History Main / Nerf

1st Dec '17 10:14:06 PM Luc
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* ''VideoGame/DOTA2'' is interesting in its philosophy of nerfing: If a hero is overpowered, don't nerf the OP ability, nerf something else. This leads to heroes who appear overpowered, but have severe weaknesses to make up for it.
16th Nov '17 11:37:30 AM LucaEarlgrey
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** The MP cost of many high-end skills has been amplified, in order to encourage players to take advantage of the new affinity system, wherein, among other things, skill affinities influence the MP cost of skills of the same type. Did you wanna cast Mediarahan to heal the entire party, for example? Well, its MP cost has been raised from 40 MP to ''90'', if you don't cast it with a user with a positive healing affinity.

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** The MP cost of many high-end skills has been amplified, in order to encourage players to take advantage of the new affinity system, wherein, among other things, skill affinities influence the MP cost of skills of the same type. Did you wanna cast Mediarahan to heal the entire party, for example? Well, its MP cost has been raised from 40 MP to ''90'', if you don't cast it with a user with a positive healing affinity. Affinities can be negative as well, making these already-costly skills cost ''even more''.
19th Oct '17 10:59:06 PM TheSinful
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** In ''Mists of Pandaria'', warlocks got a talent called Soul Leech that gave them a damage absorb equal to a percentage of the damage they deal. Said damage absorb was renewed with even more strength each time the warlock did damage, eventually stacking up to 100% of their health. Due to the imbalance this brought both [=PVE=] and [=PVP=], including warlocks being able to NoSell many boss mechanics, Soul Leech's cap was eventually brought down to only 15% of their health and made a baseline ability.
15th Sep '17 2:33:48 AM LucaEarlgrey
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** ''IV'' already has a number of skills that can't be passed on via fusion except with the Demon Fusion Lite app or Demon Whisper. ''Apocalypse'' further expands the list of skills banned from being transferred ''and'' prevents Demon Fusion Lite from getting around it. No, you and your demons who aren't Alice cannot run around spamming [[SignatureMove Die For Me!]] anymore.
15th Sep '17 2:29:02 AM LucaEarlgrey
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** The MP cost of many high-end skills has been amplified, in order to encourage players to take advantage of the new affinity system, wherein, among other things, skill affinities influence the MP cost of skills of the same time. Did you wanna cast Mediarahan to heal the entire party, for example? Well, its MP cost has been raised from 40 MP to ''90'', if you don't cast it with a user with a positive healing affinity.

to:

** The MP cost of many high-end skills has been amplified, in order to encourage players to take advantage of the new affinity system, wherein, among other things, skill affinities influence the MP cost of skills of the same time.type. Did you wanna cast Mediarahan to heal the entire party, for example? Well, its MP cost has been raised from 40 MP to ''90'', if you don't cast it with a user with a positive healing affinity.
15th Sep '17 2:28:36 AM LucaEarlgrey
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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' does this with a number of things from ''VideoGame/ShinMegamiTenseiIV'':
** Smirk has been depowered so that while it still negates elemental weaknesses and makes attacks super-accurate and always crit, it will no longer grant near-perfect evasion.
** The MP cost of many high-end skills has been amplified, in order to encourage players to take advantage of the new affinity system, wherein, among other things, skill affinities influence the MP cost of skills of the same time. Did you wanna cast Mediarahan to heal the entire party, for example? Well, its MP cost has been raised from 40 MP to ''90'', if you don't cast it with a user with a positive healing affinity.
** Some skills that have secondary effects in ''IV'' now have those secondary effects only kick in on a Smirk. For example, Antichton, which in ''IV'' inflicts "severe"-level [[InfinityPlusOneElement Almighty]] damage to all enemies and reduces their status by one tier, will only do the "Almighty damage" part unless the user is Smirking.
8th Sep '17 2:45:34 PM DDRMASTERM
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** However, in exchange for the above, the stealth jump ability, though slightly compensated for by no longer taking longer than a normal jump, no longer hides your jump if an opposing team member is close to your jump destination. This nerf is especially notable for basically destroying the infamous chain jumping strategy that used to dominate tower control in the first game.

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** However, in exchange for the above, the stealth jump ability, though slightly compensated for by no longer taking longer than a normal jump, no longer hides your jump if an opposing team member is close to your jump destination. This nerf
**The Quick Respawn ability was nerfed so that you have to get splatted at least twice without downing a single opponent, making it less practical for competent combatants. Also Respawn Punisher can slow down the respawn of anybody who splats them, however due to that rule it can't interfere with Quick Respawn as it requires they splat them, punishing reckless fighters who might value splatting wildly over taking a more careful approach.This, combined with the above nerf,
is especially notable for basically destroying the infamous chain jumping strategy that used to dominate tower control in the first game.
8th Sep '17 2:33:34 PM DDRMASTERM
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** However, in exchange for the above, the stealth jump ability, though slightly compensated for by no longer taking longer than a normal jump, no longer hides your jump if an opposing team member is close to your jump destination. This nerf is especially notable for basically destroying the infamous chain jumping strategy that used to dominate tower control in the first game.
7th Sep '17 12:13:09 PM Rotpar
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* ''{{VideoGame/Foxhole}}'' nerfed fists in version 0.2. Originally they were a OneHitKill to enemy soldiers since you'd have to risk getting shot to reach melee range to deal it; when [[BayonetYa bayonets]] were added the instant-kill was given to the bayonets to serve as a direct upgrade to fists, which now dealt half damage.
5th Sep '17 4:52:39 PM MBG
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** The Special split in Generation 2 was this to a number of Pokemon, as the original mechanics made it so that any Pokemon that could take a special attack could dish one out as well, and the move Amnesia made its user more or less invincible. Many of them got their old Special stat either assigned to Special Attack or Special Defense, and a new stat that was usually lower than the old one. Tauros was probably the most prominent victim, as it relied on its okay Special stat to handle the Rock-types its Normal moves couldn't - but its new Special Attack stat happened to be thirty points lower. Articuno suffered the exact same thing, turning it into a largely ineffective StoneWall, which was particularly obvious as it had once boasted the strongest attacks in Generation 1.

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** The Special split in Generation 2 was this to a number of Pokemon, as the original mechanics made it so that any Pokemon that could take a special attack could dish one out as well, and the move Amnesia made its user more or less invincible. Many of them got their old Special stat either assigned to either Special Attack or Special Defense, and a new stat that was usually lower than the old one. Tauros was probably the most prominent victim, as it relied on its okay Special stat to handle the Rock-types its Normal moves couldn't - but its new Special Attack stat happened to be thirty points lower. Articuno suffered the exact same thing, turning it into a largely ineffective StoneWall, which was particularly obvious as it had once boasted the strongest attacks in Generation 1.
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