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Changed line(s) 5 from:
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** And any charge character. People will groan when you select them. (Are we talking about \
to:
** And any charge character. People will groan when you select them. (Are we talking about \\\"Rapidly Press/Hold Down a single Button to Win? If so, we have two examples already listed.)
* The whole Moogle race in \\\'\\\'FinalFantasyTacticsAdvance\\\'\\\' often gets a pass because they are focused mostly on enfeebling enemies rather than damage or support.
** For those who recognize that this is one of the rare games where StandardStatusEffects are actually useful (except on bosses, anyway) though, a good Moogle Gunner or Juggler is a valuable asset. And they\\\'re so cute!
*** There is [[YourMilageMayVary some debate]] about this, as a Gunner with Ultima Charge from the Mog Knight skill list [[GameBreaker can use it from 8 tiles away]], and even without Ultima, they can still Counter Attack, Stop, Blind, Silence, Confuse, and even CHARM enemies from 8 tiles away with a 95% hit rate just with their basic ability.
**** Jugglers, Gunners, and Mog Knights put Moogles somewhere between 1st and 2nd place for top race (with Viera undeniably holding the other slot do to the [[LightningBruiser ridiculous stat growth]] of assassins, some [[GameBreaker truly insane movesets]], and immunity to \\\'\\\'all\\\'\\\' status effects with a single piece of equipment). A Moogle class that does get a lot of hate for being the worst (bar none) class in the game is the Juggler.
*** Are you sure it was the Juggler class and not the Tinker Class? Juggler\\\'s saving grace is \\\"Smile Toss\\\", which gives the ally target a free turn right after the Juggler casts this. The Tinker, of course, is \\\"Rafa/Malak 2.0\\\". Their skills involve a party/enemy-wide buff or debuff and deciding who gets either on [[LuckBasedMission a random coin toss-esque mechanic]]. That is, hoping to cast haste on all your units? NOPE! The \\\"coin\\\" landed and it is tails. Now the enemy units have haste... Cue Ah hell naw!
**** Unless you equip Dream Rings that stop Sleep and Doom, then use the Sleep and Doom abilities.
** The \\\'\\\'real\\\'\\\' character tier scrappy is the Bangaa race. 1.A race based around physical attacks in a game where anything that doesn\\\'t kill or disable the enemy in one hit is a waste of a turn 2.Has slow speed in a \\\"tick\\\" (opposed to alternate turns) based game.
*** Which ALSO varies, considering Bangaa have the highest damage output of any race, and a Haste or Quicken spell (or hell, leveling as a White Monk) means you can destroy most enemies in one hit. In fact, Dragoon + Weapon atk plus + Ultima Weapon has the most raw damage in the game, perfectly capable of one-shotting the final boss.
(The other 2 races were added as \\\"High-Tier\\\")

Cut for extended OTOH:
** In the DS remake of \\\'\\\'FinalFantasyIII\\\'\\\', the Geomancers are actually pretty good mid-game until they are overshadowed by the endgame classes such as Sages and Master Mages. Unlike their incarnation in other FF games, they can deal decent steady damage and many of their abilities dealt magic damage but were not subject to the laws of Reflect, or how mages could only use a certain # of spells per day.
** In \\\'\\\'FinalFantasyV\\\'\\\' Geomancers are worth using for a short while in order to learn the skill that prevents your party from taking damage from hazardous floor tiles. This comes in handy in [=ExDeath=]\\\'s castle, where some floors are covered in lava, and you still get into random encounters while trying to walk across them. On the other hand, Earth is a highly useful secondary command that can do decent damage for no mana. It\\\'s perfect to slap onto your White Mage and use to attack (or heal, if you\\\'re on the right terrain) free of mana. The randomness can be offputting, but in most situations, at least 3 of the 4 moves are useful.
**** The Geomancer Job is acquired early in the game and may, in fact, be overpowered until other magical jobs catch up, since some Earth attacks are equivalent to second- or even third- tier magic spells long before such magic can be purchased or found for the other mages and casting them is entirely free.
** In \\\'\\\'FinalFantasyTactics\\\'\\\' they have decent physical \\\'\\\'and\\\'\\\' magic attack values, making them well suited for work as makeshift {{Magic Knight}}s or {{Combat Medic}}s. They also have the game\\\'s largest attack-power stat growth, so you can level your Monks or Knights as Geomancers for some major kick-butting later. The downside is their [[GlassCannon low defense]], and the (again) relative uselessness of their \\\'\\\'inherent\\\'\\\' ability, which puts off a lot of people.
*PhantasyStar
** Hahn gives you access to healing early on, faster and stronger than Chaz, and his gaining Wat early on completes the [[GameBreaker Triblaster]] combo, which will wipe out everything on the screen. Gryz is a straightforward fighter but has lots of hit points and stamina and instant death attacks, which levels your party fast before you fight Zio. For the part of the game where you have Kyra, \\\'\\\'everything\\\'\\\' is weak to her bottomless bucket of fire spells, and Warla is pretty much the only thing that\\\'s going to keep you alive if you plan to level grind against Sandworms or tackle the Three Witches before level 35 or so.
** And Hahn learns Vol very, \\\'\\\'very\\\'\\\' early on. Being the only instant death attack with a \\\'\\\'90%+\\\'\\\' success rate, and with Hahn\\\'s technique point pool being second basically only to [[SquishyWizard Rune\\\'s]], Hahn is very likely to remain more lethal than your melee fighters until the last third of the game. [[IGotBetter And by then he has Astral.]]
*TalesOfSymphonia
** Colette does have the saving grace of having [[EliteTweak some unintuitive uses and effects for her techs]], which can turn her into the [[LethalJokeCharacter easiest boss killer]] [[GameBreaker in the game]] when player-controlled. (Poison your foe, run away while the poison takes effect, deal some ScratchDamage and do your VictoryPose.) Her AI is too stupid to use any of them, though. And then, there\\\'s her [[GameBreaker Para Ball]].
*Pokemon
** But don\\\'t get too cocky. With the right setup, no Pokemon is harmless.
*FireEmblem
*** It should be noted that the Thani tome can ramp up Micaiah\\\'s offensive usefulness vastly, given that its super-effective to armor and horse units, who make up most of the bosses of Part I and who are often harder for the physical attackers to take down (the armor units moreso).

Seems to belong on CreatorsPet instead:
*Warhammer40K
** The 2011 Grey Knights codex combines some absolutely awful fluff ({{GodModeSue}}s everywhere, \\\"holy\\\" Grey Knights butchering allied [[ChurchMilitant Battle Sisters]] to use their blood as a holy unguent - and getting away with it. And blood sacrifice does not work that way- that\\\'s chaos stuff.), a model line which draws very mixed reactions, a number of confusing rule interactions, and some of the most insanely powerful options in any codex at the time of its release. The Tyranid and Blood Angels codices released about a year earlier received similar, but not as damning, complaints. Daemons of Chaos (above) and both Grey Knights and Blood Angels codices were by Matt Ward, whom TheOtherWiki calls controversial and much of the fan base dislikes for [[TheyChangedItNowItSucks altering the fluff]] of armies he writes about and [[CreatorsPet making armies he writes for much more powerful than the other factions]].
*** There is also a factor of Hatedom. The original codex for Grey Knights was actually substantially worse in terms of how powerful they were supposed to be (it almost outright says that normal Space Marines, compared to Grey Knights, may as well be Imperial Guardsman) and individual Grey Knights were generally more powerful (for example Fearless on most units was downgraded to the less powerful They Shall Know No Fear). Overall, the only army Grey Knights metagame wise destroy more than any other MEQ is Demons, an army that was widely considered to be absolutely terrible and shouldn\\\'t have its own codex in the first place. Matt Ward has written some bad fluff, but most of the stuff he has written fits within the lore, its just people don\\\'t want to acknowledge them.
**** Except, y\\\'know, the GreyKnights suddenly being Champions of Khorne in all but name.

Also added a \\\"Mixed Examples By Scenario\\\" category where one is hated for being so \\\'\\\'good\\\'\\\' in some conditions and so \\\'\\\'bad\\\'\\\' in others. If you think this falls under CripplingOverspecialization, please inform such before moving.
Changed line(s) 5 from:
n
** And any charge character. People will groan when you select them. (Are we talking about \
to:
** And any charge character. People will groan when you select them. (Are we talking about \\\"Rapidly Press/Hold Down a single Button to Win? If so, we have two examples already listed.)
* The whole Moogle race in \\\'\\\'FinalFantasyTacticsAdvance\\\'\\\' often gets a pass because they are focused mostly on enfeebling enemies rather than damage or support.
** For those who recognize that this is one of the rare games where StandardStatusEffects are actually useful (except on bosses, anyway) though, a good Moogle Gunner or Juggler is a valuable asset. And they\\\'re so cute!
*** There is [[YourMilageMayVary some debate]] about this, as a Gunner with Ultima Charge from the Mog Knight skill list [[GameBreaker can use it from 8 tiles away]], and even without Ultima, they can still Counter Attack, Stop, Blind, Silence, Confuse, and even CHARM enemies from 8 tiles away with a 95% hit rate just with their basic ability.
**** Jugglers, Gunners, and Mog Knights put Moogles somewhere between 1st and 2nd place for top race (with Viera undeniably holding the other slot do to the [[LightningBruiser ridiculous stat growth]] of assassins, some [[GameBreaker truly insane movesets]], and immunity to \\\'\\\'all\\\'\\\' status effects with a single piece of equipment). A Moogle class that does get a lot of hate for being the worst (bar none) class in the game is the Juggler.
*** Are you sure it was the Juggler class and not the Tinker Class? Juggler\\\'s saving grace is \\\"Smile Toss\\\", which gives the ally target a free turn right after the Juggler casts this. The Tinker, of course, is \\\"Rafa/Malak 2.0\\\". Their skills involve a party/enemy-wide buff or debuff and deciding who gets either on [[LuckBasedMission a random coin toss-esque mechanic]]. That is, hoping to cast haste on all your units? NOPE! The \\\"coin\\\" landed and it is tails. Now the enemy units have haste... Cue Ah hell naw!
**** Unless you equip Dream Rings that stop Sleep and Doom, then use the Sleep and Doom abilities.
** The \\\'\\\'real\\\'\\\' character tier scrappy is the Bangaa race. 1.A race based around physical attacks in a game where anything that doesn\\\'t kill or disable the enemy in one hit is a waste of a turn 2.Has slow speed in a \\\"tick\\\" (opposed to alternate turns) based game.
*** Which ALSO varies, considering Bangaa have the highest damage output of any race, and a Haste or Quicken spell (or hell, leveling as a White Monk) means you can destroy most enemies in one hit. In fact, Dragoon + Weapon atk plus + Ultima Weapon has the most raw damage in the game, perfectly capable of one-shotting the final boss.
(The other 2 races were added as \\\"High-Tier\\\")

Cut for extended OTOH:
** In the DS remake of \\\'\\\'FinalFantasyIII\\\'\\\', the Geomancers are actually pretty good mid-game until they are overshadowed by the endgame classes such as Sages and Master Mages. Unlike their incarnation in other FF games, they can deal decent steady damage and many of their abilities dealt magic damage but were not subject to the laws of Reflect, or how mages could only use a certain # of spells per day.
** In \\\'\\\'FinalFantasyV\\\'\\\' Geomancers are worth using for a short while in order to learn the skill that prevents your party from taking damage from hazardous floor tiles. This comes in handy in [=ExDeath=]\\\'s castle, where some floors are covered in lava, and you still get into random encounters while trying to walk across them. On the other hand, Earth is a highly useful secondary command that can do decent damage for no mana. It\\\'s perfect to slap onto your White Mage and use to attack (or heal, if you\\\'re on the right terrain) free of mana. The randomness can be offputting, but in most situations, at least 3 of the 4 moves are useful.
**** The Geomancer Job is acquired early in the game and may, in fact, be overpowered until other magical jobs catch up, since some Earth attacks are equivalent to second- or even third- tier magic spells long before such magic can be purchased or found for the other mages and casting them is entirely free.
** In \\\'\\\'FinalFantasyTactics\\\'\\\' they have decent physical \\\'\\\'and\\\'\\\' magic attack values, making them well suited for work as makeshift {{Magic Knight}}s or {{Combat Medic}}s. They also have the game\\\'s largest attack-power stat growth, so you can level your Monks or Knights as Geomancers for some major kick-butting later. The downside is their [[GlassCannon low defense]], and the (again) relative uselessness of their \\\'\\\'inherent\\\'\\\' ability, which puts off a lot of people.
*PhantasyStar
** Hahn gives you access to healing early on, faster and stronger than Chaz, and his gaining Wat early on completes the [[GameBreaker Triblaster]] combo, which will wipe out everything on the screen. Gryz is a straightforward fighter but has lots of hit points and stamina and instant death attacks, which levels your party fast before you fight Zio. For the part of the game where you have Kyra, \\\'\\\'everything\\\'\\\' is weak to her bottomless bucket of fire spells, and Warla is pretty much the only thing that\\\'s going to keep you alive if you plan to level grind against Sandworms or tackle the Three Witches before level 35 or so.
** And Hahn learns Vol very, \\\'\\\'very\\\'\\\' early on. Being the only instant death attack with a \\\'\\\'90%+\\\'\\\' success rate, and with Hahn\\\'s technique point pool being second basically only to [[SquishyWizard Rune\\\'s]], Hahn is very likely to remain more lethal than your melee fighters until the last third of the game. [[IGotBetter And by then he has Astral.]]
*TalesOfSymphonia
** Colette does have the saving grace of having [[EliteTweak some unintuitive uses and effects for her techs]], which can turn her into the [[LethalJokeCharacter easiest boss killer]] [[GameBreaker in the game]] when player-controlled. (Poison your foe, run away while the poison takes effect, deal some ScratchDamage and do your VictoryPose.) Her AI is too stupid to use any of them, though. And then, there\\\'s her [[GameBreaker Para Ball]].
*Pokemon
** But don\\\'t get too cocky. With the right setup, no Pokemon is harmless.
*FireEmblem
*** It should be noted that the Thani tome can ramp up Micaiah\\\'s offensive usefulness vastly, given that its super-effective to armor and horse units, who make up most of the bosses of Part I and who are often harder for the physical attackers to take down (the armor units moreso).

Seems to belong on CreatorsPet instead:
*Warhammer40K
** The 2011 Grey Knights codex combines some absolutely awful fluff ({{GodModeSue}}s everywhere, \\\"holy\\\" Grey Knights butchering allied [[ChurchMilitant Battle Sisters]] to use their blood as a holy unguent - and getting away with it. And blood sacrifice does not work that way- that\\\'s chaos stuff.), a model line which draws very mixed reactions, a number of confusing rule interactions, and some of the most insanely powerful options in any codex at the time of its release. The Tyranid and Blood Angels codices released about a year earlier received similar, but not as damning, complaints. Daemons of Chaos (above) and both Grey Knights and Blood Angels codices were by Matt Ward, whom TheOtherWiki calls controversial and much of the fan base dislikes for [[TheyChangedItNowItSucks altering the fluff]] of armies he writes about and [[CreatorsPet making armies he writes for much more powerful than the other factions]].
*** There is also a factor of Hatedom. The original codex for Grey Knights was actually substantially worse in terms of how powerful they were supposed to be (it almost outright says that normal Space Marines, compared to Grey Knights, may as well be Imperial Guardsman) and individual Grey Knights were generally more powerful (for example Fearless on most units was downgraded to the less powerful They Shall Know No Fear). Overall, the only army Grey Knights metagame wise destroy more than any other MEQ is Demons, an army that was widely considered to be absolutely terrible and shouldn\\\'t have its own codex in the first place. Matt Ward has written some bad fluff, but most of the stuff he has written fits within the lore, its just people don\\\'t want to acknowledge them.
**** Except, y\\\'know, the GreyKnights suddenly being Champions of Khorne in all but name.

Also added a \\\"Mixed Examples By Scenario\\\" category where one is hated for being so \\\'\\\'good\\\'\\\' in some conditions and so \\\'\\\'bad\\\'\\\' in others. If you think this falls under OvercripplingSpecialization, please inform such before moving.
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