History Main / NeRf

22nd Aug '16 4:49:13 PM NondescriptLarva
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Gimp, in other hand, is also a sign of Nerf which would worsen the game.
22nd Aug '16 4:48:55 PM NondescriptLarva
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A change to a game that weakens a particular item, ability or tactic. It's usually done to fix something perceived as a GameBreaker, and is almost always a subject of controversy in gaming communities. Occasionally, it's not a change in one game, but rather a change in an equivalent item, ability, or tactic between one game and its sequel. It does not mean it's debuff.

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A change to a game that weakens a particular item, ability or tactic. It's usually done to fix something perceived as a GameBreaker, and is almost always a subject of controversy in gaming communities. Occasionally, it's not a change in one game, but rather a change in an equivalent item, ability, or tactic between one game and its sequel. It does not mean it's debuff.
sequel.
8th Aug '16 1:25:11 PM UmbrellasWereAwesome
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** Let's start with the pistol. Dear God in heaven, the pistol. In ''VideoGame/HaloCombatEvolved'' the [=M6D=] is an [[SniperPistol extremely accurate medium-range weapon with an integrated scope]] and [[HandCannon high explosive bullets]]. It was split into two weapons in ''VideoGame/{{Halo 2}}'', with the [=BR55=] battle rifle getting the scope, accuracy, and DPS (that's right, it's basically the same weapon in rifle form) and the [=M6C=] pistol getting the ability to go GunsAkimbo. And the fanbase [[TheyChangedItNowItSucks never forgave them for it]] and clamored incessantly for the [=M6D's=] return. Though games from ''VideoGame/HaloReach'' onward have restored the basic pistol's scope and much of its former power and accuracy, the original ''CE"' HandCannon didn't make a return until ''VideoGame/Halo5Guardians'', though even there it's only available as a special REQ power weapon in Warzone.

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** Let's start with the pistol. Dear God in heaven, the pistol. In ''VideoGame/HaloCombatEvolved'' the [=M6D=] is an [[SniperPistol extremely accurate medium-range weapon with an integrated scope]] and [[HandCannon high explosive bullets]]. It was split into two weapons in ''VideoGame/{{Halo 2}}'', with the [=BR55=] battle rifle getting the scope, accuracy, and DPS (that's right, it's basically the same weapon in rifle form) and the [=M6C=] pistol getting the ability to go GunsAkimbo. And the fanbase [[TheyChangedItNowItSucks never forgave them for it]] and clamored incessantly for the [=M6D's=] return. Though games from ''VideoGame/HaloReach'' onward have restored the basic pistol's scope and much of its former power and accuracy, the original ''CE"' ''CE'' HandCannon didn't make a return until ''VideoGame/Halo5Guardians'', though even there it's only available as a special REQ power weapon in Warzone.
8th Aug '16 1:24:21 PM UmbrellasWereAwesome
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** Let's start with the pistol. Dear God in heaven, the pistol. In ''VideoGame/HaloCombatEvolved'' the [=M6D=] is an [[SniperPistol extremely accurate medium-range weapon with an integrated scope]] and [[HandCannon high explosive bullets]]. It was split into two weapons in ''VideoGame/{{Halo 2}}'', with the [=BR55=] battle rifle getting the scope, accuracy, and DPS (that's right, it's basically the same weapon in rifle form) and the [=M6C=] pistol getting the ability to go GunsAkimbo. And the fanbase [[TheyChangedItNowItSucks never forgave them for it]] and clamored incessantly for the [=M6D's=] return. Bungie finally gave in with ''VideoGame/HaloReach''.
** The Needler was weakened somewhat in ''VideoGame/{{Halo 2}}'', decreasing its homing capacity and making it a close-range weapon. And the shotgun too -- it lost either magazine size or range in every game until ''[[VideoGame/HaloReach Reach]]''.
** They even went so far as to nerf ''physics'', revamping the vehicle collision damage system and completely removing fall damage, in order to cater to "inexperienced players". Those changes, along with a few others, completely removed the risk factor of run & gun techniques, which in turn made the game play more like an ''VideoGame/{{Unreal}}'' clone than a semi-innovative shooter. This has gotten progressively worse each game, with it being nearly impossible to ram someone with a Warthog in Halo 4.
** They also removed the Rocket Launcher's homing ability in ''VideoGame/{{Halo 3}}'', presumably to prevent it from [[GameBreaker breaking the game]] in multiplayer. It can again lock on in ''Reach'' (albeit only on aerial vehicles now) but the anti-vehicle niche has -been filled by the Missile Pod and the Spartan Laser, both of which require the user to be exposed for a bit longer to get a kill.
** In Reaches multiplayer zombie mode, the pistols were meant to be a backup weapon to the shotgun. Of course, once people realised you could snipe zombies across the map with it, Bungie decided to nerf the game mode itself so the "survivors" didn't have them. [[FromBadToWorse And then Halo 4 gave the zombies shields]].

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** Let's start with the pistol. Dear God in heaven, the pistol. In ''VideoGame/HaloCombatEvolved'' the [=M6D=] is an [[SniperPistol extremely accurate medium-range weapon with an integrated scope]] and [[HandCannon high explosive bullets]]. It was split into two weapons in ''VideoGame/{{Halo 2}}'', with the [=BR55=] battle rifle getting the scope, accuracy, and DPS (that's right, it's basically the same weapon in rifle form) and the [=M6C=] pistol getting the ability to go GunsAkimbo. And the fanbase [[TheyChangedItNowItSucks never forgave them for it]] and clamored incessantly for the [=M6D's=] return. Bungie finally gave Though games from ''VideoGame/HaloReach'' onward have restored the basic pistol's scope and much of its former power and accuracy, the original ''CE"' HandCannon didn't make a return until ''VideoGame/Halo5Guardians'', though even there it's only available as a special REQ power weapon in with ''VideoGame/HaloReach''.
Warzone.
** The Needler was weakened somewhat in ''VideoGame/{{Halo 2}}'', decreasing its homing capacity and making it a close-range weapon.weapon, though by ''Halo 5'' the needles began to track better again. And the shotgun too -- it lost either magazine size or range in every game until ''[[VideoGame/HaloReach Reach]]''.
** They It was incredibly easily to run over people in ''Combat Evolved'' even went so far as to nerf ''physics'', revamping if you just grazed them. Hence, the vehicle collision damage system and completely removing fall damage, ability to splatter people was nerfed in order ''Halo 2''. However, it seems to cater to "inexperienced players". Those changes, along with a few others, completely removed the risk factor of run & gun techniques, which in turn made the game play more like an ''VideoGame/{{Unreal}}'' clone than a semi-innovative shooter. This has have gotten progressively worse nerfed each game, with to the point of it being nearly impossible to ram someone with a Warthog in Halo 4.
by ''VideoGame/{{Halo 4}}''.
** They also removed the Rocket Launcher's homing ability in ''VideoGame/{{Halo 3}}'', presumably to prevent it from [[GameBreaker breaking the game]] in multiplayer. It can again lock on in lock-on again from ''Reach'' onward (albeit only on aerial vehicles now) but now), though it now has to compete with lots of other heavy weapons like the anti-vehicle niche has -been filled by the Missile Pod Fuel Rod Gun and the Spartan Laser, both of which require the user to be exposed for a bit longer to get a kill.
Laser.
** In Reaches ''Reach''[='s=] multiplayer zombie mode, the pistols were meant to be a backup weapon to the shotgun. Of course, once people realised realized you could snipe zombies across the map with it, Bungie decided to nerf "nerf" the game mode itself so survivors by removing it from the "survivors" didn't have them. [[FromBadToWorse And then Halo 4 gave the zombies shields]].mode.
29th Jul '16 1:07:53 PM Miracle@StOlaf
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* ''VideoGame/ResidentEvil2'' and ''3'' took the reasonably decent knife from the original game and turned into an utterly useless JokeWeapon. The knife in the first game was hardly powerful, but it was entirely possible to take down a single zombie or even Hunter (if you're lucky) with it and live to tell the tale. In the next two games, however, it takes anywhere from 20-30 strikes just to knock one zombie down; [[CurbStompBattle forget about trying to use it on anything stronger than that.]] Fortunately, the knife got a massive {{buff}} in every game from ''Code: Veronica'' onward.

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* ''VideoGame/ResidentEvil2'' and ''3'' took the reasonably decent knife from the original game and turned into an utterly useless JokeWeapon. The knife in the first game was hardly powerful, but it was entirely possible to take down a single zombie or even Hunter (if you're lucky) with it and live to tell the tale. In the next two games, however, it takes anywhere from 20-30 strikes just to knock one zombie down; [[CurbStompBattle forget about trying to use it on anything stronger than that.]] Fortunately, the knife got a massive {{buff}} buff in every game from ''Code: Veronica'' onward.
29th Jul '16 1:07:23 PM Miracle@StOlaf
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Added DiffLines:

* ''VideoGame/ResidentEvil2'' and ''3'' took the reasonably decent knife from the original game and turned into an utterly useless JokeWeapon. The knife in the first game was hardly powerful, but it was entirely possible to take down a single zombie or even Hunter (if you're lucky) with it and live to tell the tale. In the next two games, however, it takes anywhere from 20-30 strikes just to knock one zombie down; [[CurbStompBattle forget about trying to use it on anything stronger than that.]] Fortunately, the knife got a massive {{buff}} in every game from ''Code: Veronica'' onward.
21st Jul '16 11:52:54 AM SilverSzymonPL
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* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage
It is also the place of origin for the name. [=PKs=].

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* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage
archer/mage It is also the place of origin for the name. [=PKs=].
21st Jul '16 11:51:38 AM SilverSzymonPL
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* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage [=PKs=].

to:

* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage archer/mage
It is also the place of origin for the name.
[=PKs=].
18th Jul '16 9:03:17 AM Quanyails
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** Many cards are nerfed in the transition from anime to real life cards. One of the most infamous examples is Card of Sanctity. In the anime, it allowed a player to draw until they had 6 cards in their hand (the legal hand size limit). To put that in perspective, konami banned a card that [[GameBreaker allowed a player to draw 2 cards]] while this one would have allowed a player to draw up to six. Instead of just not releasing it, konami made it so that you have to remove everything you controlled (hand and field) from play, and only draw 2.

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** Many cards are nerfed in the transition from anime to real life cards. One of the most infamous examples is Card of Sanctity. In the anime, it allowed a player to draw until they had 6 cards in their hand (the legal hand size limit). To put that in perspective, konami Konami banned a card that [[GameBreaker allowed a player to draw 2 cards]] while this one would have allowed a player to draw up to six. Instead of just not releasing it, konami Konami made it so that you have to remove everything you controlled (hand and field) from play, and only draw 2.
18th Jul '16 8:46:17 AM Quanyails
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** The "Invincible" Spirit Command in ''[[VideoGame/SuperRobotWarsZ Jigoku-hen]]''; unlike previous SRWs, damage is automatically reduced to one-eighth of total damage taken instead of the minimum ten units of damage. Jigoku-Hen also took Valor away from a LOT of characters. Yoko, Darry, Asuka (who used to get Soul), Four (she has Valor, Love, or both), Ozma, Lasse (he had it in UX), Canaria (she doesn't have it in the Z games but she does in UX and L), Emma, Quatre (he and Hilde are the only Wing characters without it), Kurz, Mao, Clousseau, Tieria, and Shakko.

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** The "Invincible" Spirit Command in ''[[VideoGame/SuperRobotWarsZ Jigoku-hen]]''; unlike previous SRWs, ''SRW'' games, damage is automatically reduced to one-eighth of total damage taken instead of the minimum ten units of damage. Jigoku-Hen also took Valor away from a LOT of characters. Yoko, Darry, Asuka (who used to get Soul), Four (she has Valor, Love, or both), Ozma, Lasse (he had it in UX), Canaria (she doesn't have it in the Z games but she does in UX and L), Emma, Quatre (he and Hilde are the only Wing characters without it), Kurz, Mao, Clousseau, Tieria, and Shakko.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NeRf