Yeah, only discovered it 60h in and even then never used it lmaoElden Ring crafting. Spent the whole game obsessively gathering up materials. I think I maybe crafted some rot boluses for the lake but never bothered with actually crafting anything else.
Yeah, I rarely used them. I think they're there more for a lore device more than a gameplay one.Also the spinning secret wall shortcuts in Sekiro, like the one from the castle to the shrine. There is free fast travel in the game….
Also the spinning secret wall shortcuts in Sekiro, like the one from the castle to the shrine. There is free fast travel in the game….
???Speaking of Dark Souls: the "Resistance" stat and Upgrading Shields were totally useless IMO
for real
just like 5 pts of faith and arcane in any build gives you access to the best ways to apply status effects (dragon head incantations) as well as flame cleanse me (and since you dont actually need the scaling for either of these, you can use any 0 weight seal)
all of the elemental damage craftable ammunition for ranged weapons feels dumb because 1) there are better versions that can be bought infinitely 2) split damage still sucks and they will barely do more damage even against enemies super vulnerable to x damage type 3) ranged weapons suck. some of the status effect arrows/bolts are okay but... eh.
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Skyrim has quite a few mechanics that seem to just be for role play purposes. Like, cooking isn't particularly useful either, the ingredients are harder to come by, weigh more and do less than just making potionsWagons in Skyrim
Also the spinning secret wall shortcuts in Sekiro, like the one from the castle to the shrine. There is free fast travel in the game….
Thank you for this. You can get a point of humanity once per club per playthrough.
Instant-death spells in most JRPGs (or other powerful ailment abilities like Petrify, Confuse, Silence, etc).
They sound great on paper, but in practice, they:
- have a terrible success rate, especially if it's a hit-all spell (rather than single-target)
- don't work on bosses, so their only use is to kill mobs which your party would have little trouble defeating by regular means
- are costly to cast and/or take up high-level ability slots, if applicable
- are available only very late in the story, and often for a huge amount of money
- can be freely procced by equipment that does the same thing (e.g., weapon with chance to Petrify on hit)
[pick at least 3, though usually all of them apply]
Of course, when these spells are used on YOUR party, they'll almost always work...
Upgrading armour in Dark Souls is also incredibly strong, a maxed out armour makes a big difference in damage reduction. My SL1 invaded with a maxed out Crimson set and I was taking very little damage from other players, to the point where I stopped (even though I used non-upgraded weapons to make it more fair) because it felt cheap.Also, talking about borderline useless mechanics in Souls games, upgrading armor in Dark Souls 1 might not be completely useless (it raises defense after all), but I never really found any use for it. In my experience, it was often just better to swap armors if you needed more protection instead of spending resources and souls on it. The fact that no other Dark Souls games included it, makes me think this was the case with many other players.
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And crafting in Elden Ring is absolutely not useless. It's optional, but it's incredibly strong and not useless. If you make a build focused on crafting, you will be incredibly OP.
So put simply, in Alpha 2 where the Isms were introduced, X-ism gave you a more powerful, simpler character variant, while A-ism gave you more technical options.
Then in Alpha 3, they introduced V-ism, which gave you Custom Combos as alternative to classic Supers. When you activate custom combo mode, your character creates after-images that repeat your recent inputs couple of frames later, giving you previously impossible combo links.
Turns out, this system is absolutely fucking overpowered and now V-ism the only one worth using competitively in Alpha 3.
It lets you create combos that are guaranteed to reduce guard gauge to zero, combos that are unblockable due to simultaneous high/low attacks, or combos that create unintended juggle states that lead to infinites.
Parrying in Dark Souls is hard to learn but it's objectively not useless.
I have 0 memory of this so i'm also going to vote for thisMagic Hands in Sonic Adventure 2. Use it to shrink down and enemy and throw them like a bomb. Ain't no one using that ability.
I have played SA2 a billion times, I recognize the item that gives you the power up, and I remember collecting it.Magic Hands in Sonic Adventure 2. Use it to shrink down and enemy and throw them like a bomb. Ain't no one using that ability.
The only time I ever used Death in Final Fantasy was in XV, I killed almost every superboss spamming that spellInstant-death spells in most JRPGs (or other powerful ailment abilities like Petrify, Confuse, Silence, etc).
X Items in Pokémon. Unless I severy limit myself and make the game really hard I never needed them.
The insta death kind of spells are actually really good in FF2 as well.
I actually ended up using them sometimes in my playthrough of Shining Pearl. This is coming from Pokemon Masters where boosting stats with those items is a big part of the battles.X Items in Pokémon. Unless I severy limit myself and make the game really hard I never needed them.
You'll be happy you have a jump later in the game. Believe me.Sometimes you play a game that offers you a mechanic that just leaves you scratching your head as to why it's even in the game. The mechanic does not need to be bad or broken; it's just that it feels severely underused or unimportant in the game, for whatever reason.
I'm currently playing Xenoblade Chronicles 1. The game has a jump mechanic... and I don't know why lol. The player character jumps at a very low height, and the animation is pretty slow and janky. You can jump over certain objects, but it's super inconsistent, and it doesn't feel like the game expects you to do it. I'm still very early in the game so who knows what might awaits me, but I'd be very surprised if the game suddenly expected me to use the jump mechanic in a serious way. Unless it gets upgraded somehow, I guess. But as it currently is, that mechanic feels really useless.
I know a lot of people that don't use debuff abilities in RPGs, but there are definitely some RPGs where debuffs are the cornerstone of the combat (like FFXII for instance).Every RPG with buff / debuff abilities and items and or status effects. I ain't using that!
Also, crafting in Elden Ring. And almost every other game.
It was fucking great in FF13 tho. With the right party combo you could take down Adamantoise waaaay before you were supposed to be able to and you could get those sweet, sweet, tetrahedron thingies.Instant-death spells in most JRPGs (or other powerful ailment abilities like Petrify, Confuse, Silence, etc).
They sound great on paper, but in practice, they:
- have a terrible success rate, especially if it's a hit-all spell (rather than single-target)
- don't work on bosses, so their only use is to kill mobs which your party would have little trouble defeating by regular means
- are costly to cast and/or take up high-level ability slots, if applicable
- are available only very late in the story, and often for a huge amount of money
- can be freely procced by equipment that does the same thing (e.g., weapon with chance to Petrify on hit)
[pick at least 3, though usually all of them apply]
Of course, when these spells are used on YOUR party, they'll almost always work...
I've seen some impressive A-Rank runs using this move. It's definitely useless for 99% of players though.Magic Hands in Sonic Adventure 2. Use it to shrink down and enemy and throw them like a bomb. Ain't no one using that ability.
This is amazing to me as I beat the game with all emblems and I can't remember this ability at all.Magic Hands in Sonic Adventure 2. Use it to shrink down and enemy and throw them like a bomb. Ain't no one using that ability.