History Main / FakeBalance

11th Feb '16 7:40:51 AM Medinoc
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** 3.5 had this problem when they introduced a MagicKnight class, the hexblade, and overestimated the usefulness of being able to cast spells in armor (there were already low-level spells which acted as superior substitutes to armor). As a result, the hexblade couldn't cast ''or'' fight [[MasterOfNone very well]]. The designers basically admitted that they'd messed up, and their next attempt at the archetype (the duskblade) was much more balanced ([[CharacterTiers A low tier 3]] with tier 1 and 2 belonging to classes considered to have GameBreaker stats). The opposite problem was the full caster classes, all of which completely shattered the game - most could turn themselves into better melee combatants than the actual melee combatant classes, and even worse, oftentimes that was pointless anyway because they could do even STRONGER things. High level full casters make the game utterly unplayable because they simply cannot be threatened effectively by anything which does not use similar tactics. This criticism of the game was termed as "rocket tag", as in, whoever hit with their rocket first won.
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** 3.5 had this problem when they introduced a MagicKnight class, the hexblade, and overestimated the usefulness of being able to cast spells in armor (there were already low-level spells which acted as superior substitutes to armor). As a result, the hexblade couldn't cast ''or'' fight [[MasterOfNone very well]]. The designers basically admitted that they'd messed up, and their next attempt at the archetype (the duskblade) was much more balanced ([[CharacterTiers A low tier 3]] with tier 1 and 2 belonging to classes considered to have GameBreaker stats). The opposite problem was the full caster classes, all of which completely shattered the game - most could turn themselves into better melee combatants than the actual melee combatant classes, and even worse, oftentimes that was pointless anyway because they could do even STRONGER things. High level full casters make the game utterly unplayable because they simply cannot be threatened effectively by anything which does not use similar tactics. This criticism of the game was termed as [[RocketTagGameplay "rocket tag", as in, whoever hit with their rocket first won.won]].
1st Feb '16 4:37:17 AM mario0987
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** Ice-type Pokémon the most useless type in the series thanks to this. Most of the types they have an advantage to (Grass, Rock, Flying and Ground) have other, easier to find weaknesses available earlier than you will have access to Ice and Ice-type weaknesses (Fire, Fighting and Rock) are easy to find too. This means [[CripplingOverspecialisation the only advantage they had prior to Gen VI was been the only type that is strong against Dragon-types apart from Dragon itself.]] However, most Dragon Pokémon can learn a Fire move and most Water types can lean an Ice move too making this redundant. Then Fairy-Type in Gen VI gave every other type viewed as useless a reason to be used while making Ice even more useless.
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** Ice-type Pokémon are the most useless type in the series thanks to this. Most of the types they have an advantage to (Grass, Rock, Flying and Ground) have other, easier to find weaknesses available earlier than you will have access to Ice and Ice-type weaknesses (Fire, Fighting and Rock) are easy to find too. This means [[CripplingOverspecialisation the only advantage they had prior to Gen VI was been the only type that is strong against Dragon-types apart from Dragon itself.]] However, most Dragon Pokémon can learn a Fire move and most Water types can lean an Ice move too making this redundant. Then Fairy-Type in Gen VI gave every other type viewed as useless a reason to be used while making Ice even more useless.removing the only reason to use Ice.
1st Feb '16 4:35:16 AM mario0987
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*** However, there is still the consistent problem caused by an unbalance in what moves outside your type most Pokemon can use. Just taking the core "Grass->Water->Fire->Grass" triangle, it is unbalanced by the fact that nearly ''every'' Water-type Pokemon can learn Ice-type attacks against Grass-types, while few Fire types can learn moves effective against Water-types (this was somewhat fixed by letting many of them learn Solar Beam and/or Energy Ball) and even fewer Grass-types can learn Rock-type moves to take out Fire-types. In fact, Ice types are {{Glass Cannon}}s, as they have many weaknesses and are only resistant to themselves, while Ice attacks are super-effective against many types, but the abundance of non-Ice types which learn Ice-type moves simply leads to Ice-types being horribly underused and Ice-type moves being practically omnipresent.
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*** However, there is still the consistent problem caused by an unbalance in what moves outside your type most Pokemon can use. Just taking the core "Grass->Water->Fire->Grass" triangle, it is unbalanced by the fact that nearly ''every'' Water-type Pokemon can learn Ice-type attacks against Grass-types, while few Fire types can learn moves effective against Water-types (this was somewhat fixed by letting many of them learn Solar Beam and/or Energy Ball) and even fewer Grass-types can learn Rock-type moves to take out Fire-types. In fact, Ice types are {{Glass Cannon}}s, as they have many weaknesses and are only resistant to themselves, while Ice attacks are super-effective against many types, but the abundance of non-Ice types which learn Ice-type moves simply leads to Ice-types being horribly underused and Ice-type moves being practically omnipresent.

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*** However, there is still the consistent problem caused by an unbalance in what moves outside your type most Pokemon can use. Just taking the core "Grass->Water->Fire->Grass" triangle, it is unbalanced by the fact that nearly ''every'' Water-type Pokemon can learn ** Ice-type attacks against Grass-types, while few Fire Pokémon the most useless type in the series thanks to this. Most of the types can learn moves effective against Water-types (this was somewhat fixed by letting many of them learn Solar Beam and/or Energy Ball) and even fewer Grass-types can learn Rock-type moves to take out Fire-types. In fact, Ice types are {{Glass Cannon}}s, as they have many an advantage to (Grass, Rock, Flying and Ground) have other, easier to find weaknesses and are only resistant available earlier than you will have access to themselves, while Ice attacks are super-effective against many types, but the abundance of non-Ice types which learn Ice-type moves simply leads to Ice-types being horribly underused and Ice-type moves being practically omnipresent.weaknesses (Fire, Fighting and Rock) are easy to find too. This means [[CripplingOverspecialisation the only advantage they had prior to Gen VI was been the only type that is strong against Dragon-types apart from Dragon itself.]] However, most Dragon Pokémon can learn a Fire move and most Water types can lean an Ice move too making this redundant. Then Fairy-Type in Gen VI gave every other type viewed as useless a reason to be used while making Ice even more useless.
17th Jan '16 4:12:47 PM nombretomado
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* The Thraddash in ''[[StarControl Star Control II]]''. This ship is designed to be a JokeCharacter: it has very few crew, and its weapon does a measly one damage. However, said weapon also has an unusually long range, and the ship is one of the fastest in the game when its afterburner is used. This allows a skilled Thraddash player to stay out of range from the other ship's guns while [[DeathOfAThousandCuts slowly wearing it down]]. Thraddash is the only ship which is routinely banned from competitive play, for this reason.
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* The Thraddash in ''[[StarControl Star Control II]]''.''VideoGame/StarControlII''. This ship is designed to be a JokeCharacter: it has very few crew, and its weapon does a measly one damage. However, said weapon also has an unusually long range, and the ship is one of the fastest in the game when its afterburner is used. This allows a skilled Thraddash player to stay out of range from the other ship's guns while [[DeathOfAThousandCuts slowly wearing it down]]. Thraddash is the only ship which is routinely banned from competitive play, for this reason.
15th Jan '16 10:57:59 AM DaNuke
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** Pre-season 6 started out with a Graves rework that turned him into the shortest-ranged, most damaging marksman of the entire roster, along with extra mechanics on four widely-used bot lane marksmen champions: Corki, Caitlyn and Miss Fortune. Then season 6 kicked off with a new champion: Jhin, who converts critical damage and attack speed into pure basic attack damage and is therefore capable of ending up with ''over 1000 attack damage'', plus a Graves-like passive that gives you ''one free critical hit every 4 shots regardless of item build''.
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** Pre-season 6 started out with a Graves rework that turned him into the shortest-ranged, most damaging marksman of the entire roster, along with extra mechanics on four widely-used bot lane marksmen champions: Corki, Caitlyn and Miss Fortune. Then season 6 kicked off with a new champion: Jhin, who converts critical damage and attack speed into pure basic attack damage and is therefore capable of ending up with ''over 1000 attack damage'', plus a Graves-like passive that gives you ''one free critical hit every 4 shots regardless of item build''. And as if the bottom lane wasn't already powerful enough, on top of all that Shen also got a rework that made him one of the best bot lane support champions of the entire game.
15th Jan '16 10:55:17 AM DaNuke
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** Pre-season 6 started out with a Graves rework that turned him into the shortest-ranged, most damaging marksman of the entire roster, along with extra mechanics on four widely-used bot lane marksmen champions: Corki, Caitlyn and Miss Fortune. Then season 6 kicked off with a new champion: Jhin, who converts critical damage and attack speed into pure basic attack damage and is therefore capable of ending up with ''over 1000 attack damage'', plus a Graves-like passive that gives you ''one free critical hit every 4 shots regardless of item build''.
12th Jan '16 9:06:44 PM TheNerfGuy
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** Some {{Prestige Class}}es were PurposefullyOverpowered, to accommodate for extremely difficult requirements. The intent would be to make these classes DifficultButAwesome, or limit them to NPC use. For the former, if your player has [[MagikarpPower jumped through all the hoops]] to qualify for Fochlucan Lyrist, they need the absurdly good bonuses just to catch up to everyone else; for the latter, it's not like any player would ''want'' to use a pus-spewing disease-ridden degenerate, right? Of course, a wily player could easily end up qualifying for these classes by simply thinking outside the box. For instance, the Hulking Hurler may be reserved for Large-sized characters, and Large races are typically too strong for players to use (the example build is a Stone Giant), but Half-Ogres are Large and have a Level Adjustment equal to Drow. By a similar token, the [[FlatEarthAtheist Ur-Priest]] requires an [[BadPowersBadPeople Evil]] [[CharacterAlignment alignment]], but there's nothing stopping players from simply being a TokenEvilTeammate, a NobleDemon, the caster of an all-Evil adventuring party, or even, arguably, taking just a few levels, going through CharacterDevelopment and [[HeelFaceTurn changing alignment]], and advancing their Ur-Priest casting through another class. Consequently, both the Hulking Hurler and the Ur-Priest are considered to be among the game's biggest {{Game Breaker}}s.
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** Some {{Prestige Class}}es were PurposefullyOverpowered, PurposelyOverpowered, to accommodate for extremely difficult requirements. The intent would be to make these classes DifficultButAwesome, or limit them to NPC use. For the former, if your player has [[MagikarpPower jumped through all the hoops]] to qualify for Fochlucan Lyrist, they need the absurdly good bonuses just to catch up to everyone else; for the latter, it's not like any player would ''want'' to use a pus-spewing disease-ridden degenerate, right? Of course, a wily player could easily end up qualifying for these classes by simply thinking outside the box. For instance, the Hulking Hurler may be reserved for Large-sized characters, and Large races are typically too strong for players to use (the example build is a Stone Giant), but Half-Ogres are Large and have a Level Adjustment equal to Drow. By a similar token, the [[FlatEarthAtheist Ur-Priest]] requires an [[BadPowersBadPeople Evil]] [[CharacterAlignment alignment]], but there's nothing stopping players from simply being a TokenEvilTeammate, a NobleDemon, the caster of an all-Evil adventuring party, or even, arguably, taking just a few levels, going through CharacterDevelopment and [[HeelFaceTurn changing alignment]], and advancing their Ur-Priest casting through another class. Consequently, both the Hulking Hurler and the Ur-Priest are considered to be among the game's biggest {{Game Breaker}}s.
9th Jan '16 4:02:33 AM gophergiggles
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* In ''VideoGame/ResidentEvil1'' you can pick between Chris and Jill. Jill can pick locks, carry 8 items, and can get the Grenade Launcher right at the beginning of the game (Which is a DiskOneNuke). Chris gets the useless [[VideoGameFlameThrowersSuck flamethrower]] ''late'' in the game, carries only 6 items, and must find keys to open doors, but takes about twice as many hits to kill to balance it out. However, since Jill can pick locks and carry more items, it means far less traveling around and far less encountering enemies, and her handy dandy grenade launcher can take out the tough ones. Chris sucks.
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* In ''VideoGame/ResidentEvil1'' you can pick between Chris and Jill. Jill can pick locks, carry 8 items, and can get the Grenade Launcher right at the beginning of the game (Which is a DiskOneNuke). DiskOneNuke), and has Barry at her back who on several occasions gives her extra ammo and even gives her earlier access to the shotgun. Chris gets the useless [[VideoGameFlameThrowersSuck flamethrower]] ''late'' in the game, carries only 6 items, and must find keys to open doors, and has to babysit the rookie Rebecca, but takes about twice as many hits to kill to balance it out. However, since Jill can pick locks and carry more items, it means far less traveling around and far less encountering enemies, and her handy dandy grenade launcher can take out the tough ones. Chris sucks.

* ''VideoGame/ResidentEvil2'' flipped the genders, with Claire being near ''useless'' compared to Leon. Leon gets a ''vastly'' superior load-out: A magnum, shotgun, and even his starting handgun is better (and all can be upgraded), and takes far less damage. Claire can pick locks, but there are only three locks in the entire game that can be opened this way (two in the police station and one in the sewers on the B scenario), and although she gets the superior grenade launcher and the LethalJokeWeapon Spark Shot, she is still outclassed in pretty much every aspect. At least it's justified, with Leon being a prodigy cop and Claire simply being a university student, but despite this most players pick Claire anyway simply because [[WrongGenreSavvy they remember the last game]].
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* ''VideoGame/ResidentEvil2'' flipped the genders, with Claire being near ''useless'' compared to Leon. Leon gets a ''vastly'' superior load-out: A magnum, shotgun, and even his starting handgun is better (and all can be upgraded), and takes far less damage. Claire can pick locks, but there are only three locks in the entire game that can be opened this way (two in the police station and one in the sewers on the B scenario), and although she gets the superior grenade launcher and the LethalJokeWeapon Spark Shot, she is still outclassed in pretty much every aspect. At least it's justified, with Leon being a prodigy cop and Claire simply being a university student, but despite this most players pick Claire anyway simply because [[WrongGenreSavvy they remember the last game]]. In fact, so many fans insist on playing Claire's story first that the [[AscendedFanon official canon events of the game are Claire A Leon B]].
8th Dec '15 5:23:00 AM M3
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** This trope might be one of the reasons why Apoqliphort Towers were banned. On paper, it's a card that requires three tributes and Qli monsters at that. Unfortunately, the Qli monsters prided themselves on swarming to get out the towers; and then when it came out, it was immune to everything and couldn't be destroyed by ANYTHING without a LEVEL OR RANK lower than it's level. The towers are level 10. There are hardly any level 10 or rank 10 monsters in the meta as is. Basically, whenever this card came out; many decks were stuck in a deadlock and there was no answer made against it without a deck made to specifically counter it; so it was banned.
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** This trope might be one of the reasons why Apoqliphort Towers were banned. On paper, it's a card that requires three tributes and Qli monsters at that. Unfortunately, the Qli monsters prided themselves on swarming to get out the towers; and then when it came out, it was immune to everything and couldn't be destroyed by ANYTHING without a LEVEL OR RANK lower than it's level. The towers are level 10. There are hardly any level 10 or rank 10 monsters in the meta as is. There are hardly any level 10 boss monsters or rank 10 monsters that exist out of a deck specifically made to get them out. Basically, whenever this card came out; many decks were stuck in a deadlock and there was no answer made against it without a deck made to specifically counter it; so it was banned.
8th Dec '15 5:20:35 AM M3
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Added DiffLines:
** This trope might be one of the reasons why Apoqliphort Towers were banned. On paper, it's a card that requires three tributes and Qli monsters at that. Unfortunately, the Qli monsters prided themselves on swarming to get out the towers; and then when it came out, it was immune to everything and couldn't be destroyed by ANYTHING without a LEVEL OR RANK lower than it's level. The towers are level 10. There are hardly any level 10 or rank 10 monsters in the meta as is. Basically, whenever this card came out; many decks were stuck in a deadlock and there was no answer made against it without a deck made to specifically counter it; so it was banned.
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