History Main / Nerf

21st Jan '17 7:31:10 PM flamemario12
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** ''VideoGame/PokemonSunAndMoon'' nerfed several moves and abilities considered [[GameBreaker Game Breakers]] in competitive play: Dark Void now has 50% accuracy and ''only'' works when used by Darkrai (a Pokemon banned in most tournaments), Gale Wings only works when the user has full HP, Parental Bond's second attack does 25% damage rather than 50% and Prankster won't affect Dark types. [[ActionInitiative Priority]] in general was also nerfed in the 7th gen, with several moves and abilities introduced to counter it.

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** ''VideoGame/PokemonSunAndMoon'' nerfed several moves and abilities considered [[GameBreaker Game Breakers]] in competitive play: abilities, such as Dark Void now has 50% accuracy and ''only'' works when used by Darkrai (a Pokemon banned in most tournaments), Gale Wings only works when the user has full HP, Parental Bond's second attack does 25% damage rather than 50% and Prankster won't affect Dark types. [[ActionInitiative Priority]] in general was also nerfed in the 7th gen, with several moves and abilities introduced to counter it.types.
17th Jan '17 4:10:42 AM Taxi-Pizzatime
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** The additions of extra weapon and armor types in ''Frozen Throne'' were seen as nerfing a number of units. No longer could spellcasters, who now did magic damage instead of piercing damage, be relied upon for anti-air duties. (Air units being strong vs. magic damage.) Likewise, Huntresses went from medium armor to unarmored, making them useless as a primary melee unit. (Unarmored being weak to the "normal" attacks of most melee units.)

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** The additions of extra weapon and armor types in ''Frozen Throne'' were seen as nerfing a number of units. No longer could spellcasters, who now did magic damage instead of piercing damage, be relied upon for anti-air duties. (Air units being strong vs. magic damage.) Likewise, Huntresses went from medium armor to unarmored, making them useless as a primary melee unit. (Unarmored being weak to the "normal" piercing attacks of most melee units.)ranged units, and vulnerable to siege weapons. [[http://classic.battle.net/war3/basics/armorandweapontypes.shtml]])
16th Jan '17 7:20:33 PM CerotechOmega
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** A common practice in the games involves an observant player timing an opponent's jump point (which is visible unless the player uses Stealth Jump) and opening fire in time to catch them landing, which gives the landing opponent a one-way trip back to the spawning pool nine times out of ten. In ''VideoGame/{{Splatoon 2}}'', however, the Splashdown special causes the user to jump up and come down with a blastwave which instakills players in proximity; this move can be used during a super jump to touch down explosively, making such tactics without a Charger a risky proposition.
16th Jan '17 2:51:59 PM Xtifr
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* Missiles got nerfed in ''DiddyKongRacing DS.'' In the original game, collecting a red balloon three times gave you a full supply of ''ten'' missiles, which could be fully replenished simply by running over a red balloon again. In the DS version, you only get five missles, and they've been reduced to the second-stage weapon, meaning hitting another balloon [[PowerupLetdown upgrades you multi-missiles into a single homing missile instead.]]

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* Missiles got nerfed in ''DiddyKongRacing ''VideoGame/DiddyKongRacing DS.'' In the original game, collecting a red balloon three times gave you a full supply of ''ten'' missiles, which could be fully replenished simply by running over a red balloon again. In the DS version, you only get five missles, and they've been reduced to the second-stage weapon, meaning hitting another balloon [[PowerupLetdown upgrades you multi-missiles into a single homing missile instead.]]
8th Jan '17 3:05:47 PM AdamC
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** Even other characters see the occasional nerfing. Bass has lost his charged shot as of ''Mega Man & Bass'' (he got multidirectional fire instead -- great for levels, not great for bosses). Zero's buster, originally his main weapon, has been an occasional afterthought since ''X4''.

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** Even other characters see the occasional nerfing. Bass has lost his charged shot as of ''Mega Man & Bass'' (he got multidirectional machine-gun fire instead -- great for levels, not great for bosses). Zero's buster, buster was originally his main weapon, weapon but was replaced by his Z-Saber in ''X4'' to differentiate him from X. Since then his buster has been so weak that it's essentially an occasional afterthought since ''X4''.(if it appears at all).
2nd Jan '17 9:10:16 PM Steven
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** ''VideoGame/GrandTheftAutoV'' also heavily nerfs the Rhino tank. In the past, it was NighInvulnerable and the only way it could be destroyed was by flipping it over or shooting a ''lot'' of rockets at it. Here, the Rhino can be destroyed with a handful of rockets and running over cars is heavily advised against since explosions can damage the armor quite badly like a rocket.
2nd Jan '17 11:06:43 AM Steven
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** Money was also nerfed. ''GTA 3'' had cash rewards from missions ridiculously high (the first mission, picking up someone and returning them home, paid $1000!) and you gained money from ramming other cars. This led to a huge dive into MoneyForNothing since there was nothing to really spend money on other than weapons. ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' reduced the monetary rewards to more reasonable levels and it reflected how people would pay you in the 1980s. ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' took it a step further by making some missions only reward you with respect points instead of money.

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** Money was also nerfed. ''GTA 3'' had cash rewards from missions ridiculously high (the first mission, picking up someone and returning them home, paid $1000!) and you gained money from ramming other cars. This led to a huge dive into MoneyForNothing since there was nothing to really spend money on other than weapons. ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' reduced the monetary rewards to more reasonable levels and it reflected how people would pay you in the 1980s. ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' took it a step further by making some missions only reward you with respect points instead of money. By ''VideoGame/GrandTheftAutoV'', money is barely rewarded at all and the only times you get paid are for the very few heists that you do in the story. Side jobs barely pay anything and while you could make money from the stock market, it's too complex to do casually. This becomes a plot element where the main characters keep doing jobs for shady people with the promises of them being paid for their work.
1st Jan '17 8:24:53 AM eowynjedi
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** In the [[VideoGame/FireEmblemJugdral Jugdral]] games, the Bard class were a better version of mages, with higher speed and defense. In the Elibe games they became a SpearCounterpart to Dancers, who were also nerfed by taking away their swords[[note]]not that dancers were ''ever'' combat units, but they could defend themselves a little bit[[/note]] rendering them a non-combat class.
31st Dec '16 7:28:00 PM nombretomado
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* Support effects in the ''FossilFighters'' series were nerfed from the first game to the second. In the first, viviosaurs have their full effects no matter their level, making viviosaurs with crazy support effects--like Compso, who decreases an opponent's attack by 90%--insanely good even right out the gate, and a powerful addition to the team the instant they're available. In the sequel, however, support effects need time to grow to their full potential like any other stat does, meaning Compso is available in one of the game's first areas, and only starts out offering a 9% or so decrease.

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* Support effects in the ''FossilFighters'' ''VideoGame/FossilFighters'' series were nerfed from the first game to the second. In the first, viviosaurs have their full effects no matter their level, making viviosaurs with crazy support effects--like Compso, who decreases an opponent's attack by 90%--insanely good even right out the gate, and a powerful addition to the team the instant they're available. In the sequel, however, support effects need time to grow to their full potential like any other stat does, meaning Compso is available in one of the game's first areas, and only starts out offering a 9% or so decrease.
24th Dec '16 2:12:17 PM neoXsaga
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** Victory Cry can only be learned in second playthrough from the ultimate Persona whose name shall not be revealed.

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** Victory Cry can only be learned in second playthrough from the ultimate Persona whose name shall not be revealed.Persona.
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