History Main / Nerf

15th Apr '17 3:22:51 PM Exusia
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** Hallessena gave herself a bonus 40% attack ''per turn'', lost on taking damage, which after maintenance was changed to 25%. This actually proved to be too little, as a later patch changed the buff to 35% and gave it a cap of 300%.

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** Hallessena gave herself a bonus 40% attack ''per turn'', lost on taking turn with no limit'', so long as she didn't take damage, which after maintenance was changed to 25%. 25% with a cap of 300%. This actually proved to be too little, as a later patch changed the buff to 35% and gave it a cap of 300%.while keeping the cap.
23rd Mar '17 8:09:28 PM CybranGeneralSturm
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** ''Disgaea 5'' seems to be Buff reversing the trend as the new Pirate class deals more damage the further they are from their target when they use guns due to their evility and the nice addition of skill upgrading also increasing a skill's Grade (with SS+ being the highest).

to:

** ''Disgaea 5'' seems to be Buff reversing the trend as the new Pirate class deals more damage the further they are from their target when they use guns due to their evility and the nice addition of skill upgrading also increasing a skill's Grade (with SS+ being the highest).
23rd Mar '17 8:06:01 PM CybranGeneralSturm
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** ''Disgaea 5'' seems to be [[{{Buff}} reversing the trend]] as the new Pirate class deals more damage the further they are from their target when they use guns due to their evility and the nice addition of skill upgrading also increasing a skill's Grade (with SS+ being the highest).

to:

** ''Disgaea 5'' seems to be [[{{Buff}} Buff reversing the trend]] trend as the new Pirate class deals more damage the further they are from their target when they use guns due to their evility and the nice addition of skill upgrading also increasing a skill's Grade (with SS+ being the highest).
23rd Mar '17 8:05:16 PM CybranGeneralSturm
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** ''Disgaea 5'' seems to be [[{{Buff}} reversing the trend]] as the new Pirate class deals more damage the further they are from their target when they use guns due to their evility and the nice addition of skill upgrading also increasing a skill's Grade (with SS+ being the highest).
19th Mar '17 10:38:08 AM josh6243
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** Unlike the [[VideoGame/SuperRobotWarsZ Tag Tension Gauge]] where it requires only two stars to activate a skill, players need to gather three Extra Command Gauges to initiate movement again after killing an enemy. Even if equipping the "[=ExC=] Laser" part[[note]]Doubles the refill rate of the Extra Command gauge[[/note]], at some point, players will run out of Extra Commands unless the pilot has the "Zeal"[[note]]Additional movement after taking a move or attack.[[/note]] spirit command.

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** *** Unlike the [[VideoGame/SuperRobotWarsZ Tag Tension Gauge]] where it requires only two stars to activate a skill, players need to gather three Extra Command Gauges to initiate movement again after killing an enemy. Even if equipping the "[=ExC=] Laser" part[[note]]Doubles the refill rate of the Extra Command gauge[[/note]], at some point, players will run out of Extra Commands unless the pilot has the "Zeal"[[note]]Additional movement after taking a move or attack.[[/note]] spirit command.
19th Mar '17 10:37:29 AM josh6243
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** Some skills were nerfed from previous games in ''VideoGame/SuperRobotWarsV'':
*** "Attack Again"[=/=][[DubNameChange "Second Attack"]] only triggers when the pilot who has the skill has ''30'' points more than the enemy's skill instead of the usual 20.
*** "Will Limit Break"[=/=]"Focus Over Limit" has 3 levels and pilots who have this skill by default only max out at 160 morale instead of 170 morale, thus requiring players to put one more level at the skill. Without it, ace bonuses or abilities that require characters or units who need 170 morale are stuck at 160 morale.[[note]]Ryoma's ace bonus comes to mind as well as Eva 01's transformation to Pseudo Evol[[/note]].
** Unlike the [[VideoGame/SuperRobotWarsZ Tag Tension Gauge]] where it requires only two stars to activate a skill, players need to gather three Extra Command Gauges to initiate movement again after killing an enemy. Even if equipping the "[=ExC=] Laser" part[[note]]Doubles the refill rate of the Extra Command gauge[[/note]], at some point, players will run out of Extra Commands unless the pilot has the "Zeal"[[note]]Additional movement after taking a move or attack.[[/note]] spirit command.
12th Mar '17 1:42:32 PM CountDorku
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* In ''TabletopGame/XWingMiniatures'', Fantasy Flight regularly releases an "FAQ" that clarifies or changes particularly nasty cards and combinations. March 2017, for example, saw changes to Emperor Palpatine (you now declare you're using him ''before'' you roll, stopping you from pulling him out as an emergency save), the TIE/x7 title for TIE Defenders (it's now an Evade action, rather than a free Evade token, meaning it can now be stopped by stress and obstacles), the Jumpmaster pilot Manaroo (her ability to give benefits to other ships now has a fairly harsh range limitation, stopping her from spending the entire battle on the other side of the map generating buffs), and the Zuckuss crew card (which can take stress to penalise enemy attacks - but now can't do it if already stressed). It also confirmed that Kylo Ren's crew card (could dictate a specific Pilot critical effect that would hit an enemy ship and bypass shields next time they took critical damage) didn't interact with Darth Vader's (whose ability to CastFromHitPoints to inflict a point of critical damage applies ''after'' attacks, and Kylo's condition only applies ''during'' attacks).

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* In ''TabletopGame/XWingMiniatures'', Fantasy Flight regularly releases an "FAQ" that clarifies or changes particularly nasty cards and combinations. March 2017, for example, saw changes to Emperor Palpatine (you now declare you're using him ''before'' you roll, stopping you from pulling him out as an emergency save), the TIE/x7 title for TIE Defenders (it's now an Evade action, rather than a free Evade token, meaning it can now be stopped by stress and obstacles), the Jumpmaster pilot Manaroo (her ability to give benefits to other ships now has a fairly harsh range limitation, stopping her from spending the entire battle on the other side of the map generating buffs), and the Zuckuss crew card (which can take stress to penalise enemy attacks defence rolls - but now can't do it if already stressed). It also confirmed that Kylo Ren's crew card (could dictate a specific Pilot critical effect that would hit an enemy ship and bypass shields next time they took critical damage) didn't interact with Darth Vader's (whose ability to CastFromHitPoints to inflict a point of critical damage applies ''after'' attacks, and Kylo's condition only applies ''during'' attacks).
12th Mar '17 1:19:06 PM CountDorku
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Added DiffLines:

* In ''TabletopGame/XWingMiniatures'', Fantasy Flight regularly releases an "FAQ" that clarifies or changes particularly nasty cards and combinations. March 2017, for example, saw changes to Emperor Palpatine (you now declare you're using him ''before'' you roll, stopping you from pulling him out as an emergency save), the TIE/x7 title for TIE Defenders (it's now an Evade action, rather than a free Evade token, meaning it can now be stopped by stress and obstacles), the Jumpmaster pilot Manaroo (her ability to give benefits to other ships now has a fairly harsh range limitation, stopping her from spending the entire battle on the other side of the map generating buffs), and the Zuckuss crew card (which can take stress to penalise enemy attacks - but now can't do it if already stressed). It also confirmed that Kylo Ren's crew card (could dictate a specific Pilot critical effect that would hit an enemy ship and bypass shields next time they took critical damage) didn't interact with Darth Vader's (whose ability to CastFromHitPoints to inflict a point of critical damage applies ''after'' attacks, and Kylo's condition only applies ''during'' attacks).
10th Mar '17 11:09:03 PM Exusia
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* ''VideoGame/GranblueFantasy'' usually only nerfs characters if they turn out to be overpowered after release; more often the weaker characters are buffed up. There were two cases where the game had to go into emergency maintenance due to how overpowered the characters were:
** Hallessena gave herself a bonus 40% attack ''per turn'', lost on taking damage, which after maintenance was changed to 25%. This actually proved to be too little, as a later patch changed the buff to 35% and gave it a cap of 300%.
** Much more infamous is Korwa, whose party-wide buffs were permanent and could stack, allowing people to clear even [[BonusBoss High Level/Impossible raids]] with no other help. Even after her nerf (the buffs no longer stack with themselves, and need to be recast) she's still considered one of the best characters in the entire game.
25th Feb '17 11:25:51 AM nombretomado
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* ''AceCombat'' had the Quick-Maneuver Air-to-Air Missile, starting in Ace Combat 04. While restricted to three aircraft, it was pretty much the GameBreaker anti-air missile, which could chase a plane constantly until the missile gave up or ran out of fuel. Later games had this weapon nerfed, though it's the weapon everyone likes to use in ''6'' because certain aircraft carry it in spades, up until AceCombatAssaultHorizon where the missile finally got a needed re-buff.

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* ''AceCombat'' ''VideoGame/AceCombat'' had the Quick-Maneuver Air-to-Air Missile, starting in Ace Combat 04. While restricted to three aircraft, it was pretty much the GameBreaker anti-air missile, which could chase a plane constantly until the missile gave up or ran out of fuel. Later games had this weapon nerfed, though it's the weapon everyone likes to use in ''6'' because certain aircraft carry it in spades, up until AceCombatAssaultHorizon ''VideoGame/AceCombatAssaultHorizon'' where the missile finally got a needed re-buff.
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