only mobile suit at all for close to twenty years by the start of the series). However, aside for a few high-powered custom models, it's outperformed by specialist designs in every single job (the - the Aries may have less firepower and armor armor, but is a better flier (and (in fact, the flying Leo only appears only in the first episode, its AcePilot flown by CharClone [[AcePilot Zechs]] before switching to the Aries until he gets his hands on and then the [[SuperPrototype Tallgeese]]), Tallgeese]]); the Tragos is a more stable and ''and'' mobile artillery platform with more powerful and longer-ranged cannons, cannons; the Taurus is a better space-based mobile suit, suit; and the Maganac is a superior fighter in extreme environments like the desert).desert. This is actually aknowledged in-universe, as the specialist designs were developed precisely to take over those roles (the development and first deployment of the Taurus actually happens during the series, and provides the plot of an early episode).



* In the ''Fanfic/PonyPOVSeries'':
** The Changelings can fly like pegasi and use magic like Unicorns, but are much weaker in both areas and are no match for Earth Ponies in terms of strength. Their forte is stealth, so they need to be able to MIMIC the other tribes, but they can't beat the other tribes in any of their own fortes. The one exception is General Hercules Beetle, who's their races WorldsStrongestMan and physically incredibly strong.


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* In the ''Fanfic/PonyPOVSeries'':
** The
''Fanfic/PonyPOVSeries'', the Changelings can fly like pegasi and use magic like Unicorns, but are much weaker in both areas and are no match for Earth Ponies in terms of strength. Their forte is stealth, so they need to be able to MIMIC ''mimic'' the other tribes, but they can't beat the other tribes in any of their own fortes. The one exception is General Hercules Beetle, who's their races WorldsStrongestMan and physically incredibly strong.

14th May '17 3:41:54 PM Kadorhal
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* The ''Kiev'' and ''Kuznetsov'' class aircraft carriers have been discontinued largely because of their inability to function as either aircraft carriers or missile cruisers. Created during the Cold War, they carry both long-ranged anti-ship missiles and aircraft. In theory, this arrangement would make them more economical and survivable, as conventional carriers lack the ability to defend themselves besides launching planes. However, this arrangement actually made the ships ''more'' vulnerable and ''less'' cost-effective. The anti-ship missiles used up space that could've been used for storing munitions, fuel, and aircraft, limiting the versatility and effectiveness of the ship's air wing; conversely, the size requirements of carrying aircraft make them a far larger target than comparably-armed warships, in addition to imposing higher manpower requirements. As a result, the ships have neither the versatility and offensive capability of a true carrier, nor the survivability and efficiency of a missile cruiser. Subsequently, all ''Kiev'' ships have been scrapped while the remaining ''Kuznetsov'' ships have been retooled into dedicated carriers.

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* The ''Kiev'' and ''Kuznetsov'' class aircraft carriers have been discontinued largely because of their inability to function as either aircraft carriers or missile cruisers. Created during the Cold War, War partly to [[LoopholeAbuse abuse a loophole]][[note]]Under the Montreux Convention, a pure aircraft carrier cannot cross the Bosphorus, but a cruiser that just so happens to carry aircraft is perfectly fine[[/note]], they carry both long-ranged anti-ship missiles and aircraft. In theory, this arrangement would make them more economical and survivable, as conventional carriers lack the ability to defend themselves besides launching planes. However, this arrangement actually made the ships ''more'' vulnerable and ''less'' cost-effective. The anti-ship missiles used up space that could've been used for storing munitions, fuel, and aircraft, limiting the versatility and effectiveness of the ship's air wing; conversely, the size requirements of carrying aircraft make them a far larger target than comparably-armed warships, in addition to imposing higher manpower requirements. As a result, the ships have neither the versatility and offensive capability of a true carrier, nor the survivability and efficiency of a missile cruiser. Subsequently, all ''Kiev'' ships have been scrapped while the remaining ''Kuznetsov'' ships have been retooled into dedicated carriers.
2nd May '17 2:18:03 AM Ramidel
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* In ''VideoGame/MasterOfMagic'', Orcs suffer this by virtue of being almost identical to High Men, the JackOfAllStats race. There's only a couple of differences between Orcs and High Men, but these (Shamans vs. Priests, Halberdiers vs. Pikemen, Wyvern Rider vs. Paladin) are worse across the board, so there is no reason whatsoever to take Orcs as your starting race. They make a decent conquest target for more warlike races (as their economy is identical to the High Men's), but that's out of the player's control.

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* In ''VideoGame/MasterOfMagic'', Orcs suffer this by virtue of being almost identical to High Men, the JackOfAllStats race. There's only a couple of differences between Orcs and High Men, but these (Shamans vs. Priests, Halberdiers vs. Pikemen, Wyvern Rider vs. Paladin) are worse across the board, so there is no reason whatsoever to take Orcs as your starting race. They make a decent conquest target for more warlike races (as their economy is identical to the High Men's), Men's - that is, they can build any building), but that's out of the player's control.
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