Follow TV Tropes

Following

History Main / PowerupLetdown

Go To

OR

Is there an issue? Send a MessageReason:
Not surprising if the outcome is mentioned.


** In ''Aria of Sorrow'', the Killer Fish soul enables you to summon a fish which attacks enemies in your path. If you're not underwater, [[SurprisinglyRealisticOutcome the fish just dies]]. [[SchmuckBait The soul description does mention this side effect]].

to:

** In ''Aria of Sorrow'', the Killer Fish soul enables you to summon a fish which attacks enemies in your path. If you're not underwater, [[SurprisinglyRealisticOutcome the fish just dies]].dies. [[SchmuckBait The soul description does mention this side effect]].

Changed: 389

Removed: 1007

Is there an issue? Send a MessageReason:
looked this up and there are multiple smogon sets in XY and SM that recommended Mega Garchomp. it's worth noting that SM also changed how Mega speed calculations work in a way that disfavors Garchomp.


* In ''VideoGame/MarvelVsCapcom2'', Silver Samurai can spend meter to temporarily charge his sword with [[FireIceLightning fire, ice, or electricity]], which [[StanceSystem alters the properties of his attacks and health and changes his main super]]. Though they aren't used much in competitive play due to being a bit overcosted, even by those standards, the fire boost drew the short straw. It does increase his damage somewhat and allow his normals to do chip damage, but it comes at the cost of massively dropping his stamina, giving him the lowest health in the game--it's intended to be a GlassCannon mode, but it's not even that much of a boost to his standard offense, which makes it mostly detrimental. You can spend three bars of meter on it to negate the health penalty, but what you can't remove is what it does to his main super. Ordinarily, it's a burst of lightning that covers most of the screen, does immense damage, and is great for punishing an opponent for calling an assist wrong, to the point that some players will outright avoid using their assists while Silver Samurai has meter. With the fire mode in play, it becomes a spinning fire pillar that does about half the damage and basically only covers Silver Samurai and the area directly above him.

to:

* In ''VideoGame/MarvelVsCapcom2'', Silver Samurai can spend meter to temporarily charge his sword with [[FireIceLightning fire, ice, or electricity]], which [[StanceSystem alters the properties of his attacks and health and changes his main super]]. Though they aren't used much in competitive play due to being a bit overcosted, even by those standards, the fire boost drew the short straw. It does increase his damage somewhat and allow his normals to do chip damage, but it comes at the cost of massively dropping his stamina, giving him the lowest health in the game--it's intended to be a GlassCannon mode, but it's not even that much of a boost to his standard offense, which makes it mostly detrimental. You can spend three bars of meter on it to negate the health penalty, but what you can't remove is what it does to his main super. Ordinarily, it's a burst of lightning that covers most of the screen, does immense damage, and is great for punishing an opponent for calling an assist wrong, to the point that some players will outright avoid using their assists while Silver Samurai has meter. With the fire mode boost in play, it becomes a spinning fire flame pillar that does about half the damage and basically only covers Silver Samurai and the area directly above him.



** While every [[SuperMode Mega Evolution]] is stronger by adding 100 points to their BST (along with sometimes changing ability and/or typing), Latias and Latios are actually weaker Mega Evolved because they can't hold Soul Dew, which boosts their special attack and defense by 50% (amounting to a 120 point boost). Though in Latios' case, Mega Evolution is NotCompletelyUseless due to giving it a respectable physical attack stat. As of ''Sun and Moon'', however, with the Soul Dew [[{{Nerf}} nerfed]], Mega Latias and Latios get a bit more use. Mega Tyranitar also got this and still gets this from time to time; yes, it is extremely powerful, but it is also just Tyranitar with higher stats and no other changes, and while it has its uses as a Mega, most people will concede that regular Tyranitar is good enough as is and doesn't use the Mega slot that could be used on something with more potential to change the game.
** Mega Garchomp is notable for being the only Mega Evolution to be worse than it's base form. In exchange for losing 10 points in Speed, Garchomp gains a substantial boost in both Attack and Special Attack (which was the lowest stat in their pre-Mega form) as well as gaining a new Sand Force ability which allows it to hit incredibly hard under the Sandstorm weather, turning a LightningBruiser into a MightyGlacier. However, all the attack power gained is nowhere near enough to compensate for it's loss in speed as it'll no longer able to outspeed most of it's competition and it's Mega Ability is simply put, inferior to both it's abilities (Sand Veil which provide Evasion during Sandstorm or Rough Skin which hurts any Pokemons that uses a contact move on it). Many players agree half of the stats gained ended up being wasted on it's uneeded Special Attack Stat, feeling that it should have left both the former & Speed alone in exchange for putting them into their Defense and Special Defense stat.

to:

** While every [[SuperMode Mega Evolution]] is stronger by adding 100 points to their BST (along with sometimes changing ability and/or typing), Latias and Latios are actually weaker Mega Evolved because they can't hold Soul Dew, which boosts their special attack and defense by 50% (amounting to a 120 point boost). Though in Latios' case, Mega Evolution is NotCompletelyUseless due to giving it a respectable physical attack stat. As of ''Sun and Moon'', however, with the Soul Dew [[{{Nerf}} nerfed]], Mega Latias and Latios get a bit more use. Mega Tyranitar also got this and still gets this from time to time; yes, it is extremely powerful, but it is also just Tyranitar with higher stats and no other changes, and while it has its uses as a Mega, most people will concede that regular Tyranitar is good enough as is and doesn't use the Mega slot that could be used on something with more potential to change the game.\n** Mega Garchomp is notable for being the only Mega Evolution to be worse than it's base form. In exchange for losing 10 points in Speed, Garchomp gains a substantial boost in both Attack and Special Attack (which was the lowest stat in their pre-Mega form) as well as gaining a new Sand Force ability which allows it to hit incredibly hard under the Sandstorm weather, turning a LightningBruiser into a MightyGlacier. However, all the attack power gained is nowhere near enough to compensate for it's loss in speed as it'll no longer able to outspeed most of it's competition and it's Mega Ability is simply put, inferior to both it's abilities (Sand Veil which provide Evasion during Sandstorm or Rough Skin which hurts any Pokemons that uses a contact move on it). Many players agree half of the stats gained ended up being wasted on it's uneeded Special Attack Stat, feeling that it should have left both the former & Speed alone in exchange for putting them into their Defense and Special Defense stat.

Added: 579

Changed: 2

Is there an issue? Send a MessageReason:
None


** Gold tools provide some perks to be sure by working fast and getting better enchantments, but they have such poor durability that they're just not worth using in favor of the more BoringButPractical iron or diamond gear. While there is a renewable source of gold in the Nether (farming zombified piglins), this is too dangerous and time-consuming to be wasted on gold gear: if you're going to spend that much time faffing about in the Nether, it could be far better, and far more safely, spend deep in the Netherrack digging Ancient Debris to craft Netherrite gear.

to:

** Gold tools provide some perks to be sure by working fast and getting better enchantments, but they have such poor durability that they're just not worth using in favor of the more BoringButPractical iron or diamond gear. While there is a renewable source of gold in the Nether (farming zombified piglins), this is too dangerous and time-consuming to be wasted on gold gear: if you're going to spend that much time faffing about in the Nether, it could be far better, and far more safely, spend spent deep in the Netherrack digging Ancient Debris to craft Netherrite gear.gear.
** Beetroot stew. By taking six beetroots, each of which restores 1 hunger and 1.2 saturation, and combining them with a bowl you get stew... which restores 6 hunger and 7.2 saturation. In other words, ''the exact same amount 6 beetroots provides''. And you can't stack stews, so it's actually ''more'' convenient to just carry raw beetroots, and they're not even a good foodstuff in the first place[[note]]For less effort you can grow carrots, which are three times as potent each and can be crafted into golden carrots, which are among the best foodstuffs in the game[[/note]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Mega Garchomp is notable for being the only Mega Evolution to be worse than it's base form. In exchange for losing 10 points in Speed, Garchomp gains a substantial boost in both Attack and Special Attack (which was the lowest stat in their pre-Mega form) as well as gaining a new Sand Force ability which allows it to hit incredibly hard under the Sandstorm weather, turning a LightningBruiser into a MightyGlacier. However, all the attack power gained is nowhere near enough to compensate for it's loss in speed as it'll no longer able to outspeed most of it's competition and it's Mega Ability is simply put, inferior to both it's abilities (Sand Veil which provide Evasion during Sandstorm or Rough Skin which hurts any Pokemons that uses a contact move on it). Many players agree half of the stats gained ended up being wasted on it's uneeded Special Attack Stat, feeling that it should have left both the former & Speed alone in exchange for putting them into their Defense and Special Defense stat.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/MarvelVsCapcom2'', Silver Samurai can spend meter to temporarily charge his sword with [[FireIceLightning fire, ice, or electricity]], which [[StanceSystem alters the properties of his attacks and health and changes his main super]]. Though they aren't used much in competitive play due to being a bit overcosted, even by those standards, the fire boost drew the short straw. It does increase his damage somewhat and allow his normals to do chip damage, but it comes at the cost of massively dropping his stamina, giving him the lowest health in the game--it's intended to be a GlassCannon mode, but it's not even that much of a boost to his standard offense, which makes it mostly detrimental. You can spend three bars of meter on it to negate the health penalty, but what you can't remove is what it does to his main super. Ordinarily, it's a burst of lightning that covers most of the screen, does immense damage, and is great for punishing an opponent for calling an assist wrong, to the point that some players will outright avoid using their assists while Silver Samurai has meter. With the fire mode in play, it becomes a spinning fire pillar that does about half the damage and basically only covers Silver Samurai and the area directly above him.
Is there an issue? Send a MessageReason:
None


*** The Invisibility Badge renders the player character completely invisible to everything... including the player themselves. It's just as disorienting as it sounds, as you cannot see where you are or what you're doing.[[note]]You can reveal your location by placing standees or using emotes, but those aren't something you can comfortably do while on the move.[[/note]] It's one of the ''Expert'' badges, meaning its supposed to have an element of challenge to its use as a trade-off to its given perk, but the advantage of enemies not noticing you is really not worth the downside.

to:

*** The Invisibility Badge renders the player character completely invisible to everything... including the player themselves. It's just as disorienting as it sounds, as you cannot see where you are or what you're doing.[[note]]You can reveal your location by placing standees or using emotes, but those aren't something you can comfortably do while on the move.[[/note]] It's one of the ''Expert'' badges, meaning its supposed to have an element of challenge to its use as a trade-off to its given perk, but the advantage of enemies not noticing you is really not worth the downside. It seems to be inserted in the game less as a power-up and more as an excuse to provide a major obstacle for the game's BrutalBonusLevel.
Is there an issue? Send a MessageReason:
None


** Trance, unlike ''VII''[='s=] {{Limit Break}}s, can't carry over from battle to battle. If you happen to hit Trance while in a fight with a bunch of common {{mook}}s that you're perfectly capable of [[OneHitKO one-shotting]] without it, which statistically is bound to happen far more often than not, then too bad, it's wasted.

to:

** Trance, unlike ''VII''[='s=] {{Limit Break}}s, can't carry over from battle to battle.battle and activates automatically once the bar is filled. If you happen to hit Trance while in a fight with a bunch of common {{mook}}s that you're perfectly capable of [[OneHitKO one-shotting]] without it, which statistically is bound to happen far more often than not, then too bad, it's wasted.
Is there an issue? Send a MessageReason:
None


** After Rinoa becomes a Sorceress she gains the ''Angel Wing'' Limit Break, which puts her in a berserk state where she fires off powerful magic. Unfortunately, this means that spam offensive spells completely at random, potentially healing enemies with the elements they absorb and you lose all control of her unless she's KO'd or petrified. Rinoa will also never use cure magic while berserk, forcing you to look after her while she goes nuts. The Power-Up Letdown also extends to the main story, as Rinoa becoming a Sorceress has no effect on her magic stat. Subverted if you know the specific EliteTweak,[[note]]removing every offensive spell in her inventory except Meteor, which is the only spell that hits multiple times but has a low damage multiplier, which Angel Wing fixes by multiplying all her magic damage by 5[[/note]] which makes her an incredibly powerful and fast damage dealer.

to:

** After Rinoa becomes a Sorceress she gains the ''Angel Wing'' Limit Break, which puts her in a berserk state where she fires off powerful magic. Unfortunately, this means that she'll spam offensive spells completely at random, potentially healing enemies with the elements they absorb and you lose all control of her unless she's KO'd or petrified. Rinoa will also never use cure magic while berserk, forcing you to look after her while she goes nuts. The Power-Up Letdown also extends to the main story, as Rinoa becoming a Sorceress has no effect on her magic stat. Subverted if you know the specific EliteTweak,[[note]]removing every offensive spell in her inventory except Meteor, which is the only spell that hits multiple times but has a low damage multiplier, which Angel Wing fixes by multiplying all her magic damage by 5[[/note]] which makes her an incredibly powerful and fast damage dealer.
Is there an issue? Send a MessageReason:
You don't lose any stocked spell uses with Angel Wing active


** After Rinoa becomes a Sorceress she gains the ''Angel Wing'' Limit Break, which puts her in a berserk state where she fires off powerful magic. Unfortunately, this means that she'll burn through stocks of offensive spells completely at random and you lose all control of her unless she's KO'd or petrified. Rinoa will also never use cure magic while berserk, forcing you to look after her while she goes nuts. The Power-Up Letdown also extends to the main story, as Rinoa becoming a Sorceress has no effect on her magic stat. Subverted if you know the specific EliteTweak,[[note]]removing every offensive spell in her inventory except Meteor[[/note]] which makes her an incredibly powerful and fast damage dealer.

to:

** After Rinoa becomes a Sorceress she gains the ''Angel Wing'' Limit Break, which puts her in a berserk state where she fires off powerful magic. Unfortunately, this means that she'll burn through stocks of spam offensive spells completely at random random, potentially healing enemies with the elements they absorb and you lose all control of her unless she's KO'd or petrified. Rinoa will also never use cure magic while berserk, forcing you to look after her while she goes nuts. The Power-Up Letdown also extends to the main story, as Rinoa becoming a Sorceress has no effect on her magic stat. Subverted if you know the specific EliteTweak,[[note]]removing every offensive spell in her inventory except Meteor[[/note]] Meteor, which is the only spell that hits multiple times but has a low damage multiplier, which Angel Wing fixes by multiplying all her magic damage by 5[[/note]] which makes her an incredibly powerful and fast damage dealer.

Added: 828

Removed: 1181

Is there an issue? Send a MessageReason:
None


* ''VideoGame/BaldursGateII'' grants you immunity to normal and +1 weapons if you complete the Fear trial in Hell by following the Good path. Thing is, it's far too late in the main game to be useful (just a stone's throw from the final boss) and basically every enemy in Throne of Bhaal uses stronger enchanted weapons, so it doesn't really benefit you much, if at all.
** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until literally everyone's using enchanted stuff. It does have the benefits of low AC and not disrupting thieving abilities or arcane spells, but there are better options available for all non-Bard classes.
** The Jester's Chain in the labyrinth beneath Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name and description, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting when equipped). There's basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 tokens and some Boots of the North for 5.


Added DiffLines:

** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until literally everyone's using enchanted stuff. It does have the benefits of low AC and not disrupting thieving abilities or arcane spells, but there are better options available for all non-Bard classes.


Added DiffLines:

** The Jester's Chain in the labyrinth beneath Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name and description, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting when equipped). There's basically no good reason to choose it when you can get the much more valuable Boots of Speed for 15 tokens and some Boots of the North with the remaining 6.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/SuikodenII'' you get the Champion's Rune, which disables all random encounters against weaker enemies... in the very last dungeon of the game.
Is there an issue? Send a MessageReason:
None


** The Jester's Chain in the labyrinth beneath Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name and description, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting when equipped). There's basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 tokens and spend the last 5 on some Boots of the North.

to:

** The Jester's Chain in the labyrinth beneath Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name and description, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting when equipped). There's basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 tokens and spend the last 5 on some Boots of the North.North for 5.
Is there an issue? Send a MessageReason:
None


** The Jester's Chain in Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name and description, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting). Theres basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 and the last 5 on some Boots of the North.

to:

** The Jester's Chain in the labyrinth beneath Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name and description, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting). Theres casting when equipped). There's basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 tokens and spend the last 5 on some Boots of the North.
Is there an issue? Send a MessageReason:
None


** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until literally everyone's using enchanted stuff. It does have the benefits of low AC and not disrupting thieving abilities or arcane spells, but unless you're using specifically a Bard there are better options available.

to:

** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until literally everyone's using enchanted stuff. It does have the benefits of low AC and not disrupting thieving abilities or arcane spells, but unless you're using specifically a Bard there are better options available.available for all non-Bard classes.
Is there an issue? Send a MessageReason:
None


** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until everyone's using enchanted stuff. It does have the benefits of low AC and not disrupting thieving abilities or arcane spells, but there are better options available even for the niche classes it's built for.

to:

** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until literally everyone's using enchanted stuff. It does have the benefits of low AC and not disrupting thieving abilities or arcane spells, but unless you're using specifically a Bard there are better options available even for the niche classes it's built for.available.
Is there an issue? Send a MessageReason:
None


** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until everyone's using enchanted stuff. It has the benefits of low AC and being usable by thieves and casters without disrupting their special abilities, but there are better choices for both.

to:

** The Aeslyferund Elven Chain is disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until everyone's using enchanted stuff. It has does have the benefits of low AC and being usable by thieves and casters without not disrupting their special abilities, thieving abilities or arcane spells, but there are better choices options available even for both.the niche classes it's built for.
Is there an issue? Send a MessageReason:
None


** The Aeslyferund elven chain's special ability is useless too for similar reasons - immunity to normal weapons is useless when you can't actually get it until everyone's using enchanted stuff. It has the benefits of low AC and being usable by thieves and casters without disrupting their special abilities, but there are better choices for both.

to:

** The Aeslyferund elven chain's special ability Elven Chain is useless too disappointing for similar reasons - immunity to normal weapons is useless when you can't actually get it until everyone's using enchanted stuff. It has the benefits of low AC and being usable by thieves and casters without disrupting their special abilities, but there are better choices for both.
Is there an issue? Send a MessageReason:
None


** The Jester's Chain in Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting). Theres basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 and the last 5 on some Boots of the north.

to:

** The Jester's Chain in Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name, name and description, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting). Theres basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 and the last 5 on some Boots of the north.North.
Is there an issue? Send a MessageReason:
None


** The Jester's Chain in Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting). Theres basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 and the last 5 on some Winter Boots.

to:

** The Jester's Chain in Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting). Theres basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 and the last 5 on some Winter Boots.Boots of the north.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/BaldursGateII'' grants you immunity to normal and +1 weapons if you complete the Fear trial in Hell by following the Good path. Thing is, it's far too late in the main game to be useful (just a stone's throw from the final boss) and basically every enemy in Throne of Bhaal uses stronger enchanted weapons, so it doesn't really benefit you much, if at all.
** The Aeslyferund elven chain's special ability is useless too for similar reasons - immunity to normal weapons is useless when you can't actually get it until everyone's using enchanted stuff. It has the benefits of low AC and being usable by thieves and casters without disrupting their special abilities, but there are better choices for both.
** The Jester's Chain in Spellhold costs 20 of the 21 available tokens, so it must be great, right? Well... no. It's mediocre chain mail with a garish color scheme which, despite its name, isn't suitable for Bards, Jester or otherwise (disrupts their spell casting). Theres basically no good reason to choose it when you can get a much more valuable Boots of Speed for 15 and the last 5 on some Winter Boots.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Subverted in the case of Varoom and Revavroom. Their normal ability is Overcoat, which isn't especially useful for the family since its Steel/Poison typing means it's already immune to almost everything Overcoat blocks, although it does at least protect against Spore. Varoom's Hidden Ability is the infamous Slow Start, which halves its attacking stats for five turns after it's switched in. This ends up being a case of MagikarpPower, since once Slow Start Varoom evolves into Revavroom, its ability is switched out for the much more useful Filter, which reduces damage from Super Effective moves.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* The ''VideoGame/DinkSmallwood'' fan-mod "Prophecy of the Ancients" has a complex sub-quest where you can upgrade your hammer to be magical, allowing it to burn down trees. However, since the hammer now bursts into a fireball on impact, it will no longer pass through enemies and inflict multiple hits like before, which actually dramatically reduces its total damage -- especially when fighting against large groups.

Added: 791

Changed: 870

Is there an issue? Send a MessageReason:
None


*** Knockback Rage lets you temporarily enter a state where your attacks have heavy knockback. On paper, this sounds useful, being able to send enemies flying and delay bomb-carriers--but nearly all attacks in ''Team Fortress 2'' deal more damage up close, and if an enemy is hurtling back 30 feet, then you aren't getting that damage buff. That's not mentioning the fact that it also makes said enemies harder for your teammates to shoot when they're careening around the map. The only reasonable scenario to use this is where the bomb carrier is standing right near an BottomlessPit, but that has its own problems since said upgrade is exclusive to [[MightyGlacier the Heavy]], and since his main niche is dealing damage, this is far less useful than it sounds.

to:

*** Knockback Rage lets you temporarily enter a state where your attacks have heavy knockback. On paper, this sounds useful, being able to send enemies flying and delay bomb-carriers--but nearly all attacks in ''Team Fortress 2'' deal more damage up close, and if an enemy is hurtling back 30 feet, then you aren't getting that damage buff. That's not mentioning the fact that it also makes said enemies harder for your teammates to shoot when they're careening around the map. The only reasonable scenario to use this is where the bomb carrier is standing right near an BottomlessPit, but that has its own problems since said upgrade is exclusive to [[MightyGlacier the Heavy]], and since his main niche is dealing damage, this is far less useful than it sounds. As if that wasn't bad enough, Knockback Rage also ''halves the Heavy's damage output while active'' ([[GuideDangIt which the game does not tell you]]), making him directly worse at his job.



*** The 2-Way Teleporter upgrade, allowing players to teleport from the exit to the entrance in addition to the regular functionality, is far less useful than it sounds. In theory, this allows players to go back to base in the middle of a wave easily, except there are almost no situations where this is actually helpful; robots always spawn at the front lines from fixed locations (barring Spy Robots who usually find their way to the frontlines quickly anyway) so if you have to go back to spawn, it's probably because your team was overwhelmed in the first place, at which point it's a bit too late to be looking for a Teleporter. Even restocking ammo isn't a valid use for this since the Engineer's Dispenser exists, and you can't refill ammo at the upgrade station during a wave anyway.



*** One other Pokémon that gets Unnerve is '''[[OlympusMons Mewtwo]]''', whose other ability, Pressure, effectively halves the opponent's PP, which is much better against Pokémon with powerful moves that only have a few chances to use it anyway.

to:

*** One other Pokémon that gets Unnerve is '''[[OlympusMons Mewtwo]]''', whose other ability, Pressure, effectively halves the opponent's PP, which is much better against Pokémon with powerful moves that only have a few chances to use it anyway. (Granted, Pressure itself isn't great since Mewtwo had become a SquishyWizard by Legendary standards when abilities were introduced, but it's still by far the less situational option.)



*** Darmanitan has Zen Mode as its Hidden Ability. When Darmanitan's health drops below 50%, it changes form from a GlassCannon to a MightyGlacier, and gains an additional Psychic-type and much higher stats overall. While it sounds good in theory, it's anything but. If Darmanitan recovers its health to above 50% in Zen Mode, it will revert back, so good luck tanking hits with less than 50% HP. Furthermore, regular Darmanitan has a fantastic Attack stat but its Special Attack is abysmal, while Zen Mode Darmanitan has an abysmal Attack stat but a fantastic Sp. Attack stat. Essentially, this means a Darmanitan have to waste at least one move slot for a special move, and waste EV points for its Sp. Attack stat, to take advantage of its Zen Mode, which won't activate until its health drops below 50%. And to cap it off, Darmanitan's non-Hidden Ability is Sheer Force, which heavily buffs the power of all moves with secondary effects (at the price of removing those effects, but that's a small price to pay), making it hit much harder than Zen Mode Darmanitan. This means, ironically, that you'll almost never see a Darmanitan trainer that makes use of the species's signature gimmick.

to:

*** Darmanitan has Zen Mode as its Hidden Ability. When Darmanitan's health drops below 50%, it changes form from a GlassCannon to a MightyGlacier, and gains an additional Psychic-type and much higher stats overall. While it sounds good in theory, it's anything but. If Darmanitan recovers its health to above 50% in Zen Mode, it will revert back, so good luck tanking hits with less than 50% HP. Furthermore, regular Darmanitan has a fantastic Attack stat but its Special Attack is abysmal, while Zen Mode Darmanitan has an abysmal Attack stat but a fantastic Sp. Attack stat. Essentially, this means a Darmanitan have to waste at least one move slot for a special move, and waste EV points for its Sp. Attack stat, to take advantage of its Zen Mode, which won't activate until its health drops below 50%. And to cap it off, Darmanitan's non-Hidden Ability is Sheer Force, which heavily buffs the power of all moves with secondary effects (at the price of removing those effects, but that's a small price to pay), making it hit much harder than Zen Mode Darmanitan. This means, ironically, that you'll almost never see a Darmanitan trainer that makes use of the species's signature gimmick. Galarian Darmanitan's Zen Mode gives it a direct stat bonus and is thus far more useful, though surviving hits is still an issue with its paper-thin defenses, so it still faces stiff competition from its regular ability Gorilla Tactics which allows it to hit like a freight train right from the get-go (at the cost of locking it into a single move, which may not matter too much depending on which move you pick).



*** Gigantamax Corviknight loses Max Airstream for G-Max Wind Rage, which removes terrain and breaks moves like Light Screen and Reflect. The problem is, the effect of Max Airstream is to boost speed, which Corviknight needs desperately.

to:

*** Gigantamax Corviknight loses Max Airstream for G-Max Wind Rage, which removes terrain and breaks moves like Light Screen and Reflect. The problem is, the effect of Max Airstream is to boost speed, which Corviknight needs desperately.desperately, and the former effect can be achieved by simply not Dynamaxing and just using Defog.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A particularly hated example is the Frenzied Berserker, a class meant to "upgrade" the Barbarian but with downsides so harsh that it makes the player an active detriment to the party. The upside is that it changes your Barbarian's Rage into a Frenzy that gives larger bonuses to your attacking stats and multiplies the damage bonuses from using Power Attack, except Barbarians are already notorius for [[OneHitKill how fast they annihilate targets]] even by the [[RocketTagGameplay standards of 3.5 edition]]. The downside is that the player can now be forced to Frenzy whenever taking damage (even when out of combat and taking damage from traps), and if there are no enemies around while in a Frenzy, the player is now forced to [[TeamKiller attack their teammates]]. In short, it's a class whose only real purpose is to [[{{Griefer}} give an excuse to kill your friends]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/LikeADragonInfiniteWealth'': Maxing out Kiryu's Soul level changes Weapon Attacks into much stronger Heat Actions while he's in Brawler style... stronger in that they deal more damage, but they're worse otherwise. The weapon Heat Actions are strictly single-target ''and'' provide no additional effects that the equivalent Weapon Attack may have inflicted, and there's no way to toggle them off once they're unlocked.

to:

* ''VideoGame/LikeADragonInfiniteWealth'': Maxing out Kiryu's Soul level changes Weapon Attacks into much stronger Heat Actions while he's in Brawler style... stronger in that they deal more damage, but they're worse otherwise. The weapon Heat Actions are strictly single-target ''and'' provide no additional effects that the equivalent Weapon Attack may have inflicted, meaning Kiryu can no longer swing a bicycle around to hit and there's no way to toggle stun a group of enemies -- it will instead just hit one of them off once they're unlocked.without stunning.

Top