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Undertale should be classified as a JRPG, despite the fact that it was developed in America. The entry will be relocated to the Eastern RPG subpage.


* ''Last Stand at Union City'': the chainsaw, just like in real life.
* ''VideoGame/{{Undertale}}'' lets you get your hands on the Real Knife and the Locket in the Genocide Route, which give a +99 to Attack and Defense, respectively (for comparison, the next best boost is the Temmie Armor, which gives +20, and most other items are less than half that). However, to get them requires being in the endgame, and being in a Genocide Route requires you to kill enemies in every zone until the random encounters stop. Because of this, once you obtain these two items, there are no enemies remaining to use them on except the FinalBoss, a OneHitPointWonder who uses attacks based on ScratchDamage, meaning that the two items are completely useless for any purpose aside from bragging rights.

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* ''Last Stand at Union City'': the chainsaw, just like in real life.
* ''VideoGame/{{Undertale}}'' lets you get your hands on the Real Knife and the Locket in the Genocide Route, which give a +99 to Attack and Defense, respectively (for comparison, the next best boost is the Temmie Armor, which gives +20, and most other items are less than half that). However, to get them requires being in the endgame, and being in a Genocide Route requires you to kill enemies in every zone until the random encounters stop. Because of this, once you obtain these two items, there are no enemies remaining to use them on except the FinalBoss, a OneHitPointWonder who uses attacks based on ScratchDamage, meaning that the two items are completely useless for any purpose aside from bragging rights.
life.
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** The Javelin is devastatingly powerful, and its ability to kill people through virtually any cover with the right build is certainly amusing, but its ammo capacity is tiny and you need to be ''really'' good at predicting what targets are going to do, because the Javelin isn't HitScan in the way that other sniper rifles are.
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** The Broadsider is certainly this. It's a naval cannon scavenged from the ''[[CoolBoat USS Constitution]]'', rigged to a metal frame. It does ''a lot'' of damage, and shooting it as just as fun as it sounds. However, it's also very heavy, short-ranged, difficult to aim, only holds one shot (three if you upgrade it, but that's still not great), and uses extremely rare cannonballs. The Junk Jet, a fan favourite weapon from ''3'', has also been reduced to this. The most obvious is that junk is now incredibly useful for giving you crafting components for all kinds of crafting, so why would you want to get rid of it? Not to mention, unlike conventional ammunition, junk often has a weight, so you can't carry much.

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** In [=ME2=], you learn that a species that was wiped out by the Reapers 37 million years ago had some kind of weapon that ''[[OneHitKill one-shotted]] a Reaper Capital ship'' and ripped a deep trench in a planet. Unfortunately, that species only got off that one shot and there were more lots more Reapers.

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** In [=ME2=], you learn that a species that was wiped out by the Reapers 37 million years ago had some kind of weapon that ''[[OneHitKill one-shotted]] a Reaper Capital ship'' and ripped a deep trench in another planet ''in a planet. different system'' at some point in their future. Unfortunately, that species only got off that one shot and there were more lots more Reapers.Reapers, which is why it's speculated to have been a weapon made out of defiance rather than a practical military application.
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*** The Fat Man in the base game is even worse, where it's high weight is coupled with an extreme lack of ammo, a pitiful 14 (or 12, with the "Wild Wasteland" trait) compared to 70 free ones in Fallout 3 along with the DLCs having their own mini nukes. It also does 1000 less points of damage than it Fallout 3 counterpart, and if you try and strengthen it with the Demolition Expert and Splash Damage perks, [[HoistByHisOwnPetard it will only make you more likely to have it blow up in your face.]]

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*** The Fat Man in the base game is even worse, where it's high weight is coupled with an extreme lack of ammo, a pitiful 14 (or 12, with the "Wild Wasteland" trait) compared to 70 free ones in Fallout 3 along with the DLCs DLC having their own mini nukes. It also does 1000 less points of damage than it Fallout 3 counterpart, and if you try and strengthen it with the Demolition Expert and Splash Damage perks, [[HoistByHisOwnPetard it will only make you more likely to have it blow up in your face.]]

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*** The Fat Man in the base game is even worse, where it's high weight is coupled with an extreme lack of ammo, a pitiful 14 (or 12, with the "Wild Wasteland" trait) compared to 70 free ones in Fallout 3 along with the DLCs having their own mini nukes. It also does 1000 less points of damage than it Fallout 3 counterpart, and if you try and strengthen it with the Demolition Expert and Splash Damage perks, [[HoistByHisOwnPetard it will only make you more likely to have it blow up in your face.]]



** Mercy, the unique grenade machinegun, uses 40mm grenades instead of the usual 25mm, which means it packs more punch, but its ammo is significantly heavier in Hardcore mode, as well as being rarer and more expensive. Better traded for the 25mm Grenade APW from Gun Runner's Arsenal.

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** Mercy, the unique grenade machinegun, uses 40mm grenades instead of the usual 25mm, which means it packs more punch, but its ammo is significantly heavier in Hardcore mode, as well as being rarer and more expensive. Better traded for the 25mm Grenade APW from Gun Runner's Arsenal. The truly worse part of this is it's only in Dead Wind Cavern and guarded by the Lengendary Deathclaw. Mercy becomes more of a BraggingRightsReward with this in mind.
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** The fourth-rank Rogue talent that grants a one in five chance to evade any physical attack sounds great, and can save your bacon when neck deep in darkspawn, but its unpredictable activation can be a pain in the backside - not only does it interrupt your autoattack chain, meaning you lose an attack and need to manually order your Rogue Warden to start attacking again, it also interrupts ''Rogue talents'' - and the Stamina cost of, say, Arrow of Slaying or Scattershot is not so low that having it interrupted by your own automatic, inescapable dodging isn't going to be a complete nuisance.
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* ''VideoGame/Fallout4''

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* ''VideoGame/Fallout4'' ''VideoGame/{{Fallout 4}}''

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* ''VideoGame/{{Fallout4}}'' For the most part downplayed, at least as far as weapons go. Many weapons are simply to heavy or use uncommon ammo to carry around and use all the time, but that hardly means you'll never use them. However unlike in previous titles the lack of item health or skills mean you don't ''have'' to build a character around the idea of using awesome guns. With this in mind, There are plenty of points in the game when you'll know a tough fight is ahead and head back to base to dust off the minigun and fatman.

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* ''VideoGame/{{Fallout4}}'' ''VideoGame/Fallout4''
**
For the most part downplayed, at least as far as weapons go. Many weapons are simply to heavy or use uncommon ammo to carry around and use all the time, but that hardly means you'll never use them. However unlike in previous titles the lack of item health or skills mean you don't ''have'' to build a character around the idea of using awesome guns. With this in mind, There are plenty of points in the game when you'll know a tough fight is ahead and head back to base to dust off the minigun and fatman.
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* ''Last Stand at Union City'': the chainsaw, just like in real life.

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* ''Last Stand at Union City'': the chainsaw, just like in real life.life.
* ''VideoGame/{{Undertale}}'' lets you get your hands on the Real Knife and the Locket in the Genocide Route, which give a +99 to Attack and Defense, respectively (for comparison, the next best boost is the Temmie Armor, which gives +20, and most other items are less than half that). However, to get them requires being in the endgame, and being in a Genocide Route requires you to kill enemies in every zone until the random encounters stop. Because of this, once you obtain these two items, there are no enemies remaining to use them on except the FinalBoss, a OneHitPointWonder who uses attacks based on ScratchDamage, meaning that the two items are completely useless for any purpose aside from bragging rights.
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** The Gatling laser is sadly this now. It uses fusion cores for ammo, the same as power armor. Without the right perks or weapon upgrades, it will eat fusion cores at a rate unacceptable for its damage. Even though that can be corrected another problem becomes apparent. Because the weapon always uses the highest charged core in the players inventory when it is reloaded or equipped, using it with any regularity will cause an inventory full of partially charged cores. If the player doesn't do anything to keep this in check there will be no fully charged cores for the Gatling laser and you'll have to settle for increasingly lower magazine sizes as you burn through your remaining supply. There is also a real incentive to use cores until they nearly depleted and switch them out manually because you can sell them for full price on any charge. this is uncomplicated to do with power armor but a nightmare with the gatling laser.

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** The Gatling laser is sadly this now. It uses fusion cores for ammo, the same as power armor. Without Without the right perks or weapon upgrades, it will eat fusion cores at a rate unacceptable for its damage. Even though that can be corrected another problem becomes apparent. Because the weapon always uses the highest charged core in the players inventory when it is reloaded or equipped, using it with any regularity will cause an inventory full of partially charged cores. If the player doesn't do anything to keep this in check there will be no fully charged cores for the Gatling laser and you'll have to settle for increasingly lower magazine sizes as you burn through your remaining supply. There is also a real incentive to use cores until they nearly depleted and switch them out manually because you can sell them for full price on any charge. this is uncomplicated to do with power armor but a nightmare with the gatling laser.

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* ''VideoGame/Fallout4'' For the most part downplayed, at least as far as weapons go. Many weapons are simply to heavy or use uncommon ammo to carry around and use all the time, but that hardly means you'll never use them. There are plenty of points in the game when you'll know a tough fight is ahead and head back to base to dust off the minigun and fatman.

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* ''VideoGame/Fallout4'' ''VideoGame/{{Fallout4}}'' For the most part downplayed, at least as far as weapons go. Many weapons are simply to heavy or use uncommon ammo to carry around and use all the time, but that hardly means you'll never use them. However unlike in previous titles the lack of item health or skills mean you don't ''have'' to build a character around the idea of using awesome guns. With this in mind, There are plenty of points in the game when you'll know a tough fight is ahead and head back to base to dust off the minigun and fatman. fatman.
** The Gatling laser is sadly this now. It uses fusion cores for ammo, the same as power armor. Without the right perks or weapon upgrades, it will eat fusion cores at a rate unacceptable for its damage. Even though that can be corrected another problem becomes apparent. Because the weapon always uses the highest charged core in the players inventory when it is reloaded or equipped, using it with any regularity will cause an inventory full of partially charged cores. If the player doesn't do anything to keep this in check there will be no fully charged cores for the Gatling laser and you'll have to settle for increasingly lower magazine sizes as you burn through your remaining supply. There is also a real incentive to use cores until they nearly depleted and switch them out manually because you can sell them for full price on any charge. this is uncomplicated to do with power armor but a nightmare with the gatling laser.
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* ''VideoGame/Fallout4'' For the most part downplayed, at least as far as weapons go. Many weapons are simply to heavy or use uncommon ammo to carry around and use all the time, but that hardly means you'll never use them. There are plenty of points in the game when you'll know a tough fight is ahead and head back to base to dust off the minigun and fatman.
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** Just like Fallout 3, the Alien Blaster is the most powerful weapon in the game, and if you have the Jury Rigging perk, can be repaired with Energy pistols. The big downside, it only has 222 of its ammo, and once it runs out, it becomes completely worthless. Worse, it replaces the YCS/186, which is a unique Gauss Rifle, and the YCS uses MFCs as ammo(something that is somewhat easy to get). In order to get the Blaster, you need to turn on Wild Wasteland, but in the long run, you're better off with the more practical YCS/186 instead of the awesome Alien Blaster.

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** Just like Fallout 3, the Alien Blaster is the most powerful weapon in the game, and if you have the Jury Rigging perk, can be repaired with Energy pistols. The big downside, it only has 222 of its ammo, and once it runs out, it becomes completely worthless. Worse, it replaces the YCS/186, which is a unique Gauss Rifle, and the YCS uses MFCs microfusion cells as ammo(something ammo (something that is somewhat easy to get). In order to get the Blaster, you need to turn on Wild Wasteland, but in the long run, you're better off with the more practical YCS/186 instead of the awesome Alien Blaster.
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** Two-handed weapons in tend to suffer from this, battleaxes and warhammers moreso than greatswords. Since they're so heavy they're remarkably slow and pull you forward with every swing, leaving you susceptible to attack (this is also when the AI uses them), and since they occupy both of your hands you're better off using a faster one-handed weapon in one hand and a spell or shield in the other.
** High level shouts often fall in this category. [[http://elderscrolls.wikia.com/wiki/Storm_Call Storm call]] summons a lighting storm for massive damage but doesn't differentiate between friends and foes and takes ''ten minutes'' to recharge, preventing you using other shouts for the duration.

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** Two-handed weapons in tend to suffer from this, battleaxes and warhammers moreso than greatswords. Since they're so heavy they're remarkably slow and pull you forward with every swing, leaving you susceptible to attack (this is also when the AI uses them), and since they occupy both of your hands you're better off using a faster one-handed weapon in one hand and a spell or shield in the other.
** High level High-level shouts often fall in this category. [[http://elderscrolls.wikia.com/wiki/Storm_Call Storm call]] summons a lighting storm for massive damage but doesn't differentiate between friends and foes and takes ''ten minutes'' to recharge, preventing you from using other shouts for the duration.

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* Two-handed weapons in ''VideoGame/TheElderScrollsVSkyrim'' tend to suffer from this, battleaxes and warhammers moreso than greatswords. Since they're so heavy they're remarkably slow and pull you forward with every swing, leaving you susceptible to attack (this is also when the AI uses them), and since they occupy both of your hands you're better off using a faster one-handed weapon in one hand and cast spells with your other.
** High level shouts and spells often fall in this category. [[http://elderscrolls.wikia.com/wiki/Storm_Call Storm call]] summons a lighting storm for massive damage but doesn't differentiate between friends and foes and takes ''ten minutes'' to recharge, preventing you using other shouts for the duration. 'Master' level spells are powerful but often require huge amounts of power, take some time to charge and can be interrupted.

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* * ''VideoGame/TheElderScrollsVSkyrim'':
**
Two-handed weapons in ''VideoGame/TheElderScrollsVSkyrim'' in tend to suffer from this, battleaxes and warhammers moreso than greatswords. Since they're so heavy they're remarkably slow and pull you forward with every swing, leaving you susceptible to attack (this is also when the AI uses them), and since they occupy both of your hands you're better off using a faster one-handed weapon in one hand and cast spells with your a spell or shield in the other.
** High level shouts and spells often fall in this category. [[http://elderscrolls.wikia.com/wiki/Storm_Call Storm call]] summons a lighting storm for massive damage but doesn't differentiate between friends and foes and takes ''ten minutes'' to recharge, preventing you using other shouts for the duration. duration.
**
'Master' level Destruction spells are powerful and flashy if you can get them off, but often require huge amounts of power, take some time to they have an absurdly long charge time during which you're vulnerable to attack and can be interrupted.being interrupted. Even if you do get one off, lower-level spells do more damage for the magicka and do so more quickly and reliably.
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** Later in the game, you can make class-change certain party members into Jedi. While this does grant them Force powers and the ability to use lightsabers, it causes them to lose out on the feats they'd normally gain from their base class, typically winding up as [[MasterOfNone Masters of None]] compared to specializing them in their initial roles or using your party members who are ''already'' Jedi. Bao-Dur is the most extreme example, as it not only ruins his unarmed offense (potentially including his unique damage boost/stun passive) and high skill growth, but his stats are ''absolutely terrible'' for becoming a Jedi and he can't equip ''any'' armor that doesn't restrict Force usage.

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** Melee weapons in general are almost always useless for anything but sneak attacks. Why? Because most enemies will be shooting at you from a distance, and the ones that don't (like Deathclaws) will have melee attacks that will kill you in one or two hits and therefore should be dealt with at range anyway.
*** Take the Shish-Kebab, a craftable FlamingSword made out of a lawnmower blade, pilot light and a motorcycle handbrake and gas tank. Flashy, awesome, and devastating... except against 95% of your targets who will be shooting at you from a safe distance. Its best use is for sneaking up on people or blundering around a corner into them in a deep dark badly lit basement or service tunnel. And if you walk through a gas leak in one of those tunnels, prepare to be [[HoistByHisOwnPetard hoisted by your own petard]]. However, it's fairly easy to tweak your stats in such a way to make melee (and the Shish-Kebab in particular) ungodly powerful.

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** Melee weapons in general are almost always useless suboptimal for anything but sneak attacks. Why? Because most enemies will be shooting at you from a distance, and the ones that don't (like Deathclaws) will have melee attacks that will kill you in one or two hits and therefore should be dealt with at range anyway.
*** Take the Shish-Kebab, a craftable FlamingSword made out of a lawnmower blade, pilot light and a motorcycle handbrake and gas tank. Flashy, awesome, and devastating... except against 95% of your targets who will be shooting at you from a safe distance. Its best use is for sneaking up on people or blundering around a corner into them in a deep dark badly lit basement or service tunnel. And if you walk through a gas leak in one of those tunnels, prepare to be [[HoistByHisOwnPetard hoisted by your own petard]]. However, it's fairly easy to tweak
anyway. While MinMaxing your stats and perks to do insane damage with the Shishkebab while investing in such a way the best-quality armor, defensive perks, and combat drugs to make melee help you survive until you reach your target is a viable (and fun) option, it's never going to work as well as plain old BoringButPractical small guns.
*** [[PunnyName Jack the]] [[ChainSword Ripper]] takes
the Shish-Kebab cake. It's a Chainsword with strong base damage that hits (read: gives CriticalHits a chance to proc) over 30 times a second and has a great [[CriticalHitClass crit rate]], chewing through high-level enemies like nobody's business. He also degrades in particular) ungodly powerful.quality incredibly quickly and can only be repaired by cannibalizing the already-rare standard Ripper for parts or [[CastFromMoney spending lots of caps at merchants]]. Expect to switch back to the equally-awesome but far more practical [[InfinityMinusOneSword Shishkebab]] after it craps out in the middle of a long quest one too many time.



** In speaking of perks, ''any'' low level perk that directly increases your skills count as this: Daddy's Boy/Girl, Gun Nut, Thief, Little Leaguer, Scoundrel, etc.. Sure, taking them influences your skills automatically, but they have a few problems. Mainly, they can only increase each skill by 5 per rank (3 ranks total). Not bad, but you can easily find clothing that can do the same or more as long as you wear them... or read the skill-increasing books that are scattered around the Capital Wasteland (that are surprisingly common), which are improved by the Comprehension perk, which you only have to take once... or take drugs that improve your S.P.E.C.I.A.L. stats, thereby improve your skills (granted temporarily, but useful in a bind)... or bother to find the (weightless) Bobbleheads that directly (and permanently) increase your S.P.E.C.I.A.L. stats by one or your skills by ''10'' just for picking up... or taking the Intense Training perk one in a while to change your S.P.E.C.I.A.L. stats and thereby your skills, etc., etc.. It seems that these perks are only there to trick new players into getting rather useless perks rather than the surprisingly versatile perks.
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*** The Alien Blaster will vaporize any standard enemy with one shot, due to its 100% critical hit chance and high base damage. But it breaks down very quickly (and can only be repaired by certain npcs for cash) and has such a limited ammo supply that it's almost not worth using. Its best value is for headshots at EliteMooks in VATS where more conventional weaponry won't take them down fast enough.

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*** The Alien Blaster will vaporize any standard enemy with one shot, due to its 100% critical hit chance and high base damage. But it breaks down very quickly (and can only be repaired by certain npcs [=NPCs=] for cash) and has such a limited ammo supply that it's almost not worth using. Its best value is for headshots at EliteMooks in VATS where more conventional weaponry won't take them down fast enough.



*** There are certainly no shortage of mounts that are very hard to get for absolutely no real benefit over your normal griffin or wyvern... then there are the Traveling Tundra Mammoth and the Grand Expedition Yak. Both come with two vendor NPCs that you can access anytime you can mount... but their costs are astronomical for convienience. The Mammoth can quite easily be replaced with a Repair Bot or Jeeves (a infinite use repair bot that himself qualified for this when he was introduced), and the Yak only adds reforging services, which you won't be using very often.

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*** There are certainly no shortage of mounts that are very hard to get for absolutely no real benefit over your normal griffin or wyvern... then there are the Traveling Tundra Mammoth and the Grand Expedition Yak. Both come with two vendor NPCs [=NPCs=] that you can access anytime you can mount... but their costs are astronomical for convienience.convenience. The Mammoth can quite easily be replaced with a Repair Bot or Jeeves (a infinite use repair bot that himself qualified for this when he was introduced), and the Yak only adds reforging services, which you won't be using very often.
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* In ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', Battle Meditation is the skill that made Bastila so important in the first game, and you can learn it - and it does give useful bonuses, especially at higher tiers. Unfortunately, its brief duration and inability to be part of the Force Enlightenment omni-buff mean that ultimately you will not be using it that often.

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* In ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', Battle Meditation is the skill that made Bastila so important in the first game, and you can learn it - and it does give useful bonuses, especially at higher tiers. Unfortunately, its brief duration and inability to be part of the Force Enlightenment omni-buff mean that ultimately you will not be using it that often.often.
* ''Last Stand at Union City'': the chainsaw, just like in real life.
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* The highest damage output spells in VideoGame/AvencastRiseOfTheMage also have very impressive animations. Unfortunately spells are cast by button combinations that also move your character slightly and enemies can continue to move during the attack animation, so they're quite unlikely to actually hit.

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* The highest damage output spells in VideoGame/AvencastRiseOfTheMage also have very impressive animations. Unfortunately spells are cast by button combinations that also move your character slightly and enemies can continue to move during the attack animation, so they're quite unlikely to actually hit.hit.
* In ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', Battle Meditation is the skill that made Bastila so important in the first game, and you can learn it - and it does give useful bonuses, especially at higher tiers. Unfortunately, its brief duration and inability to be part of the Force Enlightenment omni-buff mean that ultimately you will not be using it that often.
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** High level shouts and spells often fall in this category. [[http://elderscrolls.wikia.com/wiki/Storm_Call Storm call]] summons a lighting storm for massive damage but doesn't differentiate between friends and foes and takes ''ten minutes'' to recharge, preventing you using other shouts for the duration. 'Master' level spells are powerful but often require huge amounts of power, take some time to charge and can be interrupted.
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** Just like Fallout 3, the Alien Blaster is the most powerful weapon in the game, and if you have the Jury Rigging perk, can be repaired with Energy pistols. The big downside, it only has 222 of its ammo, and once it runs out, it becomes completely worthless. Worse, it replaces the YCS/186, which is a unique Gauss Rifle, and the YCS uses MFCs as ammo(something that is somewhat easy to get). In order to get the Blaster, you need to turn on Wild Wasteland, but in the long run, you're better off with the more practical YCS/186 instead of the awesome Alien Blaster.

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** In later expansions Engineering in general became more useful, though as far as usefulness goes compared to the mostly passive benefits from other professions, their devices still qualify.

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** In later expansions Engineering in general became more useful, though as far as usefulness goes compared to the mostly passive benefits from other professions, their devices still qualify. Even if played safe only with devices that don't backfire, its more things to keep track of on top of your regular combat abilities.



** Also, Both came from complicated quests, used up reagents and used to turn on you regularly.

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** *** Also, Both both came from complicated quests, used up reagents and used to turn on you regularly.


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*** Enslave Demon (the spell used to control the old Doomguard) itself and similar skills. Enemies powerful enough to be worth enslaving without being immune to it are hard to find, even now that it has become fairly reliable. And even then you won't be able to take your new pet very far, as such targets are mostly found in Dungeons. Though it can be a blast when you get that chance, and as of the latest Warlock questline, absolutely required to win in at least one encounter.


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*** There are certainly no shortage of mounts that are very hard to get for absolutely no real benefit over your normal griffin or wyvern... then there are the Traveling Tundra Mammoth and the Grand Expedition Yak. Both come with two vendor NPCs that you can access anytime you can mount... but their costs are astronomical for convienience. The Mammoth can quite easily be replaced with a Repair Bot or Jeeves (a infinite use repair bot that himself qualified for this when he was introduced), and the Yak only adds reforging services, which you won't be using very often.

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** In later expansions Engineering in general became more useful, though as far as usefulness goes compared to the mostly passive benefits from other professions, their devices still qualify.



** Also, Both come from complicated quests, use up reagents and used to turn on you regularly.
*** The Doomguard has actually been made... useful. It now lasts 15 minutes with a 30 minute cooldown, the damage the ritual causes can be easily healed, and it doesn't turn on you when the spell expires. They're extraordinarily durable, hit extremely hard for a pet, and have some useful [[StandardStatusEffects debuffs]]. Then they changed it again, now it's on a 10 minute cooldown and lasts for about a minute however it acts as a guardian, attacking whatever you attack and is uncontrollable.

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** Also, Both come came from complicated quests, use used up reagents and used to turn on you regularly.
*** The Doomguard has actually been made... useful. It now lasts 15 minutes with a 30 minute cooldown, the damage the ritual causes can be easily healed, and it doesn't turn on you when the spell expires. They're extraordinarily durable, hit extremely hard for a pet, and have some useful [[StandardStatusEffects debuffs]]. Then they changed it again, now it's on a 10 minute cooldown and lasts for about a minute however it acts as a guardian, attacking whatever you attack and is uncontrollable.uncontrollable (alongside the Infernal, sharing a cooldown).


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** Certain Hunter pets take a lot of effort to tame, but statistically they are the same as any other pet from the same family, just with an unique color. As far as families go, Direhorns currently take the cake, requiring a level-capped Hunter to grind elite mobs on a fairly secluded isle to learn how to tame them, and then tame one on that same isle. And their unique ability certainly counts as well, deflecting all spells cast in front of the Direhorn for 6 seconds... if they are single-target and only target the pet itself, that is.

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Repair Dont Respond. If there are arguments for something being useful, it doesn\'t fit the trope. \"Not useful for a certain class\" is not an argument for the trope either.


* ''VideoGame/BaldursGateII'' gives you the Imprisonment spell, which traps the victim in suspended animation in a hollow sphere deep underground ''permanently -- without a saving throw!'' Downside: A level 9 spell won't be used on everyday foes, and the player will want the big foes' loot which they take with them to their new plane of existence if imprisoned. It was made useful in the ExpansionPack ''Throne Of Bhaal'', as by this point any enemy that drops worthwhile loot is immune to the spell anyway and a spell that reverses the effect becomes more readily available.

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* ''VideoGame/BaldursGateII'' gives you the ''VideoGame/BaldursGateII''
** The
Imprisonment spell, which traps the victim in suspended animation in a hollow sphere deep underground ''permanently -- without a saving throw!'' Downside: A level 9 spell won't be used on everyday foes, and the player will want the big foes' loot which they take with them to their new plane of existence if imprisoned. It was made useful in the ExpansionPack ''Throne Of Bhaal'', as by this point any enemy that drops worthwhile loot is immune to the spell anyway and a spell that reverses the effect becomes more readily available.



** Wild Mages have a spell that allows them to cast literally ''any'' spell they know, instantaneously, [[MyRulesAreNotYourRules without having to have it memorized or even being at the level required to cast it]]; this allows them to be some of the most versatile spellcasters in the game, and potentially the most powerful. The downside is, the spell required to do so is pretty volatile and has only a ''one-in-a-hundred'' chance of casting the spell correctly, with a variety of effects if you don't; some are harmless, some are beneficial, but if you [[LuckBasedMission get particularly unlucky]] with the die roll you can end up summoning a pit fiend or turning yourself to stone.
*** Moreso if you use a mod to play them in the first game; higher-level Wild Mages have methods improve their chances of successfully casting an unmemorized spell or making it more powerful. Low-level ones don't. So while you ''could'' try to [[ThereIsNoKillLikeOverkill cast Cloudkill at level one]], it would most likely backfire and kill ''you''.

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** Wild Mages have a spell that allows them to cast literally ''any'' spell they know, instantaneously, [[MyRulesAreNotYourRules without having to have it memorized or even being at the level required to cast it]]; this allows them to be some of the most versatile spellcasters in the game, and potentially the most powerful. The downside is, the spell required to do so is pretty volatile and has only a ''one-in-a-hundred'' chance of casting the spell correctly, with a variety of effects if you don't; some are harmless, some are beneficial, but if you [[LuckBasedMission get particularly unlucky]] with the die roll you can end up summoning a pit fiend or turning yourself to stone.
***
stone. Moreso if you use a mod to play them in the first game; higher-level Wild Mages have methods improve their chances of successfully casting an unmemorized spell or making it more powerful. Low-level ones don't. So while you ''could'' try to [[ThereIsNoKillLikeOverkill cast Cloudkill at level one]], it would most likely backfire and kill ''you''.



** The Fat Man launcher fires miniature nuclear warheads. Its [[AceCustom unique variant]], the Experimental MIRV, is a weapon that can fire ''eight'' mini-nukes at once. Problems: There's a limited number of mini-nukes (seventy-two in the entire game), and the largest bosses in the game take maybe two hits to kill with a regular Fat Man. And firing this weapon will very likely blow up the wielder along with the target. Overkill much? Fire it once for the "cool value," then sell it or stick it in a locker and never use it again.



*** The Fat Man launcher fires miniature nuclear warheads. Its [[AceCustom unique variant]], the Experimental MIRV, is a weapon that can fire ''eight'' mini-nukes at once. Problems: There's a limited number of mini-nukes (seventy-two in the entire game), and the largest bosses in the game take maybe two hits to kill with a regular Fat Man. And firing this weapon will very likely blow up the wielder along with the target. Overkill much? Fire it once for the "cool value," then sell it or stick it in a locker and never use it again.



*** In speaking of perks, ''any'' low level perk that directly increases your skills count as this: Daddy's Boy/Girl, Gun Nut, Thief, Little Leaguer, Scoundrel, etc.. Sure, taking them influences your skills automatically, but they have a few problems. Mainly, they can only increase each skill by 5 per rank (3 ranks total). Not bad, but you can easily find clothing that can do the same or more as long as you wear them... or read the skill-increasing books that are scattered around the Capital Wasteland (that are surprisingly common), which are improved by the Comprehension perk, which you only have to take once... or take drugs that improve your S.P.E.C.I.A.L. stats, thereby improve your skills (granted temporarily, but useful in a bind)... or bother to find the (weightless) Bobbleheads that directly (and permanently) increase your S.P.E.C.I.A.L. stats by one or your skills by ''10'' just for picking up... or taking the Intense Training perk one in a while to change your S.P.E.C.I.A.L. stats and thereby your skills, etc., etc.. It seems that these perks are only there to trick new players into getting rather useless perks rather than the surprisingly versatile perks.

to:

*** ** In speaking of perks, ''any'' low level perk that directly increases your skills count as this: Daddy's Boy/Girl, Gun Nut, Thief, Little Leaguer, Scoundrel, etc.. Sure, taking them influences your skills automatically, but they have a few problems. Mainly, they can only increase each skill by 5 per rank (3 ranks total). Not bad, but you can easily find clothing that can do the same or more as long as you wear them... or read the skill-increasing books that are scattered around the Capital Wasteland (that are surprisingly common), which are improved by the Comprehension perk, which you only have to take once... or take drugs that improve your S.P.E.C.I.A.L. stats, thereby improve your skills (granted temporarily, but useful in a bind)... or bother to find the (weightless) Bobbleheads that directly (and permanently) increase your S.P.E.C.I.A.L. stats by one or your skills by ''10'' just for picking up... or taking the Intense Training perk one in a while to change your S.P.E.C.I.A.L. stats and thereby your skills, etc., etc.. It seems that these perks are only there to trick new players into getting rather useless perks rather than the surprisingly versatile perks.



** There's also the Tesla Cannon, and its unique variant, the Tesla-Beaton Prototype. They hit every bit as hard as they did in Broken Steel. However, they consume ammo at a phenomenal rate, are very difficult to find, degrade quickly, are expensive to repair, have obscene level requirements for maximum usage and weigh a ton.
*** Though, like the anti material riffle below, all these drawbacks can be neutralized by a specialized player. The Weapons Handling and Pack Rat perks will cut the weight of the weapon and its ammo in half, while the vigilant recycler perk will allow you to better use your empty cells. You can get the Electron Charge packs it needs by completing the quest "Still in the Dark," and "Eyesight for the Blind" for the Brotherhood of Steel, who will also give you a Tesla Cannon. If thats not enough, you can make Electron Charge packs from energy cells and micro fusion cells at any crafting bench. Players with a high enough repair skill can easily keep the weapon repaired with weapon repair kits. Lastly, the [=DLCs=] give you huge sources of weapons repair kits, Lonesome road even lets ED-E repair your weapon for free once a day.
** The Anti-Materiel Rifle. Pros: It's got incredible range, great accuracy and can punch through armor like a knife through a wet napkin. Cons: it weighs 20 pounds (making it the heaviest shoulder-fired weapon in-game); it degrades quickly; it requires 100 skill points in Guns to use effectively; its ammo is rare, expensive, and heavy if you're playing on Hardcore Mode; it's very loud and will alert any nearby enemies you're not shooting at; and it has so much recoil that it ''physically throws the player character backwards'' if shot from the hip (only a little bit at a time though--you'd have to empty a few magazines to really notice the distance traveled).
*** On the other hand, [[DifficultButAwesome if you put some work into it]] the Anti-Materiel Rifle is ''fantastic''. By the end of the game you're rolling in money anyways, the Heavyweight perk [[note]]cuts the weight of weapons over 10 pounds by 50%[[/note]] makes it less cumbersome, and it makes [[DemonicSpiders Deathclaws]] incredibly easy to kill. With the Gun Runner's Arsenal add-on now available, you can correct most of its flaws with the mods: a suppressor for the noise, carbon fiber parts for weight, and a custom action for firing speed. With Steady[[note]]deceases gun wavering and increases accuracy in V.A.T.S. to 95% at ''any distance''[[/note]], ActionGirl[[note]]or Action Boy - either one increases Action Points by 15 (two ranks)[[/note]] , Grim Reapers' Sprint [[note]]adds 20 [=APs=] after every kill in V.A.T.S[[/note]], Math Wrath [[note]]decreases [[=APs==]] use by 10%[[/note]], and Weapon Handling [[note]]decreaes the Strength requirement of any weapon by 2[[/note]] you can obliterate anything that dumb enough to come near you.
** Both it and the sniper rifle never get entirely rid of the aiming bob either (even at 100 guns with enough STR), which always introduces *some* element of uncertainty to your sniping. The scoped Varmint Rifle, meanwhile, loses its drift fairly early, making Ratslayer a safer bet for sneak-critting low-armour foes in the head for most of the game.



*** The ordinary grenade machinegun is already a prime candidate for the trope, it is incredibly heavy, difficult to repair, eats expensive 25mm grenades like it's candy, can easily hurt or even kill the user if not aimed carefully and will generally be total overkill for the vast a majority of foes. Consider then that Mercy uses an even heavier and more expensive ammo type in exchange for even grosser overkill.
* ''Franchise/MassEffect''

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*** ** The ordinary grenade machinegun is already a prime candidate for the trope, it is incredibly heavy, difficult to repair, eats expensive 25mm grenades like it's candy, can easily hurt or even kill the user if not aimed carefully and will generally be total overkill for the vast a majority of foes. Consider then that Mercy uses an even heavier and more expensive ammo type in exchange for even grosser overkill.
* ''Franchise/MassEffect''''Franchise/MassEffect'':



** High explosive rounds. They become available late-game, and utterly annihilate everything they're fired at, but the overheat goes through the roof with them. Even with the best heat-decreasing mods, you'll only be able to get off one shot at a time.
*** On the other hand, accepting this and taking advantage of it can be incredibly useful. Infiltrators can get by using shotguns and pistols normally, and pour damage-boosting mods and high explosive rounds into the highest-damage sniper rifle available, basically turning it into a miniature artillery piece. Sure, you'll only get one shot with it, but you're only going to '''need''' one shot.
** The M-920 Cain aka "Nuke Gun" from ''VideoGame/MassEffect2''. The final heavy weapon to research, it is for all intents and purposes a nuke cannon, and it works as advertised - anything within a very wide area of the target dies in a very pretty mushroom cloud. However, it eats most of your heavy weapon ammo with one shot, requires four seconds of charging before it fires (not a good idea when under fire in one of the situations you would ''want'' to use something this powerful), and has such a large blast radius that there are very few opportunities in the game where you can fire the Cain and not hit your own party. Most of the time, the Avalanche cannon or Collector Particle Beam are much more practical.
*** The Cain is useful, no doubt about it. What makes it ''impractical'' is that it can be used for, at most, a half-dozen fights throughout a twenty five hour game. Using it on anything weaker than a Praetorian is pointless overkill, and if you miss, [[ItOnlyWorksOnce you won't get another shot]]. Except on the final boss. In the FinalBattle, the Cain suddenly becomes simply awesome, as Harbinger drops heavy weapons ammo when killed, presumably so as to compensate for the Cain's impracticality in this case. You'll have to waste him a couple of times to get enough ammo to fire the damn thing again, but in case you brought the Cain instead of one of the less insane weapons, you'll still be able to complete the fight.

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** High explosive rounds. They become available late-game, and utterly annihilate everything they're fired at, but the overheat goes through the roof with them. Even with the best heat-decreasing mods, you'll only be able to get off one shot at a time.
*** On the other hand, accepting this and taking advantage of it can be incredibly useful. Infiltrators can get by using shotguns and pistols normally, and pour damage-boosting mods and high explosive rounds into the highest-damage sniper rifle available, basically turning it into a miniature artillery piece. Sure, you'll only get one shot with it, but you're only going to '''need''' one shot.
** The M-920 Cain aka "Nuke Gun" from ''VideoGame/MassEffect2''. The final heavy weapon to research, it is for all intents and purposes a nuke cannon, and it works as advertised - anything within a very wide area of the target dies in a very pretty mushroom cloud. However, it eats most of your heavy weapon ammo with one shot, requires four seconds of charging before it fires (not a good idea when under fire in one of the situations you would ''want'' to use something this powerful), and has such a large blast radius that there are very few opportunities in the game where you can fire the Cain and not hit your own party. Most of the time, the Avalanche cannon or Collector Particle Beam are much more practical.
***
practical.\\
\\
The Cain is useful, no doubt about it. What makes it ''impractical'' is that it can be used for, at most, a half-dozen fights throughout a twenty five hour game. Using it on anything weaker than a Praetorian is pointless overkill, and if you miss, [[ItOnlyWorksOnce you won't get another shot]]. Except on the final boss. In the FinalBattle, the Cain suddenly becomes simply awesome, as Harbinger drops heavy weapons ammo when killed, presumably so as to compensate for the Cain's impracticality in this case. You'll have to waste him a couple of times to get enough ammo to fire the damn thing again, but in case you brought the Cain instead of one of the less insane weapons, you'll still be able to complete the fight.



** The Javelin sniper rifle: one of the strongest guns in the game in terms of sheer damage, able to pierce cover, and the ability to see enemies through smoke ''and cover'' is built in. However, it's so ridiculously heavy that you take a penalty to power recharge even if it's the only gun you're carrying, and unlike the other available rifles, has a brief but noticeable charge-up period before each shot. While the right mods will make it DifficultButAwesome in single-player, it's hardly ever used in multiplayer.
*** The Javelin sees it's fair use in MP with the Geth Infiltrator. The rifle is ridiculously heavy, has a very low spare ammo count and behaves awkwardly (there is a slight fire delay when pressing the button), but in the hands of a skilled Infiltrator those points become moot. Their main cooldown (the cloak) isn't affected all that much by the weight of the loadout but more by the time you spend in it. The low spare ammo can be counteracted by using consumables, upgrading the gun, adding a spare ammo modification and visiting supply points often. The fire delay takes getting used to but can even be beneficial on fast moving targets. On the plus side - there is no weapon that is better at piercing cover, it packs the biggest punch of any weapon in the game, it has a build-in thermal vision and Geth even get a damage bonus because it counts as a Geth weapon.



* ''VideoGame/{{Diablo}}'' has a LOT of spells that are cool but useless. Town Portal can be learned as a spell, but you're very likely to find a scroll anyway. Couple that with the fact you have to learn it multiple times to reduce the mana cost to reasonable levels (especially for the Warrior) and, well... Likewise, Healing is a lot less useful than just slugging back a potion, and the unique ability each class has will see use only on the far side of never. Telekinesis has no redeeming qualities whatsoever (you can just walk up to the items, and being able to push a foe back a square is more than inadequate for the amount of mana it costs).
** Don't underestimate Telekinesis. It is useful if you're playing under multiplayer rules (death = all items drop to the floor) and you have to extract your precious items from under the noses of the monsters that killed you ''with'' those items on and will most likely kill you again without them, over and over until they swarm the only entrance to the level.
* In ''VideoGame/DiabloII'' the druid's Armageddon spell causes a rain of meteors to follow you, but the meteors hit randomly and do very little damage compared to the sorceress ones. The entire martial arts tree of the assassin is spectacular to watch but does next to no damage.
** The higher level martial arts spells look downright awesome (And CAN be devastating with synergy bonuses from SEVERAL other skills), particularly Phoenix Strike. But, Phoenix strike does mostly elemental damage- which most enemies have ludicrous defence against in Hell difficulty!
** ''Diablo II'' suffered this with many, many skills for every class:
*** The Barbaran can pull the BadAss trick of dual-wielding throwing weapons. This has only been successfully utilized by a select few individuals for Player vs Monster or PvP due to how limited one's choices for dealing consistent damage with them are.
*** The Sorceress' awesome-looking Lightning Storm is ExactlyWhatItSaysOnTheTin but even maximum-twinked damage from it is relatively pitiful compared to more boring utility lightning skills. The multi-headed Hydra spell is a fireball-shooting stationary turret that does little damage at maximum and most monsters are immune to fire anyway. She can also activate a skill that leaves fire in her wake wherever she walks that when used, even if you ''again'' take max-twinked damage into account, is effectively cosmetic.
*** Then again the majority of skills in the game are not viable for Hell difficulty and each class has only 1-2 usable builds max (out of 30 skills). Class balance just wasn't particularly important in '99.

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* ''VideoGame/{{Diablo}}'' has a LOT of spells that are cool but useless. Town Portal can be learned as a spell, but you're very likely to find a scroll anyway. Couple that with the fact you have to learn it multiple times to reduce the mana cost to reasonable levels (especially for the Warrior) and, well... Likewise, Healing is a lot less useful than just slugging back a potion, and the unique ability each class has will see use only on the far side of never. Telekinesis has no redeeming qualities whatsoever (you can just walk up to the items, and being able to push a foe back a square is more than inadequate for the amount of mana it costs).
''VideoGame/DiabloII'':
** Don't underestimate Telekinesis. It is useful if you're playing under multiplayer rules (death = all items drop to the floor) and you have to extract your precious items from under the noses of the monsters that killed you ''with'' those items on and will most likely kill you again without them, over and over until they swarm the only entrance to the level.
* In ''VideoGame/DiabloII'' the
The druid's Armageddon spell causes a rain of meteors to follow you, but the meteors hit randomly and do very little damage compared to the sorceress ones. The entire martial arts tree of the assassin is spectacular to watch but does next to no damage.
** The higher level martial arts spells look downright awesome (And (and CAN be devastating with synergy bonuses from SEVERAL other skills), particularly Phoenix Strike. But, Phoenix strike does mostly elemental damage- which most enemies have ludicrous defence against in Hell difficulty!
** ''Diablo II'' suffered this with many, many skills for every class:
***
The Barbaran can pull the BadAss trick of dual-wielding throwing weapons. This has only been successfully utilized by a select few individuals for Player vs Monster or PvP due to how limited one's choices for dealing consistent damage with them are.
*** ** The Sorceress' awesome-looking Lightning Storm is ExactlyWhatItSaysOnTheTin but even maximum-twinked damage from it is relatively pitiful compared to more boring utility lightning skills. The multi-headed Hydra spell is a fireball-shooting stationary turret that does little damage at maximum and most monsters are immune to fire anyway. She can also activate a skill that leaves fire in her wake wherever she walks that when used, even if you ''again'' take max-twinked damage into account, is effectively cosmetic.
*** Then again the majority of skills in the game are not viable for Hell difficulty and each class has only 1-2 usable builds max (out of 30 skills). Class balance just wasn't particularly important in '99.
cosmetic.
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** The cloud serpent mounts are arguably this, despite being absolutely gorgeous. They're hard to get, requiring both Exalted reputation with the relevant faction and a series of daily quests to obtain. They're stupidly huge, to the point that they can't even pass through lot of openings, the only camera positions that let you see where you're going are either full zoom in (in which case you can't even see it) or full zoom out (in which case you can't see the details that make it so gorgeous). Many players get them, but there are good reasons they're probably the least-seen flying mount in the game after the jade quilen.

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** The cloud serpent mounts from Mists of Pandaria are arguably this, despite being absolutely gorgeous. They're hard to get, requiring both Exalted reputation with the relevant faction and a series of daily quests to obtain. They're stupidly huge, to the point that they can't even pass through lot of openings, the only camera positions that let you see where you're going are either full zoom in (in which case you can't even see it) or full zoom out (in which case you can't see the details that make it so gorgeous). Many players get them, but there are good reasons they're probably the least-seen flying mount in the game after the jade quilen.imperial quilen (only available with the Mists collector's edition, and not at all now).
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** The cloud serpent mounts are arguably this, despite being absolutely gorgeous. They're hard to get, requiring both Exalted reputation with the relevant faction and a series of daily quests to obtain. They're stupidly huge, to the point that they can't even pass through lot of openings, the only camera positions that let you see where you're going are either full zoom in (in which case you can't even see it) or full zoom out (in which case you can't see the details that make it so gorgeous). Many players get them, but there are good reasons they're probably the least-seen flying mount in the game after the jade quilen.
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* ''VideoGame/BetrayalAtKrondor'' has the Mad God's Rage spell. The name, the very concept, and the way it looks are all awesome. However, since your mage won't stop casting it until all his visible enemies are dead, or he falls over dead or near-dead from exhaustion, it's not very practical. For groups of enemies, Firestorm provides better damage to cost ratio. For single, powerful enemies, Fetters of Rime are a cheap way to freeze them and finish them off at leisure. It's not even good as a desperation move, because you can only cast as much of it as you have stamina/health, so if you're near dead to begin with, it won't do much good. Still... damn, that's a cool spell.
* ''VideoGame/BaldursGateII'' gives you the Imprisonment spell, which traps the victim in suspended animation in a hollow sphere deep underground ''permanently -- without a saving throw!'' Downside: A level 9 spell won't be used on everyday foes, and the player will want the big foes' loot which they take with them to their new plane of existence if imprisoned. It was made useful in the ExpansionPack ''Throne Of Bhaal'', as by this point any enemy that drops worthwhile loot is immune to the spell anyway and a spell that reverses the effect becomes more readily available.
** There's also Lightning Bolt, which is really cool in theory but actively suicidal in practice due to its unpredictable rebounds when within any enclosed space - i.e. ''virtually anywhere''.
** Wild Mages have a spell that allows them to cast literally ''any'' spell they know, instantaneously, [[MyRulesAreNotYourRules without having to have it memorized or even being at the level required to cast it]]; this allows them to be some of the most versatile spellcasters in the game, and potentially the most powerful. The downside is, the spell required to do so is pretty volatile and has only a ''one-in-a-hundred'' chance of casting the spell correctly, with a variety of effects if you don't; some are harmless, some are beneficial, but if you [[LuckBasedMission get particularly unlucky]] with the die roll you can end up summoning a pit fiend or turning yourself to stone.
*** Moreso if you use a mod to play them in the first game; higher-level Wild Mages have methods improve their chances of successfully casting an unmemorized spell or making it more powerful. Low-level ones don't. So while you ''could'' try to [[ThereIsNoKillLikeOverkill cast Cloudkill at level one]], it would most likely backfire and kill ''you''.
* ''Dungeons & Dragons Online'' has an impossibly cool two-handed sword named Terror. Every strike has "Nightmares" effect (target must make a will save or take additional damage to psyche), every enemy striking the wielder must make save against Fear, and three time per day it can cast Phantasmal Killer spell (target must make a will save or die). And it's made of CRYSTAL. Unfortunately you have to be level 18 to use Terror, and by that time all your enemies save about 95% of the time -- if not immune to fear outright. Being crystal rather than metal, it is good for killing MooksAteMyEquipment rust monsters.
* ''VideoGame/NeverwinterNights2'' had you spend a major chunk of the mid game collecting a series of powers designed to kill the BigBad; it turns out they weren't necessary at launch. Additionally, late in the game you get your hands on an InfinityPlusOneSword, that's also often superseded by gear a player already has access to.
* ''VideoGame/PlanescapeTorment'' has level 9 ultimate spells with intensely cool cutscenes, which is rare in a Western RPG. Unfortunately, barring some serious LevelGrinding, by the time you're able to use these you only have ''one'' enemy left worth using them on, and that's a SkippableBoss.
** Very little grinding, in fact. Cloudkill + underSigil = lots of fast exp. However, those high level spells are fairly useless because enemies potentially worth using them on tend to have high magic resistance. Which means the spell typically takes a minute going through its complex, "awesome" animation, and at the end... does nothing. Better just spam some easy to use level 1-5 spells.
* The "''VideoGame/{{Fallout 2}}'' Hint Book" at (well, after) the end of ''Fallout 2'' works much the same.
** A more conventional example from Fallout 2 was the Pulse Rifle. Had the greatest damage of any single weapon in the game and was billed as end game equipment. The problem? All the enemies you fight had silly levels of resistance to its electrical type damage and due to the way the games burst fire mechanisms work the most basic SMG you could use would do more damage. Many of the higher level weapons suffered from this. Mini Guns did no damage to anyone with armor as damage was subtracted on a per bullet basis. The Vindicator Minigun which did decent damage per shot had punishingly rare ammo. The true king of weapons was the [[MoreDakka fully-automatic]] and easily acquired BOZAR Light Support weapon which combined high burst value with a decent and plentiful ammo type.
*** Well, the silly level of elect resistance came from any form of metal armor (which, to be frank, almost every human enemy towards the end wore), but energy weapons remained exceptionally useful versus monsters - particularly the Deathclaws, Floaters and Centaurs that cropped up towards the end, which tended to be resistant to physical attacks (including bullets.)
*** The biggest problem with the pulse weapons was that they had a tendency to do critical hits very often, and critting someone with an electrical attack pulverizes them - so you don't have a handy corpse to loot. You'd have to pixel-hunt for the loot at the base of the small ash puddle that was what was left of the enemy, then laboriously pick up every single drop. This would get old ''very'' fast.
* ''VideoGame/{{Fallout 3}}''
** The Fat Man launcher fires miniature nuclear warheads. Its [[AceCustom unique variant]], the Experimental MIRV, is a weapon that can fire ''eight'' mini-nukes at once. Problems: There's a limited number of mini-nukes (seventy-two in the entire game), and the largest bosses in the game take maybe two hits to kill with a regular Fat Man. And firing this weapon will very likely blow up the wielder along with the target. Overkill much? Fire it once for the "cool value," then sell it or stick it in a locker and never use it again.
** Big weapons in general in Fallout 3 are difficult to put to practical use.
*** The Minigun is useless in VATS, goes through ammo like a sieve, is too bulky to carry as a backup, and worst of all doesn't do the damage you'd think it should (it cannot score critical hits, ever!). It also has a long windup sequence to get the barrel spinning while your target is blasting you to hell. Since it is only really useful at close range, it is outclassed by the flamer which has equally high damage potential and fires instantly when you pull the trigger.
*** The Missile Launcher has a clip size of one and takes too long to reload between shots to use as a primary weapon, and doesn't do enough damage per shot against high hitpoint targets to warrant carrying as a backup. It is also useless in VATS at long range as it will often miss.
*** The only Big Gun that seems practical enough for regular use is the Vengeance Gatling laser. However, spare Gatling Lasers are hard to find, it deteriorates extremely quickly, rarely ever scores critical hits, and it can still go through ammo quickly if you aren't careful. Also, the only place where it's obtainable is a sanctuary filled to the brim with ''[[DemonicSpiders Deathclaws]]''.
** Many small guns and energy weapons also have this problem:
*** The Scoped .44 Magnum breaks down too quickly and its ammo is relatively rare, and the gun itself is difficult to find and is almost always in poor condition when found or purchased. This means you need to find several so you can repair them into a single pristine gun which starts deteriorating rapidly with every shot anyway.
*** The Alien Blaster will vaporize any standard enemy with one shot, due to its 100% critical hit chance and high base damage. But it breaks down very quickly (and can only be repaired by certain npcs for cash) and has such a limited ammo supply that it's almost not worth using. Its best value is for headshots at EliteMooks in VATS where more conventional weaponry won't take them down fast enough.
** Melee weapons in general are almost always useless for anything but sneak attacks. Why? Because most enemies will be shooting at you from a distance, and the ones that don't (like Deathclaws) will have melee attacks that will kill you in one or two hits and therefore should be dealt with at range anyway.
*** Take the Shish-Kebab, a craftable FlamingSword made out of a lawnmower blade, pilot light and a motorcycle handbrake and gas tank. Flashy, awesome, and devastating... except against 95% of your targets who will be shooting at you from a safe distance. Its best use is for sneaking up on people or blundering around a corner into them in a deep dark badly lit basement or service tunnel. And if you walk through a gas leak in one of those tunnels, prepare to be [[HoistByHisOwnPetard hoisted by your own petard]]. However, it's fairly easy to tweak your stats in such a way to make melee (and the Shish-Kebab in particular) ungodly powerful.
** The expansion DLC also adds a perk possible only at level 30 which results in a nuclear explosion around you when you hit 20 HP. While this sounds very awesome, it's not at all useful because while you aren't harmed by it, any nearby allies may be, and the nuclear explosions are actually rather small and it likely won't affect any enemy shooting at you. Therefore it only can really have an effect against enemies like Deathclaws, which cut through your HP so fast you'll likely be dead before you hit 20HP and it goes off.
*** In speaking of perks, ''any'' low level perk that directly increases your skills count as this: Daddy's Boy/Girl, Gun Nut, Thief, Little Leaguer, Scoundrel, etc.. Sure, taking them influences your skills automatically, but they have a few problems. Mainly, they can only increase each skill by 5 per rank (3 ranks total). Not bad, but you can easily find clothing that can do the same or more as long as you wear them... or read the skill-increasing books that are scattered around the Capital Wasteland (that are surprisingly common), which are improved by the Comprehension perk, which you only have to take once... or take drugs that improve your S.P.E.C.I.A.L. stats, thereby improve your skills (granted temporarily, but useful in a bind)... or bother to find the (weightless) Bobbleheads that directly (and permanently) increase your S.P.E.C.I.A.L. stats by one or your skills by ''10'' just for picking up... or taking the Intense Training perk one in a while to change your S.P.E.C.I.A.L. stats and thereby your skills, etc., etc.. It seems that these perks are only there to trick new players into getting rather useless perks rather than the surprisingly versatile perks.
** There's also the Rock-It Launcher, an improvised device that uses the VendorTrash you pick up as ammo. Generally useless junk like bent tin cans and coffee mugs become lethal weapons with it. It's quite a bit of fun to watch a super mutant killed by a teddy bear. But in terms of utility, it's not all that strong as the ammo still has weight and weighs you down, and thus it can't even be as useful as a simple assault or hunting rifle with weightless ammo. But fun to play with just for the novelty. Barring specific mods, the Rock-It makes a very loud vacuum cleaner sound all the while you have it out. [[MostAnnoyingSound According to my math it will drive you stark raving bonkers in 16.14 seconds]].
* ''VideoGame/FalloutNewVegas''
** Consider the ARCHIMEDES II KillSat: When you fire it, it brings down a rain of punishment. Problems? Finding the tracking device you fire it with is a GuideDangIt, you only get to fire it once every 24 hours, it takes almost ten seconds to reach full charge, the tracking device inexplicably weighs ''15 pounds'', and you can hit yourself with it if you're not careful. It's even lampshaded in Veronica's personal quest, where she learns that the Brotherhood of Steel sacrificed half their numbers for what she calls "glorified artillery."
** There's also the Tesla Cannon, and its unique variant, the Tesla-Beaton Prototype. They hit every bit as hard as they did in Broken Steel. However, they consume ammo at a phenomenal rate, are very difficult to find, degrade quickly, are expensive to repair, have obscene level requirements for maximum usage and weigh a ton.
*** Though, like the anti material riffle below, all these drawbacks can be neutralized by a specialized player. The Weapons Handling and Pack Rat perks will cut the weight of the weapon and its ammo in half, while the vigilant recycler perk will allow you to better use your empty cells. You can get the Electron Charge packs it needs by completing the quest "Still in the Dark," and "Eyesight for the Blind" for the Brotherhood of Steel, who will also give you a Tesla Cannon. If thats not enough, you can make Electron Charge packs from energy cells and micro fusion cells at any crafting bench. Players with a high enough repair skill can easily keep the weapon repaired with weapon repair kits. Lastly, the [=DLCs=] give you huge sources of weapons repair kits, Lonesome road even lets ED-E repair your weapon for free once a day.
** The Anti-Materiel Rifle. Pros: It's got incredible range, great accuracy and can punch through armor like a knife through a wet napkin. Cons: it weighs 20 pounds (making it the heaviest shoulder-fired weapon in-game); it degrades quickly; it requires 100 skill points in Guns to use effectively; its ammo is rare, expensive, and heavy if you're playing on Hardcore Mode; it's very loud and will alert any nearby enemies you're not shooting at; and it has so much recoil that it ''physically throws the player character backwards'' if shot from the hip (only a little bit at a time though--you'd have to empty a few magazines to really notice the distance traveled).
*** On the other hand, [[DifficultButAwesome if you put some work into it]] the Anti-Materiel Rifle is ''fantastic''. By the end of the game you're rolling in money anyways, the Heavyweight perk [[note]]cuts the weight of weapons over 10 pounds by 50%[[/note]] makes it less cumbersome, and it makes [[DemonicSpiders Deathclaws]] incredibly easy to kill. With the Gun Runner's Arsenal add-on now available, you can correct most of its flaws with the mods: a suppressor for the noise, carbon fiber parts for weight, and a custom action for firing speed. With Steady[[note]]deceases gun wavering and increases accuracy in V.A.T.S. to 95% at ''any distance''[[/note]], ActionGirl[[note]]or Action Boy - either one increases Action Points by 15 (two ranks)[[/note]] , Grim Reapers' Sprint [[note]]adds 20 [=APs=] after every kill in V.A.T.S[[/note]], Math Wrath [[note]]decreases [[=APs==]] use by 10%[[/note]], and Weapon Handling [[note]]decreaes the Strength requirement of any weapon by 2[[/note]] you can obliterate anything that dumb enough to come near you.
** Both it and the sniper rifle never get entirely rid of the aiming bob either (even at 100 guns with enough STR), which always introduces *some* element of uncertainty to your sniping. The scoped Varmint Rifle, meanwhile, loses its drift fairly early, making Ratslayer a safer bet for sneak-critting low-armour foes in the head for most of the game.
** It's hard not to get caught in the blast from the "Big Kid" ammo for the GRA Fat Man.
** The Meltdown perk causes a plasma explosion whenever you kill an enemy with an energy weapon, which inflicts damage proportional to the killing weapon's damage. Since the players and their companions aren't immune to Meltdown's explosion, the perk turns using energy weapons at close range into suicide[[note]]Meltdown also inexplicably affects the thermic lance, a high-damage DT-ignoring '''melee weapon''', turning one of the best melee options in the game into certain death[[/note]] and will quickly kill your melee companions. Meltdown is actually fairly useful to a player who uses energy weapons only for long range, but a player who isn't focused on energy weapons will have a hard time meeting the skill requirement of '''90'''.
** The king of this trope has to be the [[Film/MontyPythonAndTheHolyGrail Holy Hand Grenade]]. Available only in [[SillinessSwitch Wild Wasteland]] playthroughs, it's basically a hand-thrown grenade with similar properties to a Mini-Nuke. Too bad [[TooAwesomeToUse there's only three of them]], and because they're hand-thrown and have such a large and deadly blast radius, it's extremely likely ''you'' [[HoistByHisOwnPetard will be caught in the blast as well]]...
** Remnants Power Armor has the highest Damage Threshold of all armors, but degrades the fastest, is very expensive to repair, has lower Rad Resistance than the T-51b, gives a Charisma penalty due to its RageHelm, and there's only two of its kind in the game (three if you include the lighter Gannon Tesla Armor), one of which is earned from Arcade Gannon's companion quest, the other of which is found in a hard-to-reach Deathclaw-infested location.
** The Stealth Suit Mark II from ''Old World Blues''. Sure, it gives you +25 Sneak, +1 Perception, +1 Agility, and +20% to Stealth movement speed when fully upgraded, and automatically injects Stimpaks and Med-X, but tends to waste the former drug and get you addicted on the latter, and is for some reason classified as a Medium armor, therefore carrying a 10% running speed penalty, despite having a lower DT than the higher-level Light armors.
** Mercy, the unique grenade machinegun, uses 40mm grenades instead of the usual 25mm, which means it packs more punch, but its ammo is significantly heavier in Hardcore mode, as well as being rarer and more expensive. Better traded for the 25mm Grenade APW from Gun Runner's Arsenal.
*** The ordinary grenade machinegun is already a prime candidate for the trope, it is incredibly heavy, difficult to repair, eats expensive 25mm grenades like it's candy, can easily hurt or even kill the user if not aimed carefully and will generally be total overkill for the vast a majority of foes. Consider then that Mercy uses an even heavier and more expensive ammo type in exchange for even grosser overkill.
* ''Franchise/MassEffect''
** Due to the weapon customization system in ''VideoGame/MassEffect1'', you can make guns like this. The default shotgun (no modifications) can fire a reasonable number of bullets before overheating, but you can turn it into a [[OneHitKill one shot killing machine]]. It can only fire one shot before overheating, yet [[RuleOfCool it kills most enemy grunts in one shot and it sounds like a cannon]]. [[Music/{{ACDC}} For those about to rock indeed]].
** High explosive rounds. They become available late-game, and utterly annihilate everything they're fired at, but the overheat goes through the roof with them. Even with the best heat-decreasing mods, you'll only be able to get off one shot at a time.
*** On the other hand, accepting this and taking advantage of it can be incredibly useful. Infiltrators can get by using shotguns and pistols normally, and pour damage-boosting mods and high explosive rounds into the highest-damage sniper rifle available, basically turning it into a miniature artillery piece. Sure, you'll only get one shot with it, but you're only going to '''need''' one shot.
** The M-920 Cain aka "Nuke Gun" from ''VideoGame/MassEffect2''. The final heavy weapon to research, it is for all intents and purposes a nuke cannon, and it works as advertised - anything within a very wide area of the target dies in a very pretty mushroom cloud. However, it eats most of your heavy weapon ammo with one shot, requires four seconds of charging before it fires (not a good idea when under fire in one of the situations you would ''want'' to use something this powerful), and has such a large blast radius that there are very few opportunities in the game where you can fire the Cain and not hit your own party. Most of the time, the Avalanche cannon or Collector Particle Beam are much more practical.
*** The Cain is useful, no doubt about it. What makes it ''impractical'' is that it can be used for, at most, a half-dozen fights throughout a twenty five hour game. Using it on anything weaker than a Praetorian is pointless overkill, and if you miss, [[ItOnlyWorksOnce you won't get another shot]]. Except on the final boss. In the FinalBattle, the Cain suddenly becomes simply awesome, as Harbinger drops heavy weapons ammo when killed, presumably so as to compensate for the Cain's impracticality in this case. You'll have to waste him a couple of times to get enough ammo to fire the damn thing again, but in case you brought the Cain instead of one of the less insane weapons, you'll still be able to complete the fight.
** Also, the Blackstorm Energy Projector, which is a heavy weapon that one gets by pre-ordering the game, is a gun that fires black holes, but it's not as useful as you might think seeing as it needs to charge up just like the Cain, meaning the enemies may have moved or strafed away by the time the black hole detonates, and unlike the Cain, when it hits, it doesn't necessarily kill everything in the immediate radius. However, it still has a few uses, and is one of the easiest ways to deal with the rapidly arriving Collector platforms in the Collector Ship mission.
** And the Geth Plasma Shotgun makes ''every'' heavy weapon Awesome But Impractical. Its charged attack does more damage than every heavy weapon except the Cain - and it uses conventional thermal clips. You'll never use heavy weapon ammo again!
** ''VideoGame/MassEffect3'' adds an Awesome, But Impractical tactic: Hijacking Atlas units. Sure, the idea of stealing a mech from the enemy is amazing, but the crystal canopy protecting the pilot is so tough, by the time you shatter it, the thing will be about five shots away from being destroyed - and that's assuming your squadmates don't destroy it before you can draw a bead on it. Even if you can jack it, chances are there's only going to be about two or three mooks left to use it on, at best. To add insult to injury, the best way to set up an Atlas for hijacking in order to get the achievement for doing so is to use a free Atlas you're given in one of two missions.
** The Javelin sniper rifle: one of the strongest guns in the game in terms of sheer damage, able to pierce cover, and the ability to see enemies through smoke ''and cover'' is built in. However, it's so ridiculously heavy that you take a penalty to power recharge even if it's the only gun you're carrying, and unlike the other available rifles, has a brief but noticeable charge-up period before each shot. While the right mods will make it DifficultButAwesome in single-player, it's hardly ever used in multiplayer.
*** The Javelin sees it's fair use in MP with the Geth Infiltrator. The rifle is ridiculously heavy, has a very low spare ammo count and behaves awkwardly (there is a slight fire delay when pressing the button), but in the hands of a skilled Infiltrator those points become moot. Their main cooldown (the cloak) isn't affected all that much by the weight of the loadout but more by the time you spend in it. The low spare ammo can be counteracted by using consumables, upgrading the gun, adding a spare ammo modification and visiting supply points often. The fire delay takes getting used to but can even be beneficial on fast moving targets. On the plus side - there is no weapon that is better at piercing cover, it packs the biggest punch of any weapon in the game, it has a build-in thermal vision and Geth even get a damage bonus because it counts as a Geth weapon.
** The Claymore shotgun dishes out a ton of damage...but there are other shotguns that dish out nearly as much and weigh considerably less.
** The Scorpion heavy pistol's sticky bombs are neat, but the delay means that in some cases, most notably if you take one to Mars with a NewGamePlus, it can make an otherwise fairly simple boss fight {{Unwinnable}} because it reaches and dismembers you before enough go off to kill it. Its low ammo capacity doesn't help.
** In [=ME2=], you learn that a species that was wiped out by the Reapers 37 million years ago had some kind of weapon that ''[[OneHitKill one-shotted]] a Reaper Capital ship'' and ripped a deep trench in a planet. Unfortunately, that species only got off that one shot and there were more lots more Reapers.
* ''VideoGame/NetHack'' has the "huge chunk of meat," obtained by [[spoiler:casting stone to flesh on a boulder]]. It's food. It will ''never spoil''[[note]]Spoilage is a common problem with the corpses of your enemies, your main source of food. It can cause, among other things, delayed instadeath[[/note]]. It has a nutritional value of 2,000, the highest in the game; eating one will definitely cure hunger, weak, or fainting status. However, unless you're in the latter condition, eating a huge chunk of meat is guaranteed to put you in "oversatiated" status, in which your movements will be stifled and eating ''anything'' will cause you to choke to death. And you can't really carry it around either; it's extremely heavy. Good for feeding to your pet dragon, though.
* The {{Roguelike}} ''VideoGame/AncientDomainsOfMystery'' has a learnable spell called Wish (or, for divine casters, Divine Intervention) which does ExactlyWhatItSaysOnTheTin: you get a wish. Unfortunately, the spell is extremely difficult to learn even for high level wizards, attempts take so long that you will usually be forced to abort by [[WizardNeedsFoodBadly hunger]] or risk starving to death, and if you have teleportitis it '''will''' interrupt your reading. Even if you do manage to learn it, it costs 3000 [[{{Mana}} PP]] to cast (enough to put it out of range for many characters even with [[CastFromHitPoints casting from hit points]]; one of this game's {{Self Imposed Challenge}}s is to craft a character who ''can'') and takes 10 points off of one of your stats. It's much easier to simply use Potions of Exchange to polymorph a large pile of worthless rings until you get Rings of Djinni Summoning, which can give you a wish, and then use those to get more Potions of Exchange until you have [[GameBreaker infinite wishes]].
** The Moloch Armor has an obscenely high PV (damage reduction) value of ''+50''. The problem is that it weighs so much you won't be able to even pick it up unless you have Strength of Atlas active, and it comes with huge DV (dodge chance), to-hit, to-damage, Dex, and speed penalties.
* ''VideoGame/{{Diablo}}'' has a LOT of spells that are cool but useless. Town Portal can be learned as a spell, but you're very likely to find a scroll anyway. Couple that with the fact you have to learn it multiple times to reduce the mana cost to reasonable levels (especially for the Warrior) and, well... Likewise, Healing is a lot less useful than just slugging back a potion, and the unique ability each class has will see use only on the far side of never. Telekinesis has no redeeming qualities whatsoever (you can just walk up to the items, and being able to push a foe back a square is more than inadequate for the amount of mana it costs).
** Don't underestimate Telekinesis. It is useful if you're playing under multiplayer rules (death = all items drop to the floor) and you have to extract your precious items from under the noses of the monsters that killed you ''with'' those items on and will most likely kill you again without them, over and over until they swarm the only entrance to the level.
* In ''VideoGame/DiabloII'' the druid's Armageddon spell causes a rain of meteors to follow you, but the meteors hit randomly and do very little damage compared to the sorceress ones. The entire martial arts tree of the assassin is spectacular to watch but does next to no damage.
** The higher level martial arts spells look downright awesome (And CAN be devastating with synergy bonuses from SEVERAL other skills), particularly Phoenix Strike. But, Phoenix strike does mostly elemental damage- which most enemies have ludicrous defence against in Hell difficulty!
** ''Diablo II'' suffered this with many, many skills for every class:
*** The Barbaran can pull the BadAss trick of dual-wielding throwing weapons. This has only been successfully utilized by a select few individuals for Player vs Monster or PvP due to how limited one's choices for dealing consistent damage with them are.
*** The Sorceress' awesome-looking Lightning Storm is ExactlyWhatItSaysOnTheTin but even maximum-twinked damage from it is relatively pitiful compared to more boring utility lightning skills. The multi-headed Hydra spell is a fireball-shooting stationary turret that does little damage at maximum and most monsters are immune to fire anyway. She can also activate a skill that leaves fire in her wake wherever she walks that when used, even if you ''again'' take max-twinked damage into account, is effectively cosmetic.
*** Then again the majority of skills in the game are not viable for Hell difficulty and each class has only 1-2 usable builds max (out of 30 skills). Class balance just wasn't particularly important in '99.
* ''VideoGame/MightAndMagic 7'' has the relic poleaxe named Splitter. Its gimmick is explosions. Every blow from the axe makes a thundering Michael Bay-class fireball centered where the blade strikes something, with perfectly obvious effects on the party. Sure, the axe grants + 50 fire resistance to the wielder, but having to tape the pieces of the party sorcerer back together every time you hit something it battle isn't worth the fireworks. Besides, by the time you start tripping over relics you should be swimming in great gear anyway, so it's not worth it even if you can muster up the resistances.
* ''VideoGame/BaldursGateII'' has a similar item, the Club of Detonation. Anytime it hits, it has a random chance of triggering a Fireball spell centered on the wielder. On the one hand, it's relatively easy to make the wielder immune to fire (you just have to kill a red dragon. No big deal, right?) On the other hand, it's much more difficult to make your ''entire party'' immune to fire.
* Certain games from ''VideoGame/{{Ultima}}'' have the Armageddon spell ("Imbalance" in ''Ultima VII Part II -- Serpent Isle''). The spell kills all enemies on screen as well as all enemies not on screen. It also kills your entire party, all bystanders - and everyone and everything in the world except for you and Lord British (and Batlin in ''Ultima VII'')! Naturally, the game becomes {{Unwinnable}} at this point, so there is absolutely no reason to use this other than to see Lord British's reaction [[spoiler:(and to find out why Batlin sided with the Guardian)]].
** ''VideoGame/UltimaIV'' had the Skull of Mondain, an item that would kill all non-party members in the immediate area at the price of wrecking the players KarmaMeter.
* In the same vein as the above, Creator/{{Sierra}}'s ''VideoGame/QuestForGlory'' series has the Thermonuclear Blast spell, which, when cast, essentially causes a nuclear explosion that destroys everything in a mile's radius -- centered on, and including, the caster. The spell first turned up as a fake spell listed in the manual of one of the early games, as if the spell existed in the game (it didn't). The final game in the series revisits the joke by actually making the spell available to the player, though casting it is [[NonstandardGameOver highly unwise]]
* In ''VideoGame/UltimaIX: Ascension'', the fourth level two-handed sword technique is an elaborate figure-8 slash that your trainer Duncan describes as this amazing technique that he could never master. To learn it, you have to sail (or make a bridge of objects) to a deep ocean dock off the coast of Yew, then risk drowning as you dive to an underwater crypt containing the book with the technique. Unfortunately the move does a piddling amount of damage, is very hard to aim, hits only at the very end of the swing, and takes so much time to use that you could have done a lot more damage just by using regular attacks.
* Many of the Gnomish Engineering devices in ''VideoGame/WorldOfWarcraft'' fall under this trope, especially the cloaking device and the mind-control cap, which seem really cool in theory but have such a short duration that they are essentially worthless.
** Any mechanical item in the tabletop RPG, as well. All of them come with such high difficulty to use and such a long list of drawbacks that you're better off pretending they aren't there.
** The Warlock class can, in addition to their permanent demonic minions, summon two very powerful demons: the Infernal and the Doomguard. The Infernal is a demonic rock monster that deals heavy damage and has a fire aura that burns anything nearby, but it only lasts for 2 minutes before despawning and replaces your normal minion. The Doomguard (a standard western devil) is even worse, requiring a 5 person summoning ritual, one of whom will take a large amount of damage. It used to be truly appalling - one random member would ''die'' from the ritual, and the doomguard had to be immediately enslaved or it would attack the party. And if the warlock was the one who died, then congratulations on unleashing a powerful demon to attack the party.
** Also, Both come from complicated quests, use up reagents and used to turn on you regularly.
*** The Doomguard has actually been made... useful. It now lasts 15 minutes with a 30 minute cooldown, the damage the ritual causes can be easily healed, and it doesn't turn on you when the spell expires. They're extraordinarily durable, hit extremely hard for a pet, and have some useful [[StandardStatusEffects debuffs]]. Then they changed it again, now it's on a 10 minute cooldown and lasts for about a minute however it acts as a guardian, attacking whatever you attack and is uncontrollable.
* The Shapeshifter specialization available to Mages in ''VideoGame/DragonAgeOrigins'', which allows a Mage to transform into a spider, bear, or insect swarm, sounds pretty awesome. It's not, for a couple reasons. The Mage can't cast other spells while shapeshifted. Worse, the damage done by the shapeshifted form is dependent on the Mage's ''Strength'', which will naturally be abysmally low if you focus on Willpower and Magic instead, thanks to a glitch.
** Any spell with an area of effect and friendly fire will be this on higher difficulties, since there are no situations where you can depend on your companions' AI to neither wander into the blast radius nor hit ''you'' with it if you're standing too close to an enemy (or both). Even on lower difficulties (in which friendly fire is deactivated), you still can't trust an AI-controlled character to use Fireball or Cone of Cold. They won't kill you themselves, sure, but the game doesn't consider being frozen in place or knocked prone by an explosion to be "friendly fire," so those things can still easily happen to you. (This is one of the things [[VideoGame/DragonAgeII the sequel]] fixed about combat.)
*** These spells are made even less practical because the non-friendly fire [=AoE=] spells are more powerful anyways, making the more impressive looking elemental [=AoEs=] extremely wasteful in terms of the time and mana used to actually use them.
** [[NamesToRunAwayFromReallyFast Storm of the Century]], the king of Awesome, But Impractical. It does tremendous damage over a large area: any non-boss caught in it will die very quickly, and even bosses will get pretty beaten up. The impractical part? It's a combination spell, meaning you have to cast two high level elemental spells on top of one another, each of which has a long enough casting time on its own to qualify as Awesome, But Impractical. Oh yeah, and the caster(s) have to be under the effects of a certain long term self-buff, which is pretty useful in itself, but requires an additional skill point investment, and makes the storm even more expensive overall. And that bit above about friendly fire? Yeah, better hope you know how to wrangle your ally AI well enough to keep them out of the area, or they'll die just as quickly as your enemies.
* ''VideoGame/{{Fable}}'' features the Divine Fury/Infernal Wrath spells, which cause amazing amounts of damage, only problem is that they cost incredibly high amounts of EXP to level up, and require your character to stand in place charging the spell for 10 seconds to do anything, and then, only things in the immediate vicinity will get hit.
** Made even worse by the fact that if you're hit during the charge up period (unless you have physical shield), the spells fizzle out.
* In VideoGame/{{STALKER}}, pretty much any explosive weapon besides hand grenades. In the first two games, rifle-launched grenades are hard to come by and typically limited in use without farming them from a specific faction, often have a pretty pathetic blast radius, and the launchers themselves are also often hard to find [[GuideDangIt unless you know specifically where to find them.]] The RG-6 Bulldog revolver grenade launcher is definitely this - it's damn heavy, you can't sprint with it out, it takes forever to reload, but you can launch six grenades at something within a matter of seconds, so if you decide to raid the Freedom base on your way north you can get one and a load of grenades for it, and it's hilariously effective inside the CNPP where the grenades are incredibly dangerous to Monolith troops, and once you run out you can just drop it. The RPG is even more into this trope, as one rocket from it can kill virtually anything you come across, but in the first game you're only guaranteed to find one or two rockets in the entire game, and it's even heavier than the RG-6. In the third game, they edge more towards DifficultButAwesome, as some traders will stock the weapons and grenades after a certain point, and you can upgrade your carrying capacity more easily.
** Strangely enough, ''pistols'' become this later after midway through the game. After a certain point the common pistol caliber switches from 9x18 to .45 caliber, which is heavy and just doesn't do that much damage. By the time it does, you'll probably be carrying an assault rifle for day-to-day work, a sniper rifle if you're lucky, and a shotgun for varmint cleanup, and a pistol is just extra weight that you probably won't use, despite all the cool .45 caliber pistols around. On the other hand, you can find a HandCannon chambered for 9x39 mm ''sniper rounds''. Both the pistol and the ammo are absurdly heavy. [[RuleOfCool Not that it stops most people.]]
* Two-handed weapons in ''VideoGame/TheElderScrollsVSkyrim'' tend to suffer from this, battleaxes and warhammers moreso than greatswords. Since they're so heavy they're remarkably slow and pull you forward with every swing, leaving you susceptible to attack (this is also when the AI uses them), and since they occupy both of your hands you're better off using a faster one-handed weapon in one hand and cast spells with your other.
* The highest damage output spells in VideoGame/AvencastRiseOfTheMage also have very impressive animations. Unfortunately spells are cast by button combinations that also move your character slightly and enemies can continue to move during the attack animation, so they're quite unlikely to actually hit.

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