History Main / TooAwesomeToUse

15th Apr '18 5:50:17 AM RandomNumberReactor
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* [[Franchise/JakAndDaxter]]:

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* [[Franchise/JakAndDaxter]]:''Franchise/JakAndDaxter'':



** The same applied in the second game to the Peace Maker, a {{BFG}} [[ShockAndAwe lightning-death-cannon]]-[[BuffySpeak thing]] due to its extremely low ammo capacity. The third game could hold double that ammo when fully upgraded, making Peace Maker sustainable to use, but since purple ammo is now shared by Mass Inverter and Supernova, which uses ''10'' shots, it is the last one that won't see much use. Averted in Hero Mode with infinity ammo cheat on, obviously.

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** The same applied in the second game to the Peace Maker, a {{BFG}} [[ShockAndAwe lightning-death-cannon]]-[[BuffySpeak thing]] due to its extremely low ammo capacity. The third game could hold double of that ammo when fully upgraded, making Peace Maker sustainable to use, but since purple ammo is now shared by Mass Inverter and Supernova, which uses ''10'' shots, it is the last one that won't see much use. Averted in Hero Mode with infinity ammo cheat on, obviously.
15th Apr '18 5:48:48 AM RandomNumberReactor
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* In the second and third ''Franchise/JakAndDaxter'' games, it took so long to charge up your Dark Eco meter to use your [[SuperPoweredEvilSide Dark Jak]] SuperMode, and you could use up your entire meter in one kill-everything-on-the-screen spray of purple lightning (the same applied to the Peace Maker, a {{BFG}} [[ShockAndAwe lightning-death-cannon]]-[[BuffySpeak thing]] due to its extremely low ammo capacity). As a result, it was extremely rare that you'd bother using either...until the end of ''Jak 3'', in which the end boss was kind enough to provide Light ''and'' Dark vents, permitting you to SuperMode with impunity.

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* [[Franchise/JakAndDaxter]]:
**
In the second and third ''Franchise/JakAndDaxter'' games, it took so long to charge up your Dark Eco meter to use your [[SuperPoweredEvilSide Dark Jak]] SuperMode, and you could use up your entire meter in one kill-everything-on-the-screen spray of purple lightning (the same applied to the Peace Maker, a {{BFG}} [[ShockAndAwe lightning-death-cannon]]-[[BuffySpeak thing]] due to its extremely low ammo capacity).lightning. As a result, it was extremely rare that you'd bother using either...until the end of ''Jak 3'', in which the last few levels end boss was kind enough to provide Light ''and'' Dark vents, permitting you to SuperMode with impunity.impunity.
** The same applied in the second game to the Peace Maker, a {{BFG}} [[ShockAndAwe lightning-death-cannon]]-[[BuffySpeak thing]] due to its extremely low ammo capacity. The third game could hold double that ammo when fully upgraded, making Peace Maker sustainable to use, but since purple ammo is now shared by Mass Inverter and Supernova, which uses ''10'' shots, it is the last one that won't see much use. Averted in Hero Mode with infinity ammo cheat on, obviously.



* ''VideoGame/RatchetAndClankFutureToolsOfDestruction'' has this with the Alpha Disruptor. You get it for free on Sargasso, and it deals jaw dropping damage out of the starting gate, capable of killing any normal mook in one hit and able to bring down massive enemies like Leviathans in just a few shots—and further upgrades make it the most powerful weapon in the game, even moreso than the R.Y.N.O. IV. Unfortunately, its awesome power is quickly set back by three major handicaps—first, it has truly abysmal ammo (4 at first, upgradable to 5). Second, it has a very slow rate of fire without buying expensive raritanium upgrades and the weapon requires charging before firing a shot, making it difficult to hit fast moving targets with it. And third, it only fires in a straight line like a Sniper Rifle, which makes it great for hitting huge targets like bosses and leviathans, but very impractical for dealing with large, spread out crowds or individual mooks—and while it does have an auto lock on function, this makes it even harder to use against a crowd of enemies, since it can lock onto the wrong target by accident.

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* ''Franchise/RatchetAndClank:''
** For some weapons, you can't find ammo in crates or as an enemy drop. This isn't problem for [[Videogame/RatchetAndClank2002 R.Y.N.O]] or Tesla Barrier [[Videogame/RatchetAndClank in second game]] (unless you're [[ThatOneSidequest searching for Moonstones]]) since they have big enough ammo clip, but some weapons like Synthenoid from second game have only three shots and the power is rather weak, making them a pain to upgrade unless you're willing to return to vendor through half of level, and also limiting their use.
**
''VideoGame/RatchetAndClankFutureToolsOfDestruction'' has this with the Alpha Disruptor. You get it for free on Sargasso, and it deals jaw dropping damage out of the starting gate, capable of killing any normal mook in one hit and able to bring down massive enemies like Leviathans in just a few shots—and further upgrades make it the most powerful weapon in the game, even moreso than the R.Y.N.O. IV. Unfortunately, its awesome power is quickly set back by three major handicaps—first, it has truly abysmal ammo (4 at first, upgradable to 5). Second, it has a very slow rate of fire without buying expensive raritanium upgrades and the weapon requires charging before firing a shot, making it difficult to hit fast moving targets with it. And third, it only fires in a straight line like a Sniper Rifle, which makes it great for hitting huge targets like bosses and leviathans, but very impractical for dealing with large, spread out crowds or individual mooks—and while it does have an auto lock on function, this makes it even harder to use against a crowd of enemies, since it can lock onto the wrong target by accident.
1st Apr '18 8:05:42 PM Lopiny
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* ''Videogame/SunlessSea'': The Icarus in Black is, technically, the best weapon in the game; the damage it causes is so absurd it can kill the most powerful beast in the entire game in two shots at most. However, the ammunition is similarly absurd: [[AbnormalAmmo Angry, suicidal and very skilled monster-hunters that want to die a glorious death]]. Very few places have those, they are all remote, and they all want a payment big enough that their families can take care of themselves all on their own afterwards. All in all, a thousand echoes per shot in the best of cases where the most expensive thing in the game, a giant dreadnought, costs thirty thousand; you are ''probably'' not going to use it more than twice.
31st Mar '18 2:02:46 PM nombretomado
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* Franchise/FatalFrame: The Type-00 Film. It's the strongest film in the entire game and can dish out massive amounts of damage, even to the FinalBoss. However, there is only a very limited supply in each playthrough and [[GuideDangIt they tend to have to be found in random locations]], so even if the player has it, they are unlikely to want to waste this precious film.

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* Franchise/FatalFrame: ''VideoGame/FatalFrame'': The Type-00 Film. It's the strongest film in the entire game and can dish out massive amounts of damage, even to the FinalBoss. However, there is only a very limited supply in each playthrough and [[GuideDangIt they tend to have to be found in random locations]], so even if the player has it, they are unlikely to want to waste this precious film.
28th Mar '18 2:52:27 PM infernape612
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* ''VideoGame/FireEmblem'':

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* ''VideoGame/FireEmblem'':''Franchise/FireEmblem'':



** ''Blazing Sword'' [[LampshadeHanging references this]] when a character warns not to put too much thought into who gets an item; 'holding onto a useful item does no one any good'. However, said NPC appears in Lyn's mode, and saving the item will help up your funds ranking. A higher funds ranking means Lyn has a [[VendorTrash better gem]] in her inventory in Eliwood/Hector mode, so ironically, this is the one time not using an item IS helpful (though it's debatable whether the better funds ranking and the extra gold later on outweigh the stat bonus from using the item right away).
** ''Sword of Seals'' actually '''forces''' this behavior. You have access to the game's ultimate weapons very early, but they have few uses, and in order to get the [[GoldenEnding best ending]] they all need to be intact by the time you beat the BigBad. Even though you technically CAN use them 1/3 of the way through the game, most players won't until the very end.

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** ''Blazing Sword'' ''The Blazing Blade'' [[LampshadeHanging references this]] when a character warns not to put too much thought into who gets an item; 'holding onto a useful item does no one any good'. However, said NPC appears in Lyn's mode, and saving the item will help up your funds ranking. A higher funds ranking means Lyn has a [[VendorTrash better gem]] in her inventory in Eliwood/Hector mode, so ironically, this is the one time not using an item IS helpful (though it's debatable whether the better funds ranking and the extra gold later on outweigh the stat bonus from using the item right away).
** ''Sword of Seals'' ''The Binding Blade'' actually '''forces''' this behavior. You have access to the game's ultimate weapons very early, but they have few uses, and in order to get the [[GoldenEnding best ending]] they all need to be intact by the time you beat the BigBad. Even though you technically CAN use them 1/3 of the way through the game, most players won't until the very end.



** Lessened in ''[[VideoGame/FireEmblemAwakening Awakening]]'' with the Armsthrift skill, which stops weapons from eroding. It activates on a percentage chance using double the characters luck stat. When a character has a luck stat (plus bonuses) of 50 or greater, powerful weapons can be used to your hearts content.

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** Lessened in ''[[VideoGame/FireEmblemAwakening Awakening]]'' with the Armsthrift skill, which stops weapons from eroding. It activates on a percentage chance using double the characters luck stat. When a character has a luck stat (plus bonuses) of 50 or greater, powerful weapons can be used to your hearts heart's content.



** ''VideoGame/FireEmblemHeroes'' has Stamina Potions, Dueling Crests, and Light's Blessings. The Light's Blessing is the worst of them all as you can only get them through certain circumstances. And you can only get three of them through the My Nintendo rewards system. And as of May 2017, you can no longer get Light's Blessings through quests.

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** ''VideoGame/FireEmblemHeroes'' has Stamina Potions, Dueling Crests, and Light's Blessings. The Light's Blessing is the worst of them all as you can only get them through certain circumstances. And you can only get three of them through the My Nintendo rewards system. And as of May 2017, you can no longer get Light's Blessings through quests.
28th Mar '18 5:36:50 AM REV6Pilot
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* ''VideoGame/{{Borderlands The Pre Sequel}}'' also has golden keys (which have all the perks and drawbacks of the above) but also has a legendary gun, the Excalibastard. This gun is available as a pickup in Stanton's Liver, an area you can get access to roughly 1/8th of the way into the game. The gun as incredible stats for another gun of a similar build and has the special ability of instantly freezing anyone you get a critical hit on and causing them to explode in an ice nova if you melee them to death. The only catch to it is that you can only pick it up once ''per character''. Once you pick it up, it instantly scales to your level. This means that picking it up early would be a huge boon due to being able to wipe the floor with enemies, but the gun will be quickly outclassed. Pick it up later and closer to the max level and you'll probably not have to worry about it being outclassed, but you would have spent nearly the entire game without it.
* ''VideoGame/{{Postal}} 2''[='=]s Apocalypse Weekend DLC has the Nuclear Launcher, which some might only use on the final boss since its ammo only shows up in one place (unless you use cheats).

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* ''VideoGame/{{Borderlands The Pre Sequel}}'' ''VideoGame/BorderlandsThePreSequel'' also has golden keys (which have all the perks and drawbacks of the above) but also has a legendary gun, the Excalibastard. This gun is available as a pickup in Stanton's Liver, an area you can get access to roughly 1/8th of the way into the game. The gun as incredible stats for another gun of a similar build and has the special ability of instantly freezing anyone you get a critical hit on and causing them to explode in an ice nova if you melee them to death. The only catch to it is that you can only pick it up once ''per character''. Once you pick it up, it instantly scales to your level. This means that picking it up early would be a huge boon due to being able to wipe the floor with enemies, but the gun will be quickly outclassed. Pick it up later and closer to the max level and you'll probably not have to worry about it being outclassed, but you would have spent nearly the entire game without it.
* ''VideoGame/{{Postal}} 2''[='=]s 2''
** The
Apocalypse Weekend DLC has the Nuclear Launcher, which some might only use on the final boss since its ammo only shows up in one place (unless you use cheats).



* C4 charges late in ''VideoGame/CommandAndConquerRenegade''. Lots of Nod structures to destroy, very few pickups, and Master Control Terminals are ammo sinks if you try to destroy them without C4. If you don't want to have a long, tedious and frustrating time in the last two levels, save those puppies as soon as you go through the BagOfSpilling mission.

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* In an interesting [[ZigZaggedTrope zigzag]], C4 charges late in ''VideoGame/CommandAndConquerRenegade''. Lots Late in the game, there are lots of Nod structures to destroy, very few pickups, destroy and Master Control Terminals are ammo sinks sponges if you try to destroy them without C4.C4. The kicker is that the early game ''swamps'' Havoc with C4 pickups, but from the middle point and on, they're at more of a premium than half of the {{BFG}}s. If you don't want to have a long, tedious and frustrating time in the last two levels, save those puppies as soon as you go through the BagOfSpilling mission.
23rd Mar '18 8:26:30 PM PikaHikariKT
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*** Most playable Manaketes fall under this in general. Avoided in ''Shadow Dragon and the Blade of Light'', ''Awakening'', and ''Fates'', where the Dragonstones can be used infinitely.

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*** Most playable Manaketes fall under this in general. Avoided in the very first game (but not its remake ''Shadow Dragon and the Blade of Light'', ''Awakening'', Dragon'') and ''Fates'', where the Dragonstones can be used infinitely.infinitely, and lessened in ''Awakening'' (where they can be bought).
23rd Mar '18 8:20:12 PM PikaHikariKT
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Added DiffLines:

*** Most playable Manaketes fall under this in general. Avoided in ''Shadow Dragon and the Blade of Light'', ''Awakening'', and ''Fates'', where the Dragonstones can be used infinitely.
13th Mar '18 6:34:48 PM __Vano
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It's useful, awesome, and practical -- unfortunately, you're never going to use the item outside of maybe the last boss (as you wouldn't need it afterwards), either because you're afraid to [[WhatMeasureIsANonUnique waste such a valuable treasure]] and [[PerfectSolutionFallacy will be waiting for that one good opportunity to use it]]... and that opportunity never comes,[[note]]The pictured scenario is a classic example of a non-optimal yet necessary use of the item; the Megaelixir won't heal the two dead guys so, theoretically, it's a non-optimal use;[[/note]] or maybe because it simply pains you to imagine having it [[HundredPercentCompletion missing from your inventory]]. This goes double if you never know what and how many unexpected and arbitrary-difficulty challenges the game might throw at you any next moment (and jRPGs ''love'' doing that), so you feel compelled to always hold to a failsafe or multiple just in case. Another factor that contributes has to do with balancing the game. If you make a super powerful super rare healing potion, it'll be most useful in a similarly difficult battle but what if the player used the potion already? Do you make that fight easy enough that it's winnable without the potion (thus the optimal option is to fight without it because you didn't actually need it) or make it so difficult it's heavily recommended to use the potion (thus a player that did waste the potion hits a brick wall)? Of course you may save it until the last boss only to realize [[ContractualBossImmunity you can't use it during boss fights]]...

to:

It's useful, awesome, and practical -- unfortunately, you're never going to use the item outside of maybe the last boss (as you wouldn't need it afterwards), either because you're afraid to [[WhatMeasureIsANonUnique waste such a valuable treasure]] and [[PerfectSolutionFallacy will be waiting for that one good opportunity to use it]]... and that opportunity never comes,[[note]]The pictured scenario is a classic example of a non-optimal yet necessary use of the item; the Megaelixir won't heal the two dead guys so, theoretically, it's a non-optimal use;[[/note]] or maybe because it simply pains you to imagine having it [[HundredPercentCompletion missing from your inventory]]. This goes double if you never know what and how many unexpected and arbitrary-difficulty challenges the game might throw at you any next moment (and jRPGs ''love'' doing that), so you feel compelled to always hold to a failsafe or multiple just in case. [[note]]Which is critical if the game features sections without an ability to backtrack -- even if death is not final, if you're unable to beat the next challenge, you've effectively lost the game permanently, and all the time spent on it is wasted.[[/note]] Another factor that contributes has to do with balancing the game. If you make a super powerful super rare healing potion, it'll be most useful in a similarly difficult battle but what if the player used the potion already? Do you make that fight easy enough that it's winnable without the potion (thus the optimal option is to fight without it because you didn't actually need it) or make it so difficult it's heavily recommended to use the potion (thus a player that did waste the potion hits a brick wall)? Of course you may save it until the last boss only to realize [[ContractualBossImmunity you can't use it during boss fights]]...
13th Mar '18 6:24:48 PM __Vano
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It's useful, awesome, and practical -- unfortunately, you're never going to use the item outside of maybe the last boss (as you wouldn't need it afterwards), either because you're afraid to [[WhatMeasureIsANonUnique waste such a valuable treasure]] and [[PerfectSolutionFallacy will be waiting for that one good opportunity to use it]]... and that opportunity never comes,[[note]]The pictured scenario is a classic example of a non-optimal yet necessary use of the item; the Megaelixir won't heal the two dead guys so, theoretically, it's a non-optimal use;[[/note]] or maybe because it simply pains you to imagine having it [[HundredPercentCompletion missing from your inventory]]. This goes double if you never know what unexpected and arbitrary-difficulty challenges the game might throw at you any next moment (and jRPGs ''love'' doing that), so you feel compelled to always hold to a failsafe or multiple just in case. Another factor that contributes has to do with balancing the game. If you make a super powerful super rare healing potion, it'll be most useful in a similarly difficult battle but what if the player used the potion already? Do you make that fight easy enough that it's winnable without the potion (thus the optimal option is to fight without it because you didn't actually need it) or make it so difficult it's heavily recommended to use the potion (thus a player that did waste the potion hits a brick wall)? Of course you may save it until the last boss only to realize [[ContractualBossImmunity you can't use it during boss fights]]...

to:

It's useful, awesome, and practical -- unfortunately, you're never going to use the item outside of maybe the last boss (as you wouldn't need it afterwards), either because you're afraid to [[WhatMeasureIsANonUnique waste such a valuable treasure]] and [[PerfectSolutionFallacy will be waiting for that one good opportunity to use it]]... and that opportunity never comes,[[note]]The pictured scenario is a classic example of a non-optimal yet necessary use of the item; the Megaelixir won't heal the two dead guys so, theoretically, it's a non-optimal use;[[/note]] or maybe because it simply pains you to imagine having it [[HundredPercentCompletion missing from your inventory]]. This goes double if you never know what and how many unexpected and arbitrary-difficulty challenges the game might throw at you any next moment (and jRPGs ''love'' doing that), so you feel compelled to always hold to a failsafe or multiple just in case. Another factor that contributes has to do with balancing the game. If you make a super powerful super rare healing potion, it'll be most useful in a similarly difficult battle but what if the player used the potion already? Do you make that fight easy enough that it's winnable without the potion (thus the optimal option is to fight without it because you didn't actually need it) or make it so difficult it's heavily recommended to use the potion (thus a player that did waste the potion hits a brick wall)? Of course you may save it until the last boss only to realize [[ContractualBossImmunity you can't use it during boss fights]]...
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