The title says it all: what skills, attacks, powers, and/or abilities of RPG/action characters do you think are old and tired? Perhaps you believe that one skill to be an outdated idea for the modern game, or have seen a certain special ability used to death by every warrior this side of the galaxy, and their mother to boot. Point out the ones you'd like to see go, and maybe provide some alternates or changes that could be made to keep things fresh.
I'll start things off with a few choices of my own:
#1 Whirlwind attack --> Staple of the RPG warrior/barbarian
Barbarian are melee powerhouses, masters of martial combat who are said to be one with their weapons; truly, instruments of death. So why is their go-to skill always to spin in a horizontal circle until they're dizzy? This attack is normally very powerful, sure, but I think it is overdone to the point that it's simply...boring. If you're going to spin your greatsword, why not spice things up: try some vertical flips, cutting down the target in front three, four times with your blade? Even better: why not corkscrew through your opponent for massive damage?
#2 Slo-mo or "Bullet Time" --> An untold number of shooters
This one is obvious, and I don't believe myself to be alone on this issue. Slowing time in a shooting game has its advantages, but Bullet Time is the king of over-utilized abilities. It's usually not even explained in-game as to how you can do it; slowing time is just an inherent ability of all burnt-out cops, I suppose. If your character has an inexplicable ability, try something different for a change. X-Ray vision? Reflecting shots back at your target? Portal-esque teleporting?
#3 The "Four Elements" --> Seemingly every mage, spellcaster, or warlock ever
I am of course referring to the schools of Fire, Water, Air, and Earth. Even within this system, there lies an inherent cliche of what each school or element has in its arsenal, and what its primary function usually is:
Fire is for high damage over time, relying on Fireballs, Firewalls, and Meteors to kill things over time with their power to burn
Water/Ice is for defense and healing, relying on Healing Rain, Ice Shields, and Cold Rays for slowing your opponents and aiding oneself
Air is about speed, in damage and movement, relying on Thunderbolts, Chain Lightning, and Hastes to act (and kill) quickly
Earth is about tanking and suppression, relying on Stoneskins, Rock Walls, and Earthquakes to reduce incoming threats
I'm not trying to say that this system is always the case, but its the Rule of Thumb from which the few exceptions find ways to deviate from. There's no reason one cannot change up the priorities of the spell affinities, or maybe mix-and-match the skills (Thunderballs? Raining Fire? Chained Earth - i.e: Rock Snakes?). And who's to say that the Main Four have to be the schools from which your spellcaster can call their power from? A mage could rely on an entirely different set of "elements": Space, Time, Order, and Chaos, for example.
So those are my three. I can think of a lot more, but this OP is getting kinda wordy as it is
So it falls to you, fellow Escapists - are there any powers or abilities you would like to see freshened up, modernized, or perhaps removed entirely from gaming?
Edit: Captcha was laser beams. Now that's how you spice up shooter games...or barbarians lol
I'll start things off with a few choices of my own:
#1 Whirlwind attack --> Staple of the RPG warrior/barbarian
Barbarian are melee powerhouses, masters of martial combat who are said to be one with their weapons; truly, instruments of death. So why is their go-to skill always to spin in a horizontal circle until they're dizzy? This attack is normally very powerful, sure, but I think it is overdone to the point that it's simply...boring. If you're going to spin your greatsword, why not spice things up: try some vertical flips, cutting down the target in front three, four times with your blade? Even better: why not corkscrew through your opponent for massive damage?
#2 Slo-mo or "Bullet Time" --> An untold number of shooters
This one is obvious, and I don't believe myself to be alone on this issue. Slowing time in a shooting game has its advantages, but Bullet Time is the king of over-utilized abilities. It's usually not even explained in-game as to how you can do it; slowing time is just an inherent ability of all burnt-out cops, I suppose. If your character has an inexplicable ability, try something different for a change. X-Ray vision? Reflecting shots back at your target? Portal-esque teleporting?
#3 The "Four Elements" --> Seemingly every mage, spellcaster, or warlock ever
I am of course referring to the schools of Fire, Water, Air, and Earth. Even within this system, there lies an inherent cliche of what each school or element has in its arsenal, and what its primary function usually is:
Fire is for high damage over time, relying on Fireballs, Firewalls, and Meteors to kill things over time with their power to burn
Water/Ice is for defense and healing, relying on Healing Rain, Ice Shields, and Cold Rays for slowing your opponents and aiding oneself
Air is about speed, in damage and movement, relying on Thunderbolts, Chain Lightning, and Hastes to act (and kill) quickly
Earth is about tanking and suppression, relying on Stoneskins, Rock Walls, and Earthquakes to reduce incoming threats
I'm not trying to say that this system is always the case, but its the Rule of Thumb from which the few exceptions find ways to deviate from. There's no reason one cannot change up the priorities of the spell affinities, or maybe mix-and-match the skills (Thunderballs? Raining Fire? Chained Earth - i.e: Rock Snakes?). And who's to say that the Main Four have to be the schools from which your spellcaster can call their power from? A mage could rely on an entirely different set of "elements": Space, Time, Order, and Chaos, for example.
So those are my three. I can think of a lot more, but this OP is getting kinda wordy as it is
Edit: Captcha was laser beams. Now that's how you spice up shooter games...or barbarians lol