History Main / Nerf

21st Jul '16 11:52:54 AM SilverSzymonPL
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* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage
It is also the place of origin for the name. [=PKs=].

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* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage
archer/mage It is also the place of origin for the name. [=PKs=].
21st Jul '16 11:51:38 AM SilverSzymonPL
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* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage [=PKs=].

to:

* ''VideoGame/UltimaOnline'' is an early example. Developers made a change early in the game's life that turned all melee weapons down to a bare fraction of their former strength. Players compared fighting with the end result to hitting the enemy with a Nerf bat and disdained them for years afterward, heralding the age of archer/mage archer/mage
It is also the place of origin for the name.
[=PKs=].
18th Jul '16 9:03:17 AM Quanyails
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** Many cards are nerfed in the transition from anime to real life cards. One of the most infamous examples is Card of Sanctity. In the anime, it allowed a player to draw until they had 6 cards in their hand (the legal hand size limit). To put that in perspective, konami banned a card that [[GameBreaker allowed a player to draw 2 cards]] while this one would have allowed a player to draw up to six. Instead of just not releasing it, konami made it so that you have to remove everything you controlled (hand and field) from play, and only draw 2.

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** Many cards are nerfed in the transition from anime to real life cards. One of the most infamous examples is Card of Sanctity. In the anime, it allowed a player to draw until they had 6 cards in their hand (the legal hand size limit). To put that in perspective, konami Konami banned a card that [[GameBreaker allowed a player to draw 2 cards]] while this one would have allowed a player to draw up to six. Instead of just not releasing it, konami Konami made it so that you have to remove everything you controlled (hand and field) from play, and only draw 2.
18th Jul '16 8:46:17 AM Quanyails
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** The "Invincible" Spirit Command in ''[[VideoGame/SuperRobotWarsZ Jigoku-hen]]''; unlike previous SRWs, damage is automatically reduced to one-eighth of total damage taken instead of the minimum ten units of damage. Jigoku-Hen also took Valor away from a LOT of characters. Yoko, Darry, Asuka (who used to get Soul), Four (she has Valor, Love, or both), Ozma, Lasse (he had it in UX), Canaria (she doesn't have it in the Z games but she does in UX and L), Emma, Quatre (he and Hilde are the only Wing characters without it), Kurz, Mao, Clousseau, Tieria, and Shakko.

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** The "Invincible" Spirit Command in ''[[VideoGame/SuperRobotWarsZ Jigoku-hen]]''; unlike previous SRWs, ''SRW'' games, damage is automatically reduced to one-eighth of total damage taken instead of the minimum ten units of damage. Jigoku-Hen also took Valor away from a LOT of characters. Yoko, Darry, Asuka (who used to get Soul), Four (she has Valor, Love, or both), Ozma, Lasse (he had it in UX), Canaria (she doesn't have it in the Z games but she does in UX and L), Emma, Quatre (he and Hilde are the only Wing characters without it), Kurz, Mao, Clousseau, Tieria, and Shakko.
18th Jul '16 8:06:14 AM Quanyails
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** Every installment after Disgaea: Hour of Darkness seems committed to weakening the Gun as much as possible to the point that's it's becoming a RunningGag. The first two installments had the Gun relying on HIT to deal damage. While the weapon wasn't designed to deal out major damage, it was still marginally useful in Combos.
** Disgaea 2 added a slight damage penalty compared to other weapons, as well as reducing it's attack range to a straight line. (Fair, given that only two classes properly specialized in the Gun and the best one had a trait that acted as an offset)
** The Gun became a worse weapon once Disgaea 3 transformed it into a split-stat weapon, adding SPD to it's damage formula, and giving it some of the weakest skills in the game. (With one sole exception) While many of these skills became multi-target skills, the weakness the skills suffered from made them barely useful, even in Combos.
** Disgaea 4 saw the Gun at it's weakest, having no skills stronger than 'C' Grade, and these skills were out-shined by pretty much any other weapon skill learned in the same time-frame. Come Post-Game, Guns were all but useless in any situation other than combo-starting.
** Disgaea D2, whilst providing one skill above the Power Level of 'C,' (Which required a vast amount of in-game currency to retrieve) added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP and DEF to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot ''at close range,'' you better believe that character will be punished for it. This forces Gun-toting characters to fight at at least half of their strength if they aren't overpowered compared to their target (To be fair, the second-strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way.)
*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's HIT/SPD ratio, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers. (The only exception to the rule is [[spoiler: Asagi in Disgaea D2]]. [[note]] Relatively decent DEF, equalized HIT and SPD Aptitudes, and ability to attack more than once in a Combo. Oh, and she can be recruited mid-way through the main story instead of just the Post-Game. She's just short of a GameBreaker.[[/note]]

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** Every installment after Disgaea: ''Disgaea: Hour of Darkness Darkness'' seems committed to weakening the Gun as much as possible to the point that's it's becoming a RunningGag. The first two installments had the Gun relying on HIT to deal damage. While the weapon wasn't designed to deal out major damage, it was still marginally useful in Combos.
** Disgaea 2 ''Disgaea 2'' added a slight damage penalty compared to other weapons, as well as reducing it's attack range to a straight line. (Fair, given that only two classes properly specialized in the Gun and the best one had a trait that acted as an offset)
** The Gun became a worse weapon once Disgaea 3 ''Disgaea 3'' transformed it into a split-stat weapon, adding SPD to it's damage formula, and giving it some of the weakest skills in the game. (With one sole exception) While many of these skills became multi-target skills, the weakness the skills suffered from made them barely useful, even in Combos.
** Disgaea 4 ''Disgaea 4'' saw the Gun at it's weakest, having no skills stronger than 'C' Grade, and these skills were out-shined by pretty much any other weapon skill learned in the same time-frame. Come Post-Game, Guns were all but useless in any situation other than combo-starting.
** Disgaea D2, ''Disgaea D2'', whilst providing one skill above the Power Level of 'C,' (Which required a vast amount of in-game currency to retrieve) added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP and DEF to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot ''at close range,'' you better believe that character will be punished for it. This forces Gun-toting characters to fight at at least half of their strength if they aren't overpowered compared to their target (To be fair, the second-strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way.)
*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 ''Disgaea 3'' and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's HIT/SPD ratio, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers. (The only exception to the rule is [[spoiler: Asagi in Disgaea D2]]. [[note]] Relatively decent DEF, equalized HIT and SPD Aptitudes, and ability to attack more than once in a Combo. Oh, and she can be recruited mid-way through the main story instead of just the Post-Game. She's just short of a GameBreaker.[[/note]]
18th Jul '16 7:32:51 AM Quanyails
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* The Assassin in 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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* The Assassin in VideoGame/MondayNightCombat ''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.
18th Jul '16 7:26:38 AM Quanyails
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** Ranger was at one point stupidly overpowered. They could used ranged attacks within melee range, while still melee attacking, which allowed them to build TP (used for weaponskills) at an accelerated rate, could subjob Ninja in order to dual wield daggers with bonuses to ranged attack, buy really strong arrows, and generally wreck everything, 'especially' things that were weak to piercing. Non-RNGs complained that RNGs were basically turning gil into damage, and SE eventually nerfed ranged attacks so that they were at their strongest and most accurate from well beyond melee range, so that rangers would actually be a ranged class.

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** Ranger was at one point stupidly overpowered. They could used ranged attacks within melee range, while still melee attacking, which allowed them to build TP (used for weaponskills) at an accelerated rate, could subjob Ninja in order to dual wield daggers with bonuses to ranged attack, buy really strong arrows, and generally wreck everything, 'especially' things that were weak to piercing. Non-RNGs Non-[=RNGs=] complained that RNGs [=RNGs=] were basically turning gil into damage, and SE eventually nerfed ranged attacks so that they were at their strongest and most accurate from well beyond melee range, so that rangers would actually be a ranged class.



** SE once comically broke the game when they buffed Scholar's unique DoTs. They wrote the code such that they stacked ''exponentially'', instead of just doubling every time. The math worked out to 18 SCHs in an alliance all stacking one of those DoTs to be doing something like 18 million damage per tick. The resulting nerfed was joked to be the "World's Fastest Patch," as SE (successfully) scrambled to nerf it back to balance.

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** SE Square Enix once comically broke the game when they buffed Scholar's unique DoTs.damage-over-time attacks. They wrote the code such that they stacked ''exponentially'', instead of just doubling every time. The math worked out to 18 SCHs [=SCHs=] in an alliance all stacking one of those DoTs damage-over-time attacks to be doing something like 18 million damage per tick. The resulting nerfed was joked to be the "World's Fastest Patch," as SE Square Enix (successfully) scrambled to nerf it back to balance.
18th Jul '16 7:24:22 AM Quanyails
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* Creator/{{Capcom}} seems to have intentionally watered down Issen (OneHitKill) attacks in ''VideoGame/{{Onimusha}}'' 3. Now, rather than zipping through each level and timing your attacks correctly to kill everything in sight, it's a coin toss whether or not the Issen can be pulled off. Unfortunately, one of the game's unlockables requires beating twelve waves of increasingly-tougher enemies using only Issen. Under these requirements, even the {{Goomba}}s can wipe you out.

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* Creator/{{Capcom}} seems to have intentionally watered down Issen (OneHitKill) attacks in ''VideoGame/{{Onimusha}}'' 3. Now, rather than zipping through each level and timing your attacks correctly to kill everything in sight, it's a coin toss whether or not the Issen can be pulled off. Unfortunately, one of the game's unlockables requires beating twelve waves of increasingly-tougher enemies using only Issen. Under these requirements, even the {{Goomba}}s {{The Goomba}}s can wipe you out.
18th Jul '16 7:10:55 AM Quanyails
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* In ''VideoGame/{{Persona 3}}'', having the Personae Lucifer and Satan together unlocked the Fusion Raid Armageddon, which at the cost of all of the protagonist's SP delivered [[{{Cap}} 9999]] damage to all enemies. It became a GameBreaker once Lucifer learned Victory Cry, which fully restores the protagonist's HP and SP after a win. The FES UpdatedRerelease made it so Lucifer, now renamed Helel, no longer learned Victory Cry naturally, though creative inheritance could fix that. The second UpdatedRerelese, Portable, further Nerfed Armageddon by making all Fusion Raids consumable items, and giving Armageddon a ludicrous price to make it AwesomeButImpractical.

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* In ''VideoGame/{{Persona 3}}'', having the Personae Lucifer and Satan together unlocked the Fusion Raid Armageddon, which at the cost of all of the protagonist's SP delivered [[{{Cap}} 9999]] damage to all enemies. It became a GameBreaker once Lucifer learned Victory Cry, which fully restores the protagonist's HP and SP after a win. The FES UpdatedRerelease made it so Lucifer, now renamed Helel, no longer learned Victory Cry naturally, though creative inheritance could fix that. The second UpdatedRerelese, UpdatedRerelease, Portable, further Nerfed Armageddon by making all Fusion Raids consumable items, and giving Armageddon a ludicrous price to make it AwesomeButImpractical.
18th Jul '16 7:08:58 AM Quanyails
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** [[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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** [[OurFairiesAreDifferent The [[OurFairiesAreDifferent]] Fairy Type]] type was introduced in VideoGame/PokemonXAndY ''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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http://tvtropes.org/pmwiki/article_history.php?article=Main.Nerf