History Main / Nerf

29th Sep '16 6:41:10 PM DustSnitch
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* DICE re-balances ''VideoGame/StarWarsBattlefront2015'' periodically through updates and patches. Most noticeably, Boba Fett saw a drastic decrease in usage and effectiveness after an update increased the rate at which his shots lost power over distance and removed the homing feature on his wrist rocket, which also now caused a smaller explosion.
27th Sep '16 2:06:00 PM The_Pyro_Jawsome
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** Black Ops 2 also dropped the Juggernaut perk (think the Zombies Perk-a-Cola Juggernog), replacing it with good Toughness, which decreases flinching from being shot. Whether this is a nerf or not is [[RuleOfCautiousEditingJudgement subjective]].
27th Sep '16 2:36:46 AM TheNicestGuy
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* In ''VideoGame/PokerNight2'', [=CL4P-TP=] suggests by name "nerfing" Max when he invites Franchise/SamAndMax into the {{VideoGame/Borderlands}} franchise.
18th Sep '16 9:22:37 AM flamemario12
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** In Generation 1, Hyper Beam doesn't require a recharge turn if the user defeats the target with it. From Generation 2 and on, the user always have to recharge if Hyper Beam successfully hits.

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** In Generation 1, Hyper Beam doesn't require a recharge turn if the user defeats the target with it. From Generation 2 and on, the user always have has to recharge if Hyper Beam successfully hits.



** Wrap and Bind. In generation, both prevented the target from executing a move for 3-5 turns. They can switch out, but AI trainers never do this while other players basically ''had'' to switch, and as long as the attack's user was faster it was impossible to attack them until Wrap ran out of PP. Beginning with Generation 2, they prevent the target from switching out instead.

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** Wrap and Bind. In generation, Generation I, both prevented the target from executing a move for 3-5 turns. They can switch out, but AI trainers never do this while other players basically ''had'' to switch, and as long as the attack's user was faster it was impossible to attack them until Wrap ran out of PP. Beginning with Generation 2, II, they prevent the target from switching out instead.



** Zigzagged with Hidden Power. Hidden Power has its Power and Type based on the user's IV. In Generation 2 and 3, damaging move are determined by type. Generation 4 introduced the Physical/Special split, which Hidden Power becomes a Special move. Generation 6 set Hidden Power's Power to 60 instead of its potentially maximum power of 70 in previous games, it does make the move a lot more user-friendly since it no longer has its power based on the user's IV (which could get to about as low as 30, which is worse then basic moves like Tackle).
** The [[OurFairiesAreDifferent]] Fairy type was introduced in ''VideoGame/PokemonXAndY'' mainly to balance out the overpowered Dragon type. Originally an InfinityPlusOneElement, they used to be rather rare, but as new dragons were introduced in later generations, they ended up becoming {{Game Breaker}}s who could easily steamroll virtually anything. Indeed, Fairy-types are outright [[NoSell immune]] to Dragon-attacks while hitting them super-effectively, much like the Dark-type to the Generation 1 Psychics.

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** Zigzagged with Hidden Power. Hidden Power has its Power and Type based on the user's IV. In Generation 2 and 3, damaging move moves are determined by type. Generation 4 introduced the Physical/Special split, which Hidden Power becomes a Special move. Generation 6 set Hidden Power's Power to 60 instead of its potentially maximum power of 70 in previous games, it does make the move a lot more user-friendly since it no longer has its power based on the user's IV (which could get to about as low as 30, which is worse then than basic moves like Tackle).
** The [[OurFairiesAreDifferent]] Fairy type was introduced in ''VideoGame/PokemonXAndY'' mainly to balance out the overpowered Dragon type. Originally an InfinityPlusOneElement, they used to be rather rare, but as new dragons were introduced in later generations, they ended up becoming {{Game Breaker}}s who could easily steamroll virtually anything. Indeed, Fairy-types are outright [[NoSell immune]] to Dragon-attacks Dragon-type attacks while hitting them super-effectively, much like the Dark-type to the Generation 1 Psychics.



** An odd variant occurred in Generation 6 with the move Low Sweep. Though its Power is increased from 60 to 65, Technician no longer as it's higher than 60.

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** An odd variant occurred in Generation 6 with the move Low Sweep. Though its Power is increased from 60 to 65, Technician no longer boosts it as it's Low Sweep is now higher than 60.
16th Sep '16 10:41:37 PM billybobfred
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** Very rarely, an outright ''rules change'' can nerf a strategy. Case in point, there are certain cards categorized as "Legendary", which are intended to be unique characters (or items, or locations), so logically, only one can exist at any given time. Originally, there was a "Legendary rule" along the lines of "If one legendary card is in play, and another legendary card with the same name comes into play, they both get taken off the field." With this rule, a player could get rid of a troublesome legendary card merely by playing a copy of it themselves--some players put troublesome legendary cards in their decks ''just'' to deal with other people playing the same card, even if it was otherwise useless in their own deck. The rule was later changed to only apply to cards on one side of the battlefield. In other words, a player can't have two copies of a legendary card in play at the same time, but two players ''can'' each have a copy simultaneously.

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** Very rarely, an outright ''rules change'' can nerf a strategy. Case in point, there are certain cards categorized as "Legendary", which are intended to be unique characters (or items, or locations), so logically, only one can exist at any given time. Originally, there was a "Legendary rule" along the lines of "If one legendary card is in play, and another legendary card with the same name comes into play, they both get taken off the field." With this rule, a player could get rid of a troublesome legendary card merely by playing a copy of it themselves--some players put troublesome legendary cards in their decks ''just'' to deal with other people playing the same card, even if it was otherwise useless in their own deck.deck, and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370622 Clone]] was occasionally packed by players [[NotTheIntendedUse reading it as "destroy target Legendary creature"]]. The rule was later changed to only apply to cards on one side of the battlefield. In other words, a player can't have two copies of a legendary card in play at the same time, but two players ''can'' each have a copy simultaneously.
14th Sep '16 5:20:11 AM flamemario12
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** In Generation 1, Hyper Beam doesn't require a recharge turn if the user defeats the target with it. From Generation 2 and on, the user always have to recharge if Hyper Beam successfully hits.



%% ** While Psychic types are most famous for being nerfed in sequels, it is far from unique. Water types have long been the most plentiful type in the game, and the ones who were strong against them were originally possessing pitiful damage potential (Grass) or a bit rare to actually use (Electric). Subsequent games have both increased the usefulness and number of Grass moves and increased the availability of both types of moves. Unfortunately, they followed this up by giving Water the most overpowered weather condition (rain) and a near-perfect set of moves to draw from.
** In Generation 1, Hyper Beam doesn't require a recharge turn if the user defeats the target with it. From Generation 2 and on, the user always have to recharge if Hyper Beam successfully hits.



** The move Hypnosis is an interesting case. It was buffed from 60% accuracy to 70% in Diamond and Pearl, but Game Freak later bumped it back down to 60%.

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** The move Hypnosis is an interesting case. It was buffed from 60% accuracy to 70% in Diamond and Pearl, but Game Freak later bumped it back down to 60%.60.



** 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.

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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 Power 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 its Power is increased from 60 to 65, this put it above the 60 base damage cap for Technician, essentially removing the move from competitive play.Technician no longer as it's higher than 60.
11th Sep '16 1:20:26 AM ChaosGallade
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** Starting in late 2014, Konami has begun to nerf long time banned cards so that they can be brought back. Such cards currently include [[http://yugioh.wikia.com/wiki/Ring_of_Destruction Ring of Destruction]], [[http://yugioh.wikia.com/wiki/Crush_Card_Virus Crush Card Virus]], [[http://yugioh.wikia.com/wiki/Exchange_of_the_Spirit Exchange of the Spirit]], [[http://yugioh.wikia.com/wiki/Temple_of_the_Kings Temple of the Kings]], [[http://yugioh.wikia.com/wiki/Sinister_Serpent Sinister Serpent]], [[http://yugioh.wikia.com/wiki/Chaos_Emperor_Dragon_-_Envoy_of_the_End Chaos Emperor Dragon - Envoy of the End]] (currently OCG only), and [[http://yugioh.wikia.com/wiki/Dark_Magician_of_Chaos Dark Magician of Chaos]].

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** Starting in late 2014, Konami has begun to nerf long time banned cards so that they can be brought back. Such cards currently include [[http://yugioh.wikia.com/wiki/Ring_of_Destruction Ring of Destruction]], Destruction]][[note]]Can only be used during the opponent's turn and on a monster whose ATK is equal to or less than the opponent's LP; forces the player who activated it to take the damage first, which can lead to a loss if the destroyed monster's ATK is higher than the player's.[[/note]], [[http://yugioh.wikia.com/wiki/Crush_Card_Virus Crush Card Virus]], Virus]][[note]]No longer lingers for three turns as the opponent chooses which three monsters to destroy in their Deck; also prevents the opponent from taking damage during the turn it is used.[[/note]], [[http://yugioh.wikia.com/wiki/Exchange_of_the_Spirit Exchange of the Spirit]], Spirit]][[note]]Can only be used if the opponent also has 15 or more cards in the Graveyard; can only be used once per Duel.[[/note]], [[http://yugioh.wikia.com/wiki/Temple_of_the_Kings Temple of the Kings]], Kings]][[note]]Each of its effects can only be used once per turn; the Summoned Extra Deck monster is limited to Fusion Monsters.[[/note]], [[http://yugioh.wikia.com/wiki/Sinister_Serpent Sinister Serpent]], Serpent]][[note]]Another Sinister Serpent must be banished from the Graveyard during the opponent's next End Phase.[[/note]], [[http://yugioh.wikia.com/wiki/Chaos_Emperor_Dragon_-_Envoy_of_the_End Chaos Emperor Dragon - Envoy of the End]] End]][[note]]Other monster effects can't be activated the turn the field and hand wipe effect is activated.[[/note]] (currently OCG only), and [[http://yugioh.wikia.com/wiki/Dark_Magician_of_Chaos Dark Magician of Chaos]].Chaos]][[note]]Spell-recycling effect can only be used once per turn.[[/note]].
11th Sep '16 1:11:36 AM ChaosGallade
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** "Yata-Garasu" had the effect of making the opponent skip his next draw phase, making a lockdown possible, which essentially means an instant win. When launching the US version they decided to make it "a bit less playable" by having it return to the owner’s hand after the turn was over, making it actually stronger since it was very hard to destroy if it wasn't on the field. Eventually it had to get banned.
29th Aug '16 11:54:02 PM ajbit26
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* ''VideoGame/ResidentEvil2' 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' ''VideoGame/ResidentEvil2'' 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, game, 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 minor buff in ResidentEvil3, followed by a massive buff in every game from ''Code: Veronica'' onward.
29th Aug '16 11:46:05 PM ajbit26
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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'' ''VideoGame/ResidentEvil2' 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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