History Main / NeRf

19th Jun '16 7:16:41 PM TotemicHero
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** Wizards of the Coast also seems very, very afraid of polymorphing effects. They've reworked the rules so many times that this editor has completely given up on trying to keep track of them. Some of the changes were arguably good, such as changing the spells from Polymorph Self and Polymorph Other, the latter of which could be abused, to Polymorph and BalefulPolymorph. Other changes were to cover up such "abuses" as the possibility of parrots being able to pronounce command words for wands that the character could use in normal form. Despite all this, polymorph and similar effects (such as wildshape) are still really good.

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** Wizards of the Coast also seems very, very afraid of polymorphing effects. They've reworked the rules so many times that this editor has completely given up on trying to keep track of them.them is an impossible task. Some of the changes were arguably good, such as changing the spells from Polymorph Self and Polymorph Other, the latter of which could be abused, to Polymorph and BalefulPolymorph. Other changes were to cover up such "abuses" as the possibility of parrots being able to pronounce command words for wands that the character could use in normal form. Despite all this, polymorph and similar effects (such as wildshape) are still really good.
13th Jun '16 4:46:38 AM maestro_89
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* ''{{VideoGame/Destiny}}'': Bungie has done alot of nerfing in an attempt to balance out the game's PVP mode the Crucible. The first year was dominated by Assault Rifles which proved to be an all-around good gun at any ranges. The SUROS Regime one of the game's exotic Auto Rifles was a big indicator of this problem; it was capable of gunning down enemies at long ranges and was able to compete with Scout Rifles at those distances and win. Eventually the gun class' range and damage were nerfed in order to slow down their time to kill and bring them down to ranges where they were supposed to kill at. This nerf was so severe however that Auto Rifles were non-existent in year 2 and bungie revised their nerfs making them viable again but nowhere near their Year 1 glory.
**Year 2 was likewise dominated by Hand Cannons much like Auto Rifles these weapons were good at any range and was in some ways even faster and more annoying. Hand Cannons were monsters in PVP and like Auto Rifles could take down Scout Rifle users with 2 or 3 head shots at long ranges. Eventually the class had it's range nerfed and damage reduced. The class had one of the most controversial guns in the exotic gun called the Thorn. This Hand Cannon boasted good damage and range and was capable to 2-shotting players on any part of the body not just the head. The damage and the range were not the 2-hit problem; it's unique perk was. The Thorn perk meant that it's victim suffered damage over time and made the gun a guaranteed 2-hit kill regardless of range or placement and; it was a slow death meaning the victim was unable to do anything as they watched their health reach 0. Killing with it was very easy and it was an extremely common sight in Destiny's highly competitive PVP mode Trials of Osiris. Eventually the gun was nerfed to hell so that it wasn't able to guarantee a 2-shot kill. Moreso that gun was nerfed a second time just to spite it and make it an even less than good option in current PVP. Bungie even made a joke at the Thorn's expense during one of their twitch streams just proving how much of an annoying problem it was.
**Year 2 also had the Pulse Rifle class nerfed. Though not as a harsh of a degree as Auto Rifles or Hand Cannons they were proving to be too good against Auto Rifles at short distances and Scout Rifles at long distances. Bungie lightly tapped Pulse Rifles with a nerf and the changes were mainly to give Autos and Scouts a better chance at fighting them.
**Fusion rifles were prone to being nerfed at regular intervals as well since they were 1-hit KO's at short to medium ranges; these were nerfed to make them hard to use effectively. It was to the point that there was a Fusion Rifle nerf on every single weapon update even when no one was complaining about them. Shotguns had a perk known as Shot Package which made shotguns even easier 1-hit kills at short to medium ranges and far outclassed fusion rifles as weapons of choice. Eventually the Shot Package perk was removed entirely and shotguns had their ranges nerfed so that they can only rarely kill at medium range. Snipers themselves were not immune to nerfing and had many of their perks either nerfed or changed. Their perk Final Round was capable of killing with a body shot and eventually this was changed so that it only worked on headshots; and Snapshot had it's effect reduced. Eventually Bungie got sick of special ammo (shotgun, sniper, etc.) in general and nerfed it entirely: reducing how much a player begins, how much they can hold, and how long it takes for special ammo to spawn.
28th May '16 10:36:30 AM CyberTiger88
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A Buff or Revamp is a change for the better. These are as controversial as Nerfs; a Buff or Revamp to one unit's HitPoints is effectively a Nerf to the damage of anything attacking it. A FlameWar can even develop on whether a given change is a Buff, Revamp or a Nerf, much less an improvement in the game as a whole.

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A Buff BalanceBuff or Revamp is a change for the better. These are as controversial as Nerfs; a Buff or Revamp to one unit's HitPoints is effectively a Nerf to the damage of anything attacking it. A FlameWar can even develop on whether a given change is a Buff, Revamp or a Nerf, much less an improvement in the game as a whole.
21st May '16 1:11:36 AM Kazmahu
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** The pair-up mechanics were also nerfed between ''Awakening'' and ''VideoGame/FireEmblemFates''. Partially by the system being expanded so only offensives ''or'' defensive bonuses could be active at one time (as opposed to getting all or neither), and mainly because the enemy can now use them too.
19th May '16 11:15:41 AM crazyrabbits
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* ''VideoGame/DawnOfTheDragons'' had several items that were quickly nerfed, largely due to massive imbalance.
** "Omer's Collar" was an equippable item that was rewarded in a World Raid for hitting a high-enough tier of damage, and was likely intended to only give a chance at double attack to Human-class raids. Instead, the item gave a double proc to ''all'' raids, thus allowing people who had obtained to autolevel several hundred levels in a short time frame. The item was quickly patched and had its description reworked to add the limitation after it was discovered by the devs.
** "Guster's Fault" was a magic that dropped random boxes at a 20% hit rate, with items inside that ranged from low-tier skill books, minor potions and legion materials to high-level stat boosters, volatile pots (which restore 25% of the user's energy) and powerful skill books. The problem came in implementing the hit rate - it was a consistent 20%, regardless of whether the user hit a raid with a "1-hit" or "20-hit" attack. As a result, the servers lagged constantly for a day, users farmed raids in order to get hundreds of boxes, and new users soon found themselves swimming in tens of thousands of stat points, along with boosters that normally aren't available to anyone except high-level players. Despite the devs originally claiming the magic was "working as intended", it was quickly patched to remove the high-level items and limit the drop rates on the boxes.
18th May '16 2:02:17 PM TheSinful
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** Several moves had their damage slightly reduced in [[VideoGame/PokemonXAndY Generation 6]]. Staples like Flamethrower, Surf, and Thunderbolt went from 95 damage to 90, while Blizzard, Thunder, and Fire Blast decreased from 120 to 110.
*** An odd variant occurred in Generation 6 with the move Low Sweep. Though it's base damage was increased from 60 to 65, this put it above the 60 base damage cap for Technician, essentially removing the move from competitive play.
2nd May '16 11:41:59 AM Truffle
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* ''Franchise.DarkSouls'':

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* ''Franchise.DarkSouls'':''Franchise/DarkSouls'':
2nd May '16 11:40:42 AM Truffle
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* ''Franchise.DarkSouls'':
** In ''VideoGame/DarkSouls2'', the pyromancy Flame Swathe was massively nerfed. At one point it could OneHitKill [[BonusBoss Darklurker]], but after the patch, it did a fraction of the damage and the casting time was increased, making it easy to dodge.
** ''VideoGame/DarkSouls3'' has the Fume Ultra Greatsword (FUGS). It was considered one of the strongest weapons in the game, and delivered a ridiculous amount of damage. A patch reduced it's base damage from 330 to 260, significantly depowering it. This made PvP much easier, as the weapon was notorious for two-hit killing players.
25th Apr '16 2:02:15 PM PlasmaTalon
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* ''TabletopGame/{{IronKingdoms}}'':
** Going from MK I to MK II the game over went a massive overhaul. Removing most of the extremely glaring balance issues.
** The designers have confirmed that MK III is going to nerf more mechanics and rules. Namely those that are frustrating or not fun to play against.
*** Most Heavy Infantry units are having their durability lowered in response to how they've dominated the meta.
*** "Fury Management" is being reduced among the Hordes faction, since its too easy to keep warbeasts from going out of control despite generating massive amounts of Fury.
*** The Tough rule is being changed so that it goes inactive once a model is knocked down. This is to prevent a single model from being able to soak hits and avoid dying just because a player keeps rolling 5s or 6s.
22nd Apr '16 1:51:40 AM aye_amber
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* The Assassin in {{Monday Night Combat}} was never very good at actually assassinating anything (since doing so requires that the enemy team ignore you while you do a five-second grapple on your target), but her cloak, speed, and high DPS made her useful for controlling bot lanes and pub-stomping. Naturally, this led to a bunch of complaining from pub players, and she was nerfed into the ground, making her useless against teams with anything resembling coordination. Not that this has stopped people from complaining about her, of course.

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* The Assassin in {{Monday Night Combat}} VideoGame/MondayNightCombat was never very good at actually assassinating anything (since doing so requires that the enemy team ignore you while you do a five-second grapple on your target), but her cloak, speed, and high DPS made her useful for controlling bot lanes and pub-stomping. Naturally, this led to a bunch of complaining from pub players, and she was nerfed into the ground, making her useless against teams with anything resembling coordination. Not that this has stopped people from complaining about her, of course.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NeRf