History Main / UselessUsefulSpell

20th Sep '16 8:21:31 PM nombretomado
Is there an issue? Send a Message


* Most status-inducing spells in the ''{{Avernum}}'' series by Spiderweb Software, particularly ones that impair combat ability (Slow, Sleep and Charm), are ineffective against opponents, while the player is very inconvenienced by them. This is more due to tactics than game mechanics, however: The player tends to be outnumbered by a horde of inferior opponents (except for rare boss battles), and naturally incapacitating one of a dozen mooks is useless compared to slowing or incapacitating one of four high-level killing machines.

to:

* Most status-inducing spells in the ''{{Avernum}}'' ''VideoGame/{{Avernum}}'' series by Spiderweb Software, particularly ones that impair combat ability (Slow, Sleep and Charm), are ineffective against opponents, while the player is very inconvenienced by them. This is more due to tactics than game mechanics, however: The player tends to be outnumbered by a horde of inferior opponents (except for rare boss battles), and naturally incapacitating one of a dozen mooks is useless compared to slowing or incapacitating one of four high-level killing machines.
12th Aug '16 8:03:41 AM DiamondWeapon
Is there an issue? Send a Message


# The ability only takes effect in conjunction with other abilities, meaning that the player must perform an elaborate set up to get any use out of it at all. This is especially damning in series with limits to the number of abilities available: any one slot in these games is a valuable investment, so even an amazing effect may not be worth losing multiple ones. Worse still, it makes the player [[PoorPredictableRock very predictable]] to opponents if any of the component spells are used.

to:

# The ability only takes effect in conjunction with other abilities, meaning that the player must perform an elaborate set up to get any use out of it at all. This is especially damning in series with limits to the number of abilities available: a LimitedMoveArsenal: any one slot in these games is a valuable investment, so even an amazing effect may not be worth losing multiple ones. Worse still, it makes the player [[PoorPredictableRock very predictable]] to human opponents if any of the component spells are used. used.
9th Aug '16 6:28:41 AM Geostomp
Is there an issue? Send a Message


# The spell induces a period of vulnerability after use, giving surviving enemies ample opportunity to exact revenge on the caster. This can result in the spell only being useful for [[FinishingMove finishing the fight]], which requires careful calculation or you're wasting it on an enemy abut to die. Most players won't bother.

to:

# The spell induces a period of vulnerability after use, giving surviving enemies ample opportunity to exact revenge on the caster. This can result in the spell only being useful for [[FinishingMove finishing the fight]], which requires careful calculation or you're wasting it on an enemy abut about to die. Most players won't bother.
5th Aug '16 4:45:24 AM __Vano
Is there an issue? Send a Message


# The spell's effect is simply not powerful enough. The effect of the spell actually might be useful in theory if it had only been taken to a higher degree. Such as a 1% increase to movement speed or a heal spell that only boosts your hit point bar several pixels. This is one of the most common expressions of this trope in modern games.

to:

# The spell's effect is simply not powerful enough. The effect of the spell actually might be useful in theory if it had only been taken to a higher degree. Such as a 1% increase to movement speed or a heal spell that only boosts your hit point bar several pixels. This is one of the most common expressions of this trope in modern games.



# The spell's effect is designed to be hazardous to the human player, but has no use against computer controlled opponents. Such as a spell that impacts a stat that is only relevant to the player character or induces a weakness that the player cannot take advantage of. Casting Drain Bargaining on the local demon bear doesn't make its claws hurt you any less.

to:

# The spell's effect is designed to be hazardous to the human player, but has no use against computer controlled computer-controlled opponents. Such as a spell that impacts a stat that is only relevant to the player character or induces a weakness that the player cannot take advantage of. Casting Drain Bargaining on the local demon bear doesn't make its claws hurt you any less.



These attacks are also far more useful in {{MMORPG}}s due to generally stronger {{Mooks}} and player controlled enemies that are very vulnerable to such tactics. Useless Useful Spells are often hated among {{MMORPG}} communities for their ability to handicap player characters (often even better than when used on {{Mooks}} due to [[TheComputerIsACheatingBastard the computer cheating]]). However, in [[PlayerVersusPlayer PvP]], ''that'' is a different story!

to:

These attacks are also far more useful in {{MMORPG}}s due to generally stronger {{Mooks}} and player controlled player-controlled enemies that are very vulnerable to such tactics. Useless Useful Spells are often hated among {{MMORPG}} communities for their ability to handicap player characters (often even better than when used on {{Mooks}} due to [[TheComputerIsACheatingBastard the computer cheating]]). However, in [[PlayerVersusPlayer PvP]], ''that'' is a different story!
4th Aug '16 10:57:33 AM PeppermintTwist
Is there an issue? Send a Message

Added DiffLines:

* Averted in ''VideoGame/MocoMocoFriends,'' especially against bosses or in the [[BrutalBonusLevel bonus dungeons.]] Because bosses are made of [[MookPromotion parties of ordinary Plushkins, just stronger than average,]] they're exactly as vulnerable to status effects as any other enemy. Using sleep, paralysis, or confusion spells is an excellent way of disabling [[ShootTheMedicFirst healers]] and other annoyances. And in the bonus dungeons, using accuracy-upping status skills is practically a requirement for dealing with the high number of enemies with high dodge rates.
25th Jul '16 3:25:55 AM Geostomp
Is there an issue? Send a Message


# The spell's effect impacts a stat that is only relevant to the player character or induces a weakness that the player cannot take advantage of. These effects are dangerous when used on the player, but useless to the human user. Casting Drain Bargaining on the local demon bear doesn't make its claws hurt you any less.

to:

# The spell's effect is designed to be hazardous to the human player, but has no use against computer controlled opponents. Such as a spell that impacts a stat that is only relevant to the player character or induces a weakness that the player cannot take advantage of. These effects are dangerous when used on the player, but useless to the human user.of. Casting Drain Bargaining on the local demon bear doesn't make its claws hurt you any less.
25th Jul '16 3:23:23 AM Geostomp
Is there an issue? Send a Message



to:

# The spell's effect impacts a stat that is only relevant to the player character or induces a weakness that the player cannot take advantage of. These effects are dangerous when used on the player, but useless to the human user. Casting Drain Bargaining on the local demon bear doesn't make its claws hurt you any less.
24th Jul '16 3:42:17 PM KingLyger
Is there an issue? Send a Message


# Common enemies that the attacks ''are'' effective against can easily be disposed of by use of normal attacks, which means there's no sense in wasting time and magic power on fancy maneuvers. Who's going to waste 36MP to cast Instant Death on the local harmless UndergroundMonkey? Or wait for Poison to kill your opponent when often other methods do damage much faster? This is perhaps one of the most common examples of this trope -- in some games it's quicker to just beat them up in a couple rounds instead of spending a round or two inflicting debuffs or status ailments and ''then'' beating them up. (This varies; sometimes there is a boss or an EliteMook that requires more strategy.) Or in a real-time combat game the moment it takes to switch to the spell, cast it, then switch to your attack is a longer than it would take to kill anything not totally immune to the special effect spell.

to:

# Common enemies that the attacks ''are'' effective against can easily be disposed of by use of normal attacks, which means there's no sense in wasting time and magic power on fancy maneuvers. Who's going to waste 36MP to cast Instant Death on the local harmless UndergroundMonkey? Or UndergroundMonkey when you could kill it with a single normal attack? Why wait for Poison to kill your opponent when often other methods do damage much faster? This is perhaps one of the most common examples example of this trope -- in some games with most common enemies, it's quicker to just beat them up in a couple rounds your opponents instead of spending a round or two inflicting debuffs or status ailments and ''then'' beating them up. (This varies; sometimes there is a boss or an EliteMook that requires more strategy.) Or in up.
# In
a real-time combat game game, the moment time it takes to switch to the spell, cast it, then switch to your attack is a longer than it would take to kill anything not totally immune to the special effect spell.
23rd Jul '16 2:53:52 PM Geostomp
Is there an issue? Send a Message


# The spell induces a period of vulnerability after use, giving surviving enemies ample opportunity to exact revenge on the caster. This can result in the spell only being useful for finishing the fight, which requires careful calculation or you're wasting it on an enemy abut to die. Most players won't bother.

to:

# The spell induces a period of vulnerability after use, giving surviving enemies ample opportunity to exact revenge on the caster. This can result in the spell only being useful for [[FinishingMove finishing the fight, fight]], which requires careful calculation or you're wasting it on an enemy abut to die. Most players won't bother.
15th Jul '16 10:22:04 PM Koveras
Is there an issue? Send a Message


SuperTrope to ContractualBossImmunity. Compare AwesomeButImpractical. Contrast with the InverseLawOfUtilityAndLethality, where the more powerful something is in combat, the less it is outside of it.

to:

Subtrope of UnderusedGameMechanic. SuperTrope to ContractualBossImmunity. Compare AwesomeButImpractical. Contrast with the InverseLawOfUtilityAndLethality, where the more powerful something is in combat, the less it is outside of it.
This list shows the last 10 events of 231. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.UselessUsefulSpell