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* From Software games such as ''VideoGame/DarkSouls'' and ''VideoGame/{{Bloodborne}}'' revel in this trope. Even though you can find all sorts of fancy weapons and magic as you progress, your starting gear is almost always designed to be completely viable from the start of the game until the end as long as you make sure to keep upgrading it as you go, [[BoringButPractical and in many cases will even end up being]] ''[[BoringButPractical superior]]'' [[BoringButPractical to all that fancy stuff]]. In fact, ''VideoGame/DarkSouls2'' may be the only real exception to this as all of it's classes were designed to have a flaw to them instead of being well rounded like the other games, which means that some start with subpar weaponry that should be replaced as soon as possible, and one class starts with ''no weapon at all'' (although it's even possible to make ''that'' endgame viable if you obtain a certain ring).

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* From Software games such as ''VideoGame/DarkSouls'' and ''VideoGame/{{Bloodborne}}'' revel in this trope. Even though you can find all sorts of fancy weapons and magic as you progress, your starting gear is almost always designed to be completely viable from the start of the game until the end as long as you make sure to keep upgrading it as you go, [[BoringButPractical and in many cases will even end up being]] ''[[BoringButPractical superior]]'' [[BoringButPractical to all that fancy stuff]]. In fact, ''VideoGame/DarkSouls2'' may be the only real exception to this as all of it's its classes were designed to have a flaw to them instead of being well rounded like the other games, which means that some start with subpar weaponry that should be replaced as soon as possible, and one class starts with ''no weapon at all'' (although it's even possible to make ''that'' endgame viable if you obtain a certain ring).
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** Accidentally present in ''VideoGame/FinalFantasyVIII''. The starting gear is nothing impressive, but between the dynamic LevelScaling of enemies and [[GameBreaker the utterly broken junction system]], increasing your combat power through better gear is entirely optional.

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** Accidentally present in ''VideoGame/FinalFantasyVIII''. The starting gear is nothing impressive, but between the dynamic enemies having LevelScaling of enemies and [[GameBreaker the utterly broken junction Junction system]], increasing your combat power through better gear the entire motivation for upgrading weapons is entirely optional.gone (aside from the fact that TheHero gets new finishing moves for his LimitBreak if you upgrade his to the max).



* ''VideoGame/KingdomHeartsIII'': The Kingdom Key is the starting weapon in nearly every installment and generally goes the way of the dinosaur. Due to ''KHIII'' adding in the ability to wield multiple Keychains as well as [[EvolvingWeapon upgrade them]], the Kingdom Key's never truly outclassed. Even with Better Keyblades out there, the Kingdom Key remains a solid option for the whole game. If anything, its innate Damage Control ability makes it invaluable for defensive builds - doubly so for a Critical/Level 1 playthrough, which will see your health chunk like flakes.

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* ''VideoGame/KingdomHeartsIII'': The Kingdom Key is the starting weapon in nearly every installment and generally goes the way of the dinosaur. Due to But ''KHIII'' adding in adds the ability to wield multiple Keychains as well as [[EvolvingWeapon upgrade them]], the Kingdom Key's never truly outclassed. Even with Better Keyblades out there, so the Kingdom Key remains a solid option for the whole game.is never truly outclassed. If anything, its innate Damage Control ability makes it invaluable for defensive builds - doubly so for a Critical/Level 1 playthrough, which will see your health chunk like flakes.

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