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** Bow-users, formerly seen as a TierInducedScrappy for most of the series, got buffed in Fates by giving bows a huge increase in power along with some useful class skills. ''VideoGameFireEmblemThreeHouses'' would buff bow users even more by giving them the Close Counter skill (removing their biggest weakness: the inability to counter melee attacks) and the Bowrange+ skills allowing them to attack enemies from beyond 2 range.

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** Bow-users, formerly seen as a TierInducedScrappy for most of the series, got buffed in Fates by giving bows a huge increase in power along with some useful class skills. ''VideoGameFireEmblemThreeHouses'' ''VideoGame/FireEmblemThreeHouses'' would buff bow users even more by giving them the Close Counter skill (removing their biggest weakness: the inability to counter melee attacks) and the Bowrange+ skills allowing them to attack enemies from beyond 2 range.
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** The General class got a significant buff in ''Fates'' by way of the Wary Fighter skill, which prevents both the user and their enemies from double-attacking. Since Generals [[MightyGlacier don't often double anyway]] this ability greatly boosts their intended role as a StoneWall without significant drawbacks.
** Bow-users, formerly seen as a TierInducedScrappy for most of the series, got buffed in Fates by giving bows a huge increase in power along with some useful class skills. ''VideoGameFireEmblemThreeHouses'' would buff bow users even more by giving them the Close Counter skill (removing their biggest weakness: the inability to counter melee attacks) and the Bowrange+ skills allowing them to attack enemies from beyond 2 range.
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* ''VideoGame/TheBindingOfIsaac'': While the balance changes of items are too many too list, many of the characters received significant buffs or revamps throughout the game's release:

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* ''VideoGame/TheBindingOfIsaac'': While the balance changes of items are too many too to list, many of the characters received significant buffs or revamps throughout the game's release:
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* ''VideoGame/TheBindingOfIsaac'':

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* ''VideoGame/TheBindingOfIsaac'':''VideoGame/TheBindingOfIsaac'': While the balance changes of items are too many too list, many of the characters received significant buffs or revamps throughout the game's release:
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* In ''VideoGame/{{Temtem}}'', both of Ganki's traits were detrimental; Botanophobia increased damage taken from Nature-type techniques, while and Cold-Natured caused it to be frozen straight away by techniques that would normally make it cold first. In the 0.8 update, these were changed to the far more beneficial Resistant[[note]]negative statuses last for one less turn[[/note]] and Inductor[[note]]heals the Temtem whenever it uses an Electric attack[[/note]].
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* ''TabletopGame/{{Wingspan}}'': The ''[[ExpansionPack Oceania Expansion]]'' features a redesigned board that makes the Forest and Wetlands more efficient at providing food and cards respectively. This was done because these two habitats (especially the former) tended to be neglected in favour of the Grasslands, which got hit with a {{Nerf}}.
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** [[spoiler:Tainted Jacob]] was deemed the hardest [[spoiler:tainted character]] to play as because his gimmick was downright brutal. He turns into The Lost with no protection if he gets hit by [[spoiler:Dark Esau]], whether from his constant assault or his [[TakingYouWithMe on-death explosion]], the latter which is extremely common late game, and just to rub salt on the wound, health up items were worthless while you were in your Lost form. A patch changed [[spoiler:Dark Esau]] to be much less detrimental. He's now completely invincible, his attack pierces damage reduction, he had his pattern more, and any health up you gain in your Lost form now carries over.

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** [[spoiler:Tainted Jacob]] was deemed the hardest [[spoiler:tainted character]] to play as because his gimmick was downright brutal. He turns into The Lost with no protection if he gets hit by [[spoiler:Dark Esau]], whether from his constant assault or his [[TakingYouWithMe on-death explosion]], the latter which is extremely common late game, and just to rub salt on the wound, health up items were worthless while you were in your Lost form. A patch changed [[spoiler:Dark Esau]] to be much less detrimental. He's now completely invincible, his attack pierces damage reduction, he had his attack pattern more, cleaned up, and any health up you gain in your Lost form now carries over.
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** ???, the original JokeCharacter, fell behind on potential compared to every other character in the game, and his gimmick of only being able to pick up soul hearts and a very [{{Pun}} crappy]] starting item gave him no real upsides in return. The same patch that buffed Lazarus gave ??? slightly cheaper Devil Deals and an innate Lil' Larva effect, spawning a blue fly for each poop destroyed, letting him catch up in power level a bit more.

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** ???, the original JokeCharacter, fell behind on potential compared to every other character in the game, and his gimmick of only being able to pick up soul hearts and a very [{{Pun}} [[{{Pun}} crappy]] starting item gave him no real upsides in return. The same patch that buffed Lazarus gave ??? slightly cheaper Devil Deals and an innate Lil' Larva effect, spawning a blue fly for each poop destroyed, letting him catch up in power level a bit more.
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[[folder:Roguelikes]]
* ''VideoGame/TheBindingOfIsaac'':
** Eve has below average stats but starts with Whore of Babylon, which gives a huge stat boost [[CriticalStatusBuff while you're near death]]. However, it requires you to have 1/2 red heart or lower to activate, which is very tricky to maintain. Gaining any health pickup or item cancels it, and there are very limited ways to take away red hearts without touching soul hearts. Maintaining Whore of Babylon was too much of a headache, so getting Eve too function properly was too difficult. In ''Rebirth'', Eve specifically can activate Whore of Babylon at 1 red heart or lower, making it significantly easier to maintain. ''Afterbirth'' also lets you unlock Razor Blade as a starting item, which lets her deal damage directly to red hearts so that she can maintain it even while holding soul hearts.
** Samson is TheBerserker, and his item, Bloody Lust, gave him a damage boost for each enemy he killed per room. This made Samson highly dependent on enemy spawns to be functional, where he'd be good in rooms with many enemies, but terrible in less dense rooms and bosses. ''Rebirth'' reworked Bloody Lust to give a damage buff for the rest of the room whenever he took damage, so Samson can benefit from his gimmick much more effectively.
** The Lost is a JokeCharacter added to ''Rebirth'', whose gimmick is he's a OneHitPointWonder. He has flight and spectral tears and his unlocks are some of the best items in the game, but his lack of protection made him way too hard to play unless you had lucky runs and found something like a Holy Mantle, which blocks one hit per room. ''Afterbirth'' added the Holy Mantle as an unlockable starting item for the Lost, which made him far less dependent on those god luck runs.
** Keeper is the new JokeCharacter added in ''Afterbirth'', and was made horrendously underpowered. He uses coins as hearts, which were capped at a maximum of two coin heart containers, meaning Devil Deals were incredibly risky or outright lethal for him, has below average speed and slow-firing triple tears, and required beating some of the hardest bosses in the game to unlock starting items to make him slightly more functional. In ''Repentance'', his max coin heart container was increased to 3 (which he starts with after defeating Hush), his speed was slightly buffed, and he now pays money for Devil Deals instead of heart containers.
** Magdeline is a MightyGlacier whose slowly lost favor among players because her gimmick of extra hearts for lower speed wasn't that advantageous due to the game's mechanics. In ''Afterbirth†'', she can unlock a Speed Up pill as a starting item, cancelling out her weakness. ''Repentance'' changed it to a Full Health pill, which greatly increases her health pool instead.
** [[spoiler:Tainted Jacob]] was deemed the hardest [[spoiler:tainted character]] to play as because his gimmick was downright brutal. He turns into The Lost with no protection if he gets hit by [[spoiler:Dark Esau]], whether from his constant assault or his [[TakingYouWithMe on-death explosion]], the latter which is extremely common late game, and just to rub salt on the wound, health up items were worthless while you were in your Lost form. A patch changed [[spoiler:Dark Esau]] to be much less detrimental. He's now completely invincible, his attack pierces damage reduction, he had his pattern more, and any health up you gain in your Lost form now carries over.
** Lazarus' gimmick he starts off as a below average character, but can revive once with one heart container and gains increased stats in his revived form. Lazarus was one of the playerbase's least favorite characters for a very long time because his gimmick wasn't that strong and was effectively a MasterOfNone without Isaac's versatility of the D6. A patch for ''Repentance'' gave him major buffs. His revive mechanic was reworked to reset on every floor instead of once per game, made him lose just one heart container instead of setting it to 1 and a small permanent damage up on revival, and gave his risen form a higher damage multiplier.
** ???, the original JokeCharacter, fell behind on potential compared to every other character in the game, and his gimmick of only being able to pick up soul hearts and a very [{{Pun}} crappy]] starting item gave him no real upsides in return. The same patch that buffed Lazarus gave ??? slightly cheaper Devil Deals and an innate Lil' Larva effect, spawning a blue fly for each poop destroyed, letting him catch up in power level a bit more.
[[/folder]]
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** Dante's Gunslinger Style receives a pretty solid buff in this game. Previous iterations of the style have been lacking in comparison to the other styles; Swordmaster gives access to numerous powerful and high-damaging moves, Trickster provides extremely safe mobility, and Royal Guard is an effective blocking tool. Meanwhile, Gunslinger just offers extended gun functions and crowd control. While this isn't necessarily bad, guns deal weak damage and don't tend to rack up a lot of style points, making it sub-optimal compared to the other styles' more overt uses. This was even worse in ''Devil May Cry 3'', since using Gunslinger forced you to give up the three other styles. ''Devil Mayy Cry 5'' gives Gunslinger several high-damage skills and reworks many of Dante's guns to become more specialized. For example, Ebony & Ivory now automatically [[ChargedAttack charge up]] if equipped while in Gunslinger Style and Coyote-A's "[[DashAttack Gun Stinger]]" now allows multiple follow-up shots to duck and weave through foes while piling on the damage. Special note goes to the moves exclusive to Double Kalina Ann and Dr. Faust; the former can punch a hole through even the toughest {{Elite Mook}}s, and the latter can one shot ''bosses''. As a result, players may now find themselves using Gunslinger to actually ''increase'' their damage potential rather than just extend their combos.

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** Dante's Gunslinger Style receives a pretty solid buff in this game. Previous iterations of the style have been lacking in comparison to the other styles; Swordmaster gives access to numerous powerful and high-damaging moves, Trickster provides extremely safe mobility, and Royal Guard is an effective blocking tool. Meanwhile, Gunslinger just offers extended gun functions and crowd control. While this isn't necessarily bad, guns deal weak damage and don't tend to rack up a lot of style points, making it sub-optimal compared to the other styles' more overt uses. This was even worse in ''Devil May Cry 3'', since using Gunslinger forced you to give up the three other styles. ''Devil Mayy May Cry 5'' gives Gunslinger several high-damage skills and reworks many of Dante's guns to become more specialized. For example, Ebony & Ivory now automatically [[ChargedAttack charge up]] if equipped while in Gunslinger Style and Coyote-A's "[[DashAttack Gun Stinger]]" now allows multiple follow-up shots to duck and weave through foes while piling on the damage. Special note goes to the moves exclusive to Double Kalina Ann and Dr. Faust; the former can punch a hole through even the toughest {{Elite Mook}}s, and the latter can one shot ''bosses''. As a result, players may now find themselves using Gunslinger to actually ''increase'' their damage potential rather than just extend their combos.

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Crosswicking


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%%[[folder:Hack [[folder:Hack and Slash]]Slash]]
* ''VideoGame/DevilMayCry3DantesAwakening'': The properties of Dante's [[DashAttack Stinger]] are mixed from the best parts of its previous versions; it has the fast dashing thrust animation and long distance from ''VideoGame/DevilMayCry1'', combined with the heavy knockback from ''VideoGame/DevilMayCry2''. It's a huge step up over the slower and clunky version from the previous game.
* ''VideoGame/DevilMayCry4'':
** Compared to the previous three games, Dante's [[SuperMode Devil Trigger]] form received significant improvements here. For example, buying [[DoubleJump Air Hike]] gives Dante ''another'' Air Hike (which equates to a triple jump) and some of his moves are given new mechanics and combos instead of simply increasing their damage ([[DashAttack Stinger]] is now a multi-hitting, drilling stab that goes through enemies, Kick-13 has extra hits added and comes out faster).
** This game introduced the "Trigger Heart" upgrade to the series, a passive ability that slows down the depletion of the Devil Trigger Gauge, effectively prolonging the character's Devil Trigger state compared to how it was in the prior games.
* ''VideoGame/DevilMayCry5'':
** Dante's Gunslinger Style receives a pretty solid buff in this game. Previous iterations of the style have been lacking in comparison to the other styles; Swordmaster gives access to numerous powerful and high-damaging moves, Trickster provides extremely safe mobility, and Royal Guard is an effective blocking tool. Meanwhile, Gunslinger just offers extended gun functions and crowd control. While this isn't necessarily bad, guns deal weak damage and don't tend to rack up a lot of style points, making it sub-optimal compared to the other styles' more overt uses. This was even worse in ''Devil May Cry 3'', since using Gunslinger forced you to give up the three other styles. ''Devil Mayy Cry 5'' gives Gunslinger several high-damage skills and reworks many of Dante's guns to become more specialized. For example, Ebony & Ivory now automatically [[ChargedAttack charge up]] if equipped while in Gunslinger Style and Coyote-A's "[[DashAttack Gun Stinger]]" now allows multiple follow-up shots to duck and weave through foes while piling on the damage. Special note goes to the moves exclusive to Double Kalina Ann and Dr. Faust; the former can punch a hole through even the toughest {{Elite Mook}}s, and the latter can one shot ''bosses''. As a result, players may now find themselves using Gunslinger to actually ''increase'' their damage potential rather than just extend their combos.
** Compared to ''Devil May Cry 4'', Nero's EX-Act and MAX-Act [[EXSpecialAttack Exceed]] mechanics are much easier to execute in this game because the timing requirements are less strict. Some of his old moves for the Red Queen were improved as well, such as Red Queen Combo B having a faster attack animation that ties in to how fast you can ButtonMash.
** The [[RegeneratingHealth health regeneration]] provided by Devil Trigger has been improved. Unlike in ''Devil May Cry 4'' where there's a noticeable delay before the healing effect kicks in and the recovery is quite slow, the health regeneration in this game starts as soon as you transform and it recovers your health faster than before.
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%%[[folder:Platformers]]%%[[folder:Racing Games]]



%%[[folder:Racing Games]]
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* ''VideoGame/KingdomHearts'':

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* ''VideoGame/KingdomHearts'':''Franchise/KingdomHearts'':

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** Each race's WorkerUnit was given the ability to defend itself against attack: Peasants can become Militia (a slightly weaker version of a Footman), Peons can bunker down in Burrows, Ghouls are the Undead's lumber harvesters and basic melee unit, and Wisps can selfdestruct to cause damage to summoned units and remove magic buffs in an area.

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** Each race's WorkerUnit was given the ability to defend itself against attack: Peasants can become Militia (a slightly weaker version of a Footman), Peons can bunker down in Burrows, Ghouls are the Undead's lumber harvesters and basic melee unit, and Wisps can selfdestruct self-destruct to cause damage to summoned units and remove magic buffs in an area.



* ''TabletopGame/XWingMiniatures'' prefers to release new cards to upgrade weak ships, rather than directly errata specific cards and vessels - X-Wings were improved by the Integrated Astromech card, for example.
* ''TabletopGame/{{Pathfinder}}'' added a ton of extra class features to most classes in an effort to reduce the incidence of EmptyLevels from ''TabletopGame/DungeonsAndDragonsThirdEdition'' and make martial classes in particular more useful at higher levels. Paladins also had their Smite Evil feature turned into a permanent effect against a particular target from something, buffing a single melee attack. This had the consequence of making {{Prestige Class}}es significantly less useful, since shifting from a base class to a prestige class meant missing out on many more features.
[[/folder]]

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* ''TabletopGame/XWingMiniatures'' prefers to release new cards to upgrade weak ships, rather than directly errata specific cards and vessels - X-Wings were improved by the Integrated Astromech card, for example.
* ''TabletopGame/{{Pathfinder}}'' added a ton of extra class features to most classes in an effort to reduce the incidence of EmptyLevels from ''TabletopGame/DungeonsAndDragonsThirdEdition'' and make martial classes in particular more useful at higher levels. For example, Paladins also had their Smite Evil feature turned into gained a permanent new effect in the form of a defensive boost against an attack from a particular target from something, buffing a single melee attack.target. This had the consequence of making {{Prestige Class}}es significantly less useful, since shifting from a base class to a prestige class meant missing out on many more features.
[[/folder]]* ''TabletopGame/XWingMiniatures'' prefers to release new cards to upgrade weak ships, rather than directly errata specific cards and vessels -- X-Wings were improved by the Integrated Astromech card, for example.
[[/folder]]
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* ''VideoGame/DissidiaFinalFantasy'', the prequel ''Dissidia 012'' gave many characters a quick, short-ranged attack to give them more reliable defenses, as their other attacks were slow to execute and left them vulnerable.

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* The prequel to ''VideoGame/DissidiaFinalFantasy'', the prequel ''Dissidia 012'' 012'', gave many characters a quick, short-ranged attack to give them more reliable defenses, as their other attacks were slow to execute and left them vulnerable.
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*** The international version of ''II'' increased the damage of the Reflect spell from the original Japanese version, while the ''Final Mix'' version increased it even further.

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*** ** The international version of ''II'' increased the damage of the Reflect spell from the original Japanese version, while the ''Final Mix'' version increased it even further.

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** :
*** The animation for using items in ''VideoGame/KingdomHeartsII'' -- such as Potions -- is a lot shorter than ''VideoGame/KingdomHeartsI'', making them much easier to utilize in battle without getting interrupted. Potions also heal a fixed percentage of the target's HP, making them useful throughout the game.

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** :
***
The animation for using items in ''VideoGame/KingdomHeartsII'' -- such as Potions -- is a lot shorter than ''VideoGame/KingdomHeartsI'', making them much easier to utilize in battle without getting interrupted. Potions also heal a fixed percentage of the target's HP, making them useful throughout the game.



** : Guarding in ''VideoGame/KingdomHeartsI'' and ''VideoGame/KingdomHeartsII'' would only provide invincibility for a set time, making it less useful against large groups of attacking {{Mooks}} and bosses with long-lasting attacks. In ''VideoGame/KingdomHearts358DaysOver2'', the invincibility granted will now refresh if the player is hit while the blocking animation is still playing, making the ability much safer.

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** : Guarding in ''VideoGame/KingdomHeartsI'' and ''VideoGame/KingdomHeartsII'' would only provide invincibility for a set time, making it less useful against large groups of attacking {{Mooks}} and bosses with long-lasting attacks. In ''VideoGame/KingdomHearts358DaysOver2'', the invincibility granted will now refresh if the player is hit while the blocking animation is still playing, making the ability much safer.

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* ''VideoGame/KingdomHeartsChainOfMemories'': The UsefulNotes/PlayStation2 remake increases the effect of leveling up Riku's Attack Points, making him stronger than the original.
* ''VideoGame/KingdomHeartsII'':
** The animation for using items in battle - such as Potions - is a lot shorter than ''VideoGame/KingdomHeartsI'', making them much easier to utilize without getting interrupted. Potions also heal a fixed percentage of the target's HP, so they're useful throughout the game.
** The international version of the game increases the damage of the Reflect spell from the original Japanese version, while the ''Final Mix'' version increases it even further.
* ''VideoGame/KingdomHearts358DaysOver2'': Guarding in ''VideoGame/KingdomHeartsI'' and ''VideoGame/KingdomHeartsII'' would only provide invincibility for a set time, making it less useful against large groups of attacking {{Mooks}} and bosses with long-lasting attacks. The invincibility granted will now refresh if the player is hit while the blocking animation is still playing, making the ability much safer.


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* ''VideoGame/KingdomHearts'':
** The UsefulNotes/PlayStation2 of ''VideoGame/KingdomHeartsChainOfMemories'' remake increases the effect of leveling up Riku's Attack Points, making him stronger than the original.
**:
*** The animation for using items in ''VideoGame/KingdomHeartsII'' -- such as Potions -- is a lot shorter than ''VideoGame/KingdomHeartsI'', making them much easier to utilize in battle without getting interrupted. Potions also heal a fixed percentage of the target's HP, making them useful throughout the game.
*** The international version of ''II'' increased the damage of the Reflect spell from the original Japanese version, while the ''Final Mix'' version increased it even further.
**: Guarding in ''VideoGame/KingdomHeartsI'' and ''VideoGame/KingdomHeartsII'' would only provide invincibility for a set time, making it less useful against large groups of attacking {{Mooks}} and bosses with long-lasting attacks. In ''VideoGame/KingdomHearts358DaysOver2'', the invincibility granted will now refresh if the player is hit while the blocking animation is still playing, making the ability much safer.
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** In Gen VI, many Pokemon got a Mega Evolution, a new SuperMode that gives them stat buffs, new abilities, and sometimes different typing. The overall developer intent with this was to take older Pokemon that had been subject to PowerCreep, and give them a boost to be more useful.

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** In Gen VI, many Pokemon Pokémon got a Mega Evolution, a new SuperMode that gives them stat buffs, new abilities, and sometimes different typing. The overall developer intent with this was to take older Pokemon Pokémon that had been subject to PowerCreep, and give them a boost to be more useful.



** The biggest one that completely upended the gameplay was the physical/special overhaul in Gen IV. In the first three generations, the type of an attack determined whether the attack ran off of Attack or Special Attack. This resulted in many 'mons who had movepools and typing that relied on the "wrong" stat. In Gen IV, this was overhauled such that the moves themselves were designated to either be physical (using Attack) or special (using Special attack), and every type had at least one attack of each type (though many types more strongly favored attacks of one type). ''Many'' Pokemon suddenly found their offensive capabilities dramatically improved. [[ZigZaggedTrope Zig-zagged]] in that this did end up being a {{Nerf}} to some Pokemon instead (Alakazam most famously).

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** The biggest one that completely upended the gameplay was the physical/special overhaul in Gen IV. In the first three generations, the type of an attack determined whether the attack ran off of Attack or Special Attack. This resulted in many 'mons who had movepools and typing that relied on the "wrong" stat. In Gen IV, this was overhauled such that the moves themselves were designated to either be physical (using Attack) or special (using Special attack), and every type had at least one attack of each type (though many types more strongly favored attacks of one type). ''Many'' Pokemon Pokémon suddenly found their offensive capabilities dramatically improved. [[ZigZaggedTrope Zig-zagged]] in that this did end up being a {{Nerf}} to some Pokemon Pokémon instead (Alakazam most famously).



*** Leech Life is another special case. Before Gen VII, it had a rather weak 20 base power, which was then ''quadrupled'' to a much more respectable 80 base power. This, of course, also caused it to be taken away from many Pokemon's movesets until a much later level.

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*** Leech Life is another special case. Before Gen VII, it had a rather weak 20 base power, which was then ''quadrupled'' to a much more respectable 80 base power. This, of course, also caused it to be taken away from many Pokemon's Pokémon's movesets until a much later level.



** Newer generations also tend to be kinder towards pre-evolved Pokemon, with exclusive attacks and items such as the Eviolite so the players who prefer their cute baby Pokemon can still keep up with their evolved brethren. Even the likes of [[MagikarpPower Magikarp and Caterpie]] have been thrown the odd bone so they can be halfway decent battlers.

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** Newer generations also tend to be kinder towards pre-evolved Pokemon, Pokémon, with exclusive attacks and items such as the Eviolite so the players who prefer their cute baby Pokemon Pokémon can still keep up with their evolved brethren. Even the likes of [[MagikarpPower Magikarp and Caterpie]] have been thrown the odd bone so they can be halfway decent battlers.



** VideoGame/PokemonLetsGoPikachuAndLetsGoEevee has this for the starter Pikachu and Eevee to counteract them being unable to evolve and end up horribly outmatched by any Pokemon that can be caught later in the game like in ''Yellow.'' This includes moveset changes like in ''Yellow'' with Pikachu being able to learn the Fighting-type move Double Kick (perfect for the Pewter City Gym), and general stat buffs.

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** VideoGame/PokemonLetsGoPikachuAndLetsGoEevee ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' has this for the starter Pikachu and Eevee to counteract them being unable to evolve and end up horribly outmatched by any Pokemon Pokémon that can be caught later in the game like in ''Yellow.'' This includes moveset changes like in ''Yellow'' with Pikachu being able to learn the Fighting-type move Double Kick (perfect for the Pewter City Gym), and general stat buffs.
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* ''TabletopGame/{{Pathfinder}}'' added a ton of extra class features to most classes in an effort to reduce the incidence of EmptyLevels from ''TabletopGame/DungeonsAndDragonsThirdEdition'' and make martial classes in particular more useful at higher levels. Paladins also had their Smite Evil feature turned into a permanent effect against a particular target from something buffing a single melee attack. This had the consequence of making {{Prestige Class}}es significantly less useful, since shifting from a base class to a prestige class meant missing out on many more features.

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* ''TabletopGame/{{Pathfinder}}'' added a ton of extra class features to most classes in an effort to reduce the incidence of EmptyLevels from ''TabletopGame/DungeonsAndDragonsThirdEdition'' and make martial classes in particular more useful at higher levels. Paladins also had their Smite Evil feature turned into a permanent effect against a particular target from something something, buffing a single melee attack. This had the consequence of making {{Prestige Class}}es significantly less useful, since shifting from a base class to a prestige class meant missing out on many more features.
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* ''TabletopGame/{{Pathfinder}}'' added a ton of extra class features to most classes in an effort to reduce the incidence of EmptyLevels from ''TabletopGame/DungeonsAndDragonsThirdEdition'' and make martial classes in particular more useful at higher levels. Paladins also had their Smite Evil feature turned into a permanent effect against a particular target from something buffing a single melee attack. This had the consequence of making {{Prestige Class}}es significantly less useful, since shifting from a base class to a prestige class meant missing out on many more features.
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%%[[folder:Platforming Games]]

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%%[[folder:Platforming Games]]%%[[folder:Platformers]]



[[folder:Role-playing Games]]

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[[folder:Role-playing [[folder:Role-Playing Games]]



[[folder:Shooter Games]]

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[[folder:Shooter Games]][[folder:Shooters]]



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** Tachanka, almost universally considered the worst operator in the game, received a shield on his mounted LMG. It didn't help too much though.

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** Tachanka, almost universally considered the worst operator in the game, received a shield on his mounted LMG. It didn't help too much though. He eventually received a major rework, now wielding an LMG as his primary weapon and an incendiary grenade launcher replacing his turret.
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And probably the 2nd Edition RP Gs, too, but I don't understand the magic system for those.

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* In [=RPGs=] based on ''TabletopGame/DungeonsAndDragons'', the VancianMagic system gives spellcasters a limited number of spell slots per day, and in a tabletop setting, some of those spell slots are probably going to need to be reserved for various UtilityMagic spells. Most of these spells cannot be readily simulated in a video game due to needing DM intervention and so are left off, which means that classes that have to prepare their spells each day[[note]]typically Wizard, Cleric, Druid, Ranger, and Paladin[[/note]] are significantly less flexible than spontaneous casting classes[[note]]Sorcerers in vanilla D&D and ''TabletopGame/{{Pathfinder}}'', Favored Souls and Spirit Shamans in [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]], Oracles in PF[[/note]] (which can cast spells a fixed number of times per spell level per day but cannot change which spells are available to them without a respec) relative to their tabletop incarnations. Affected games include ''VideoGame/NeverwinterNights'', ''VideoGame/NeverwinterNights2'', ''VideoGame/PathfinderKingmaker'', and ''VideoGame/PathfinderWrathOfTheRighteous''.
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** In ''Melee'', Fox went from an unremarkable fighter to a speed demon, considered by many to be one of the best characters in the game thanks to his incredible combo ability, power, and speed.

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** In ''Melee'', Fox [[Franchise/StarFox Fox]] went from an unremarkable fighter to a speed demon, considered by many to be one of the best characters in the game thanks to his incredible combo ability, power, and speed.



*** Bowser went from being one of the worst characters in the series to one of the best, thanks to a huge boost to his overall speed among other changes.
*** Link was often considered to be one of the worst characters in the series, but these games gave him some huge buffs by improving his speed and making his weapons much better in combos.
** In ''Ultimate'', most characters receive a number of buffs, to try and make them, for the most part, all pretty good. A few characters such as Bayonetta and Cloud have been largely nerfed, but overall the approach to balance appears to give most characters both stronger options and better speed than they had before.
*** One notably buffed character is Pichu, last appearing in ''Melee''. In ''Melee'', it's a JokeCharacter; while in ''Ultimate'', it's a GlassCannon.

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*** Bowser [[Franchise/SuperMarioBros Bowser]] went from being one of the worst characters in the series to one of the best, thanks to a huge boost to his overall speed among other changes.
*** Link [[Franchise/TheLegendofZelda Link]] was often considered to be one of the worst characters in the series, but these games gave him some huge buffs by improving his speed and making his weapons much better in combos.
** In ''Ultimate'', most characters receive a number of buffs, to try and make them, for the most part, all pretty good. A few characters such as Bayonetta VideoGame/{{Bayonetta}} and Cloud [[VideoGame/FinalFantasyVII Cloud]] have been largely nerfed, but overall the approach to balance appears to give most characters both stronger options and better speed than they had before.
*** One notably buffed character is Pichu, [[VideoGame/PokemonGoldandSilver Pichu]], last appearing in ''Melee''. In ''Melee'', it's a JokeCharacter; while in ''Ultimate'', it's a GlassCannon.
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** ''VideoGame/Disgaea5'' finally lets monster units do some throwing of their own. While they can't lift things, Mon-Toss lets them throw their allies to cover more ground. Fusion is gone, but up to four monster units can Magichange into the same unit to boost them further.

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** ''VideoGame/Disgaea5'' finally lets monster units do some throwing of their own. While they can't lift things, Mon-Toss lets them throw their allies to cover more ground. Fusion is gone, but up to four monster units you can Dual Magichange two monsters into one weapon, which you can then Dual Magichange two more monsters into the same unit to boost them further.sub-weapon slot.
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* Monster units in the first ''[[VideoGame/DisgaeaHourOfDarkness Disgaea]]'' game were meant to be {{Mooks}} for the player to fight moreso than viable player units, [[StoneWall Galactic Demons]] maybe being the only exception. Their potential were very limited compared to humanoid units in both combat power and utility. Every following game has given them something extra to give them more equal footing.
** ''VideoGame/Disgaea2'' added INT-based monster weapons, something which the first game lacked and gimped magic-using monsters. They also got a bit more potent equipment aptitudes and stronger passive skills compared to human units. However, their inability to Lift/Throw meant grinding Felonies was harder for them than with humanoid units, making leveling with them more time-consuming.
** ''VideoGame/Disgaea3'' introduced [[EquippableAlly Magichange]], which adds a portion of their stats to the ally they Magichange with and gives them their abilities for a few turns. This made monster units more important for maxing out combat potential, and also made high-level monsters important for grinding because they share XP gains. However, the system favored Fist or Staff Magichange monsters more because those two weapons are the only generic source of 3x3 attack skills. Monster units also gained the ability to Receive throws, bouncing a unit further if another unit throws something directly at them.

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* Monster units in the first ''[[VideoGame/DisgaeaHourOfDarkness Disgaea]]'' game were meant to be {{Mooks}} for the player to fight moreso than viable player units, [[StoneWall Galactic Demons]] maybe being the only exception. Their potential were very Between their limited compared move pool and inability to Lift/Throw, there was no real reason to use them over humanoid units in both combat power and utility.early or late game. Every following game has given them something extra to give them more equal footing.
** ''VideoGame/Disgaea2'' added INT-based monster weapons, something which the first game lacked and gimped magic-using monsters. They also got a bit more potent equipment aptitudes and stronger passive skills compared to human units. However, their inability to Lift/Throw meant grinding Felonies was is harder for them than with humanoid units, making leveling with more than one of them more time-consuming.
** ''VideoGame/Disgaea3'' introduced [[EquippableAlly Magichange]], which adds lets humanoid units equip a monster as a weapon and gain a portion of their stats to the ally they Magichange with and gives them their abilities for a few turns. This made monster units more important for maxing out combat potential, and also made high-level monsters important for grinding because they share XP gains. However, the system favored Fist or Staff Magichange monsters more because those two weapons are the only generic source of 3x3 attack skills. Monster units also gained the ability to Receive throws, bouncing a unit further if another unit throws something directly at them.



** ''VideoGame/DisgaeaD2'' uses Mounting instead of Magichange, which is similar to Magichange but isn't a temporary one-way action.
** ''VideoGame/Disgaea5'' finally lets monster units do some throwing of their own. While they can't lift things, Mon-Toss lets them throw their allies to cover more ground.

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** ''VideoGame/DisgaeaD2'' uses Mounting instead of Magichange, which is similar to Magichange but isn't a temporary one-way action.
action. While a bit more versatile, its power ceiling is much lower.
** ''VideoGame/Disgaea5'' finally lets monster units do some throwing of their own. While they can't lift things, Mon-Toss lets them throw their allies to cover more ground. Fusion is gone, but up to four monster units can Magichange into the same unit to boost them further.
Is there an issue? Send a MessageReason:
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* Monster units in the first ''[[VideoGame/DisgaeaHourOfDarkness Disgaea]]'' series were meant to be {{Mooks}} for the player to fight moreso than viable player units, [[StoneWall Galactic Demons]] maybe being the only exception. Their potential were very limited compared to humanoid units in both combat power and utility. Every following game has given them something extra to give them more equal footing.
** ''VideoGame/Disgaea2'' added INT-based monster weapons, something which the first game lacked and gimped magic-using monsters. They also got a bit more potent equipment aptitudes and stronger passive skills compared to human units. However, their inability to Lift/Throw meant grinding Felonies was harder than with humanoid units, making leveling with them more time-consuming.
** ''VideoGame/Disgaea3'' introduced [[EquippableAlly Magichange]], which adds a portion of their stats to the ally they Magichange with and gives them their abilities for a few turns. This made monster units more important for maxing out combat potential, and also made high-level monsters important for gridning because they share XP gains. However, the system favored Fist or Staff Magichange monsters more because those two weapons are the only generic source of 3x3 attack skills. Monster units also gained the ability to Receive throws, bouncing a unit further if another unit throws something directly at them.

to:

* Monster units in the first ''[[VideoGame/DisgaeaHourOfDarkness Disgaea]]'' series game were meant to be {{Mooks}} for the player to fight moreso than viable player units, [[StoneWall Galactic Demons]] maybe being the only exception. Their potential were very limited compared to humanoid units in both combat power and utility. Every following game has given them something extra to give them more equal footing.
** ''VideoGame/Disgaea2'' added INT-based monster weapons, something which the first game lacked and gimped magic-using monsters. They also got a bit more potent equipment aptitudes and stronger passive skills compared to human units. However, their inability to Lift/Throw meant grinding Felonies was harder for them than with humanoid units, making leveling with them more time-consuming.
** ''VideoGame/Disgaea3'' introduced [[EquippableAlly Magichange]], which adds a portion of their stats to the ally they Magichange with and gives them their abilities for a few turns. This made monster units more important for maxing out combat potential, and also made high-level monsters important for gridning grinding because they share XP gains. However, the system favored Fist or Staff Magichange monsters more because those two weapons are the only generic source of 3x3 attack skills. Monster units also gained the ability to Receive throws, bouncing a unit further if another unit throws something directly at them.



** ''VideoGame/Disgaea5'' finally lets monster units do some throwing of their own. While they can't lift things, Mon-Toss lets them move their allies to cover more ground.

to:

** ''VideoGame/Disgaea5'' finally lets monster units do some throwing of their own. While they can't lift things, Mon-Toss lets them move throw their allies to cover more ground.
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Added DiffLines:

* Monster units in the first ''[[VideoGame/DisgaeaHourOfDarkness Disgaea]]'' series were meant to be {{Mooks}} for the player to fight moreso than viable player units, [[StoneWall Galactic Demons]] maybe being the only exception. Their potential were very limited compared to humanoid units in both combat power and utility. Every following game has given them something extra to give them more equal footing.
** ''VideoGame/Disgaea2'' added INT-based monster weapons, something which the first game lacked and gimped magic-using monsters. They also got a bit more potent equipment aptitudes and stronger passive skills compared to human units. However, their inability to Lift/Throw meant grinding Felonies was harder than with humanoid units, making leveling with them more time-consuming.
** ''VideoGame/Disgaea3'' introduced [[EquippableAlly Magichange]], which adds a portion of their stats to the ally they Magichange with and gives them their abilities for a few turns. This made monster units more important for maxing out combat potential, and also made high-level monsters important for gridning because they share XP gains. However, the system favored Fist or Staff Magichange monsters more because those two weapons are the only generic source of 3x3 attack skills. Monster units also gained the ability to Receive throws, bouncing a unit further if another unit throws something directly at them.
** ''VideoGame/Disgaea4'' has [[FusionDance Fusion]], which lets two monsters combine into one bigger unit. Like Magichange, the two fused monsters share XP gains, so non-Fist/Staff Magichange monsters can leveled as easily as humanoids. Fusion monsters could also be Magichanged, and you can fused two Fusion monsters, and Magichange with ''that'', and then you can [[AllYourPowersCombined dual-wield them]] to equip '''eight''' monster units.
** ''VideoGame/DisgaeaD2'' uses Mounting instead of Magichange, which is similar to Magichange but isn't a temporary one-way action.
** ''VideoGame/Disgaea5'' finally lets monster units do some throwing of their own. While they can't lift things, Mon-Toss lets them move their allies to cover more ground.
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* VideoGame/DragaliaLost: During the Version 1.15.1 patch a new level of the Mana Circle was added known as the Mana Spiral which granted stronger skills, significantly shaking up the rigged meta from before the update.

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* VideoGame/DragaliaLost: ''VideoGame/DragaliaLost'': During the Version 1.15.1 patch a new level of the Mana Circle was added known as the Mana Spiral which granted stronger skills, significantly shaking up the rigged meta from before the update.
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** The fully upgraded Red9 does 6.5 damage instead of 5.

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** The fully upgraded Red9 [=Red9=] does 6.5 damage instead of 5.

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