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*** Another interesting case is with Thunder and Blizzard, which in Diamond and Pearl when in rain (Thunder) or hail (Blizzard) had a 30% chance of breaking through Protect [[note]]this was actually due to a glitch that made it so that moves under a [[AlwaysAccurateAttack never miss effect]] has a chance of breaking through Protect depending on the move's normal accuracy[[/note]], but in Platinum, the chance of bypassing Protect was removed [[note]]by fixing the aforementioned glitch[[/note]].

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*** Another interesting case is with Thunder and Blizzard, which in Diamond and Pearl when in rain (Thunder) or hail (Blizzard) had a 30% chance of breaking through Protect [[note]]this was actually due to a glitch that made it so that moves under a [[AlwaysAccurateAttack never miss effect]] has had a chance of breaking through Protect depending on the move's normal accuracy[[/note]], but in Platinum, the chance of bypassing Protect was removed [[note]]by fixing the aforementioned glitch[[/note]].
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*** Another interesting case is with Thunder and Blizzard, which in Diamond and Pearl when in rain (Thunder) or hail (Blizzard) had a 30% chance of breaking through Protect, but in Platinum, the chance of bypassing Protect was removed.

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*** Another interesting case is with Thunder and Blizzard, which in Diamond and Pearl when in rain (Thunder) or hail (Blizzard) had a 30% chance of breaking through Protect, Protect [[note]]this was actually due to a glitch that made it so that moves under a [[AlwaysAccurateAttack never miss effect]] has a chance of breaking through Protect depending on the move's normal accuracy[[/note]], but in Platinum, the chance of bypassing Protect was removed.removed [[note]]by fixing the aforementioned glitch[[/note]].



* Many of the entries in the ''VideoGame/DynastyWarriors franchise do this, especially the ones based on licensed properties. Dynasty Warriors 6: Empires'' nerfs Lu Bu, heretofore the most fearsome badass in the game. There is nothing quite like the emotional roller coaster of having Lu Bu defect to join your side ("HELL YEAH! Let the rampage begin!") only to see him get spanked by some generic NPC officer.

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* Many of the entries in the ''VideoGame/DynastyWarriors ''VideoGame/DynastyWarriors'' franchise do this, especially the ones based on licensed properties. Dynasty ''Dynasty Warriors 6: Empires'' nerfs Lu Bu, heretofore the most fearsome badass in the game. There is nothing quite like the emotional roller coaster of having Lu Bu defect to join your side ("HELL YEAH! Let the rampage begin!") only to see him get spanked by some generic NPC officer.



** In the original Advance Wars Max had a massive 150% increase in direct firepower in return for decreased power and range for his indirects. Because he didn't have to use indirects in the first place with firepower like that it made him the best CO over even the games BigBad Sturm. His increase was scaled back to a more reasonable 120% in the first sequel. In Dual Strike his power didn't give him an extra movement space. He is still considered one of the better CO's.

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** In the original Advance Wars Max had a massive 150% increase in direct firepower in return for decreased power and range for his indirects. Because he didn't have to use indirects in the first place with firepower like that it made him the best CO over even the games game's BigBad Sturm. His increase was scaled back to a more reasonable 120% in the first sequel. In Dual Strike his power didn't give him an extra movement space. He is still considered one of the better CO's.

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* In ''VideoGame/ShinMegamiTenseiV'', Cleopatra and Mephisto received considerable nerfs from their incarnations in ''VideoGame/ShinMegamiTenseiIVApocalypse'' (both are DownloadableContent in both games), especially Cleopatra. Both were Level 99 in ''Apocalypse'', but in ''V'' they've been knocked down to Level 61 and 79 respectively and have lost a good chunk of their stats to match. Additionally, Cleopatra has lost the skill that let her continue to be a BarrierChangeBoss even as an ally and Mephisto lost the skill that lets him innately pierce through Dark resistance (though he does learn Impaler's Animus, which lets him replicate this effect for one attack). All that said, both are still quite powerful for their level.

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* ''VideoGame/ShinMegamiTenseiV''
** Charge and Concentrate now only multiply damage by around 1.8 rather than 2.5, meaning they're more useful for the final burst of damage needed to finish an enemy, rather than your best source of damage.
**
In ''VideoGame/ShinMegamiTenseiV'', earlier games, all the protagonist's stat gains upon levelling up were allocated by the player. Most players would [[MinMaxing put all their points into a single stat, usually Strength or Magic]], creating a GlassCannon that would decimate bosses. In ''V'', only one stat point per level up can be freely allocated, with the rest being distributed automatically. The protagonist is still very strong, but they're no longer a MinMaxersDelight.
**
Cleopatra and Mephisto received considerable nerfs from their incarnations in ''VideoGame/ShinMegamiTenseiIVApocalypse'' (both are DownloadableContent in both games), especially Cleopatra. Both were Level 99 in ''Apocalypse'', but in ''V'' they've been knocked down to Level 61 and 79 respectively and have lost a good chunk of their stats to match. Additionally, Cleopatra has lost the skill that let her continue to be a BarrierChangeBoss even as an ally and Mephisto lost the skill that lets him innately pierce through Dark resistance (though he does learn Impaler's Animus, which lets him replicate this effect for one attack). All that said, both are still quite powerful for their level.
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[[index]]
* Nerf/NinjaGaiden
[[/index]]
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Flame Bait


* While ''VideoGame/ChampionsOnline'' goes through the same regular nerf and buff cycles as other {{MMORPG}}s, particularly notable was the Gadgeteering On-Next-Hit debacle. Developers weren't happy with the moves [[http://www.champions-online-wiki.com/wiki/Sonic_Device Sonic Device]], [[http://www.champions-online-wiki.com/wiki/Toxic_Nanites Toxic Nanites]], and [[http://www.champions-online-wiki.com/wiki/Miniaturization_Drive Miniaturization Drive]], because players could combine all three into a single, overpowered attack, and the abilities were too effective against multiple opponents. So, in a single patch, the two weaker abilities had their cooldowns raised to match the stronger Sonic Device, all three were given a shared cooldown(effectively removing any point in getting more than one), and they no longer triggered on attacks that hit multiple opponents(destroying their usefulness with numerous players, considering the emphasis CO puts on multitarget fights). Needless to say, '''no one''' liked any of these changes, much less getting hit with ''all three'' at once. Amusingly though, the announcement of these changes weeks earlier wasn't met with vitriolic hate, but with pages and pages of calm, rational discussion about much ''smarter'' ways they could've solved the same problems without rendering the three abilities completely worthless. Fortunately, it wasn't long before developers realized what a moronic move they made, and redid the changes, using some of the same suggestions users had provided, but [[WhatAnIdiot had gone ignored.]]

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* While ''VideoGame/ChampionsOnline'' goes through the same regular nerf and buff cycles as other {{MMORPG}}s, particularly notable was the Gadgeteering On-Next-Hit debacle. Developers weren't happy with the moves [[http://www.champions-online-wiki.com/wiki/Sonic_Device Sonic Device]], [[http://www.champions-online-wiki.com/wiki/Toxic_Nanites Toxic Nanites]], and [[http://www.champions-online-wiki.com/wiki/Miniaturization_Drive Miniaturization Drive]], because players could combine all three into a single, overpowered attack, and the abilities were too effective against multiple opponents. So, in a single patch, the two weaker abilities had their cooldowns raised to match the stronger Sonic Device, all three were given a shared cooldown(effectively removing any point in getting more than one), and they no longer triggered on attacks that hit multiple opponents(destroying their usefulness with numerous players, considering the emphasis CO puts on multitarget fights). Needless to say, '''no one''' liked any of these changes, much less getting hit with ''all three'' at once. Amusingly though, the announcement of these changes weeks earlier wasn't met with vitriolic hate, but with pages and pages of calm, rational discussion about much ''smarter'' ways they could've solved the same problems without rendering the three abilities completely worthless. Fortunately, it wasn't long before developers realized what a moronic move they made, and redid the changes, using some of the same suggestions users had provided, but [[WhatAnIdiot had gone ignored.]]
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** Shotgun ammo reserves were 128 shells in the first game and were heavily nerfed to 56 rounds for tier 1 shotguns and 90 rounds for tier 2 shotguns in the sequel. The Last Stand update would buff tier 1 shotgun ammo to 72 rounds.

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** In ''Persona 3'', Counter, Counterstrike and High Counter gave the user a 15%, 30% and 50% chance of reflecting physical attacks respectively. ''Persona 4'' lowers this to 10%, 15% and 20%, which stuck for the 5th game as well.



** Speaking of which, "signature moves" in ''Persona 3'' (ultimate attacks of various elements learned exclusively by one Persona, usually fitting with their mythology such as Surt's Ragnarok or Lucifer/Helel's Morning Star) could be passed down to other Personas via fusion, resulting in super-powerful skills being learnable by end-game Personas with no weaknesses. In ''Persona 4'' and on, "signature moves" are now truly exclusive to the Persona that learns them: they cannot be passed on in fusion by any means. This makes the Personas that learn these skills more valuable.

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** Speaking of which, "signature "Signature moves" in ''Persona 3'' (ultimate attacks of various elements learned exclusively by one Persona, usually fitting with their mythology such as Surt's Ragnarok or Lucifer/Helel's Morning Star) could be passed down to other Personas via fusion, resulting in super-powerful skills being learnable by end-game Personas with no weaknesses. In ''Persona 4'' and on, "signature moves" are now truly exclusive to the Persona that learns them: they cannot be passed on in fusion by any means. This makes the Personas that learn these skills more valuable.



** The ability for party members to take a lethal hit for you, which was the first ability you got when you started their Social Link in ''Persona 4'', now needs Confidant Rank 9 in ''Golden'', as well as the fifth game.

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** The ability for party members to take a lethal hit for you, which was the first ability you got when you started their Social Link in ''Persona 4'', now needs Confidant Rank 9 in ''Golden'', as well as the fifth game.
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** In [[VideoGame/TheLegendOfHeroesTrailsInTheSky Trails in the Sky FC]], Kloe's Kaempfer debuffed enemy Strength and Defense by ''50%'', which, due to the game's damage formulas, resulted in enemies dealing ScratchDamage and taking far more. And only the final two bosses were immune to it. In ''Sky SC'' it received a massive nerf, debuffing strength by 10% and defense by 15%, and even its upgraded version only raises this to 20% and 30%.

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moved to be next to Apocalypse


* In ''VideoGame/ShinMegamiTenseiV'', Cleopatra and Mephisto received considerable nerfs from their incarnations in ''VideoGame/ShinMegamiTenseiIVApocalypse'' (both are DownloadableContent in both games), especially Cleopatra. Both were Level 99 in ''Apocalypse'', but in ''V'' they've been knocked down to Level 61 and 79 respectively and have lost a good chunk of their stats to match. Additionally, Cleopatra has lost the skill that let her continue to be a BarrierChangeBoss even as an ally and Mephisto lost the skill that lets him innately pierce through Dark resistance (though he does learn Impaler's Animus, which lets him replicate this effect for one attack). All that said, both are still quite powerful for their level.



* In ''ShinMegamiTenseiV'', Cleopatra and Mephisto received considerable nerfs from their incarnations in ''VideoGame/ShinMegamiTenseiIVApocalypse'' (both are DownloadableContent in both games), especially Cleopatra. Both were Level 99 in ''Apocalypse'', but in ''V'' they've been knocked down to Level 61 and 79 respectively and have lost a good chunk of their stats to match. Additionally, Cleopatra has lost the skill that let her continue to be a BarrierChangeBoss even as an ally and Mephisto lost the skill that lets him innately pierce through Dark resistance (though he does learn Impaler's Animus, which lets him replicate this effect for one attack). All that said, both are still quite powerful for their level,
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* In ''ShinMegamiTenseiV'', Cleopatra and Mephisto received considerable nerfs from their incarnations in ''VideoGame/ShinMegamiTenseiIVApocalypse'' (both are DownloadableContent in both games), especially Cleopatra. Both were Level 99 in ''Apocalypse'', but in ''V'' they've been knocked down to Level 61 and 79 respectively and have lost a good chunk of their stats to match. Additionally, Cleopatra has lost the skill that let her continue to be a BarrierChangeBoss even as an ally and Mephisto lost the skill that lets him innately pierce through Dark resistance (though he does learn Impaler's Animus, which lets him replicate this effect for one attack). All that said, both are still quite powerful for their level,
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Nerfs are sometimes a necessary evil for the good of a game's long-term health, particularly competitive games with long ongoing support. If left unchecked, developers will keep adding new things that are stronger and better than the old ones to both keep players interested in the new content and to give them a reason to use them. This phenomenon is known as PowerCreep, and nerfs are the most effective way to combat this besides the more nuclear option of outright removing them.
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** At launch, one of the best piece of armor with the best defense:weight ratio was the Antiquated Skirt. The result of this is that RainbowPimpGear was in full effect, and you'd see players (including male ones) rolling around in a dress while wearing armor over their head, hands, and legs. The defense values for the Skirt was nerfed later.
** The Dark Wood Grain Ring turns your roll into a cartwheel that's faster and had more invincibility frames. It used to require you to be at under 50% encumberance to use, and the roll is a significant improvement over the "medium" roll, so it was just one of the many crutch items min-maxed builds used to stomp [=PvP=] with. It was nerfed to require under 25% encumberance.
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** There's also Sopteryx. In the original, Sopteryx boasted a skill that only cost 100 FP--quite moderately-priced by the time you can obtain it, and capable of being used every single turn--but which had a 100% chance of causing a powerful "gold" [[StandardStatusEffects Confusion effect]] ''and'' did damage. In the sequel, the skill's cost skyrocketed to ''240'' FP, making it [[AwesomeButImpractical impossible to pull off with regularity.]]

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** There's also Sopteryx. In the original, Sopteryx boasted a skill that only cost 100 FP--quite moderately-priced by the time you can obtain it, and capable of being used every single turn--but which had a 100% chance of causing a powerful "gold" [[StandardStatusEffects [[StatusEffects Confusion effect]] ''and'' did damage. In the sequel, the skill's cost skyrocketed to ''240'' FP, making it [[AwesomeButImpractical impossible to pull off with regularity.]]



** StandardStatusEffects are much less powerful or much less likely to hit, prevent Mezzer classes from locking down enemies with ease (they are far from useless though).

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** StandardStatusEffects StatusEffects are much less powerful or much less likely to hit, prevent Mezzer classes from locking down enemies with ease (they are far from useless though).
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Has no relationship to "[[WesternAnimation/PinkyAndTheBrain Narf]]". Distinct from NerfArm, which is a weapon that the player can intentionally weaken himself by using. We also have a page on the Toys/NerfBrand of toys from which the name is derived.

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Has no relationship to "[[WesternAnimation/PinkyAndTheBrain Narf]]". Distinct from NerfArm, which is a weapon that the player can intentionally weaken himself themself by using. We also have a page on the Toys/NerfBrand of toys from which the name is derived.
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* ''VideoGame/PathfinderWrathOfTheRighteous'':
** Arueshalae's starting stats are [[https://imgur.com/gallery/ajLwv1g significantly reduced compared to her statblock in the tabletop campaign]] due to her becoming a member of the PlayerParty in this adaptation.
** On the tabletop, the Hellknight Signifier is one of the better spellcaster {{Prestige Class}}es, since its Catechesis feature directly addresses (for cleric, inquisitor, and oracle entrants) the most common issue with prestige classes in ''TabletopGame/{{Pathfinder}}'': missing out on too much of the base class's major features (a consequence of Paizo's efforts while reworking ''TabletopGame/DungeonsAndDragonsThirdEdition'' to mitigate EmptyLevels). The implementation in ''Wrath of the Righteous'' leaves this feature out, essentially costing a Signifier half their class levels in everything but spellcasting unless they raise the level cap via the Legend mythic path or a GameMod.
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* ''VideoGame/MetroidDread'':
** Unlike in ''VideoGame/MetroidFusion'', the Varia Suit in this game doesn't protect Samus from low temperatures (which is ironic, considering that the Federation tried to give her the Varia Suit so she could immediately deal with a cold environment) and only provides protection from high temperatures. Instead, that immunity is bestowed by the Gravity Suit.
** The Scan Pulse is gained past the halfway point rather than being an extremely early ability like in ''VideoGame/MetroidSamusReturns'', and purely shows breakable blocks rather than map layout. On the flipside, since Aeion power regenerates rather than being a resource, it can be used continuously.
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** Wizards of the Coast also seems very, very afraid of polymorphing effects. They've reworked the rules so many times that trying to keep track of them is an impossible task. Some of the changes were arguably good, such as changing the spells from Polymorph Self and Polymorph Other, the latter of which could be abused, to Polymorph and BalefulPolymorph. Other changes were to cover up such "abuses" as the possibility of parrots being able to pronounce command words for wands that the character could use in normal form. Despite all this, polymorph and similar effects (such as wildshape) are still really good.

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** Wizards of the Coast also seems very, very afraid of polymorphing effects. They've reworked the rules so many times that trying to keep track of them is an impossible task. Some of the changes were arguably good, such as changing the spells from Polymorph Self and Polymorph Other, the latter of which could be abused, to Polymorph and BalefulPolymorph. Other changes were to cover up such "abuses" as the possibility of parrots being able to pronounce command words for wands that the character could use in normal form.form (something that a ''Magazine/{{Dragon}}'' article on the many uses of polymorph spells in 3.0 ''specifically said you could do''). Despite all this, polymorph and similar effects (such as wildshape) are still really good.
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[[quoteright:250:[[VisualPun https://static.tvtropes.org/pmwiki/pub/images/nerf_illustration_qupgrade.png]]]]
[[caption-width-right:250:Hey, that magnum was really overpowered before the patch.]]

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[[quoteright:250:[[VisualPun [[quoteright:249:[[VisualPun https://static.tvtropes.org/pmwiki/pub/images/nerf_illustration_qupgrade.png]]]]
[[caption-width-right:250:Hey, [[caption-width-right:249:Hey, that magnum was really overpowered before the patch.]]



** The Righteous Bison was also hit with a heavy nerf in the July 7, 2016 ''Meet Your Match Update'' which “fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly” (despite this being one of the weapon’s [[https://i.redd.it/fymfp0im0y7x.jpg intended attributes]]). To compensate per-shot damage has been increased, resulting in slightly more damage on average[[labelnote: What does this mean?]] Point-blank deals 54 damage (previously 20-80) while at maximum range deals it 24 damage (previously 14-26)[[/labelnote]]. It also slowed projectile by 30% (making it ''the'' slowest projectile) and reduced projectile damage by 25% for each enemy penetrated. [[YMMV/TeamFortress2 This nerf was not well received to say the least, since the Bison was already not particularly powerful.]]

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** The Righteous Bison was also hit with a heavy nerf in the July 7, 2016 ''Meet Your Match Update'' which “fixed "fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly” wildly" (despite this being one of the weapon’s weapon's [[https://i.redd.it/fymfp0im0y7x.jpg intended attributes]]). To compensate per-shot damage has been increased, resulting in slightly more damage on average[[labelnote: What does this mean?]] Point-blank deals 54 damage (previously 20-80) while at maximum range deals it 24 damage (previously 14-26)[[/labelnote]]. It also slowed projectile by 30% (making it ''the'' slowest projectile) and reduced projectile damage by 25% for each enemy penetrated. [[YMMV/TeamFortress2 This nerf was not well received to say the least, since the Bison was already not particularly powerful.]]
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Ruined Forever does not get potholed on main pages. It is a Darth Wiki page.


* ''VideoGame/{{Diablo}}'' and its sequel have been patched many times. As is typical for Blizzard games, each of these patches came with pages upon pages of class balance changes. The [[TheyChangedItNowItSucks biggest set of nerfs and buffs]] came with the [[RuinedForever controversial]] 1.10 patch for Diablo II, which did things like lower the quality of the loot dropped by two unique monsters (Thresh Socket and Pindleskin) and reduce the efficacy of elemental-resistance-lowering skills against monsters with immunities.

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* ''VideoGame/{{Diablo}}'' and its sequel have been patched many times. As is typical for Blizzard games, each of these patches came with pages upon pages of class balance changes. The [[TheyChangedItNowItSucks biggest set of nerfs and buffs]] came with the [[RuinedForever controversial]] controversial 1.10 patch for Diablo II, which did things like lower the quality of the loot dropped by two unique monsters (Thresh Socket and Pindleskin) and reduce the efficacy of elemental-resistance-lowering skills against monsters with immunities.
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*** The Chicago White Sox set 162-game single-season records in fewest runs scored and times being shut out, both of which still stand.

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*** The Chicago White Sox set 162-game single-season records in fewest runs scored and scored, times being shut out, both gamess decided by 1 run, and and most losses by 1 run, all of which still stand.

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* ''{{VideoGame/Destiny 2}}'' nerfed all special weapons into to the ground by forcing them into the "heavy" slot for which ammunition almost never drops. Players now have two "primary" weapons to use instead. The game also massively increased the super and grenade cooldowns.

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* ''{{VideoGame/Destiny 2}}'' nerfed all special weapons into to the ground by forcing them into the "heavy" slot slot, for which ammunition almost never drops. Players now have two "primary" weapons to use instead.instead and have only one weapon slot to switch for higher damage. The game also massively increased the super and grenade cooldowns. This was revised in Year 2, placing more emphasis on the distinction between kinetic weapons, energy weapons and heavy weapons by moving most shotguns, snipers and fusion rifles out of the heavy slot.
** For several years two weapons dominated the meta, kinetic grenade launcher The Mountaintop (straight shot, wide explosive radius) and the energy submachine gun The Recluse (ramping damage with kills from this weapon and others), as they were legendary weapons you got [[InfinityPlusOneSword through extensive gameplay grinding]] and unique perks, which are normally reserved for exotic weapons. Being legendary weapons, you can pair them with most any exotic heavy weapon for a perfect balance between crowd clearing and boss damage. While other meta changes reduced their effectiveness, it took sunsetting all legendary weapons (capping older weapons to prevent them from being infused to the current power cap, which made for a hard cut-off on their damage) before they stopped being used.
** Many top tier exotics will spend about 6 months of being the absolute best damage dealer in the game from when they were introduced before Bungie eventually implements direct damage modifier changes to keep them from being as devastating as they once were. This includes Sleeper Simulant, The Whisper, Outbreak Perfected and Izanagi's Burden. But one that stayed on top for over two years was Anarchy, a grenade launcher that uses tagging electrical mines that deal progressive damage over time. Due to its passive and area of effect damage it was seen as just too versatile to not carry into a fight, as you can tag an enemy and switch to a different weapon for dual damage. Bungie had to expressly announce their intention to nerf it, which involved reducing ammo reserves and reduced damage to boss enemies.
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** It doesn't always work: e.g. when McLaren-Honda dominated the turbo era of the engines in the mid 80s, the ban over turbos didn't stop the team to still win the championship even with aspirated engines in 1989, 1990 and 1991, until Williams-Renault took the new lead thanks to being ahead in the development of electronics.

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** It doesn't always work: e.g. when McLaren-Honda [=McLaren=]-Honda dominated the turbo era of the engines in the mid 80s, the ban over turbos didn't stop the team to still win the championship even with aspirated engines in 1989, 1990 and 1991, until Williams-Renault took the new lead thanks to being ahead in the development of electronics.
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* ''VideoGame/{{Diablo}}'' and its sequel have been patched many times. As is typical for Blizzard games, each of these patches came with pages upon pages of class balance changes. The [[TheyChangedItNowItSucks biggest set of nerfs and buffs]] came with the [[RuinedForever controversial]] 1.10 patch for Diablo II, which did things like lower the quality of the loot dropped by two unique monsters (Thresh Socket and Pindleskin) and reduce the efficacy of elemental-resistance-lowering skills against monsters with immunities.
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* ''VideoGame/MasterOfOrion 2'' had the 1.3 patch, which nerfed one racial ability (Creative) and three weapons (the Gyro Destabilizer, Ion Pulse Cannon, and Plasma Cannon) that were perceived as overpowered. However, the patch game out relatively early in the game's history, when neither players nor developers nor gaming magazines truly understood what was overpowered and what wasn't. Since then, it has been acknowledged that, even pre-nerf, Creative was more of a crutch for new players than a top-tier racial ability, while the Gyro Destabilizer and Ion Pulse Cannon suffered CripplingOverspecialization - though the Gyro's singular use case (spinning the Guardian of Orion to death) still provided a game-winning advantage to whoever did it first. The Plasma Cannon was genuinely overpowered, but usually arrived too late in the game to make much of a difference.
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*** Another interesting case is with Thunder and Blizzard, which in Diamond and Pearl when rain (Thunder) or hail (Blizzard) had a 30% chance of breaking through Protect, but in Platinum, the chance of bypassing Protect was removed.

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*** Another interesting case is with Thunder and Blizzard, which in Diamond and Pearl when in rain (Thunder) or hail (Blizzard) had a 30% chance of breaking through Protect, but in Platinum, the chance of bypassing Protect was removed.
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*** The Psychic type as a whole. was horribly [[GameBreaker broken]] in [[VideoGame/PokemonRedAndBlue the original games]]. Psychic Pokemon tended to have huge Special stats, which accounted for both Special Attack and Special Defense in Gen I. A glitch made the Psychic type immune to Ghost moves, when they were supposed to be strong against them. The only other type that ''was'' strong against Psychic (Bug) had no decent attacks at all. ''VideoGame/PokemonGoldAndSilver'' nerfed the Psychic type in a number of ways: most notably, it introduced Dark- and Steel-type Mons, the former being immune to Psychic and the latter resistant to it. It also fixed the Ghost-type glitch, and introduced decent Bug- and Ghost-type moves. Finally, the split of the Special stat into Special Attack and Special Defense made Psychic-types much more varied.

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*** The Psychic type as a whole. was horribly [[GameBreaker broken]] in [[VideoGame/PokemonRedAndBlue the original games]]. Psychic Pokemon tended to have huge Special stats, which accounted for both Special Attack and Special Defense in Gen I. A glitch made the Psychic type immune to Ghost moves, when they were supposed to be strong against them. The only other type that ''was'' strong against Psychic (Bug) had no decent attacks at all. ''VideoGame/PokemonGoldAndSilver'' nerfed the Psychic type in a number of ways: most notably, it introduced Dark- and Steel-type Mons, the former being immune to Psychic and the latter resistant to it. It also fixed the Ghost-type glitch, and introduced decent Bug- and Ghost-type moves. Finally, the split of the Special stat into Special Attack and Special Defense made Psychic-types much more varied.



*** Ice-type moves went from having 2 resistances to 4 resistances. Ice Pokemon also gained a weakness in Steel.

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*** The Ice-type moves went from having 2 resistances to 4 resistances. Ice Pokemon also gained a weakness in Steel.



*** From a less JustForFun/{{egregious}} example: the Ground-type move Dig had a power of 100 in the original ''Red'', ''Blue'', and ''Yellow'' versions, but in later games, its power was decreased to 60. ''VideoGame/PokemonDiamondAndPearl'' then buffed it to a respectable 80 power.

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*** From a less JustForFun/{{egregious}} example: the The Ground-type move Dig had a power of 100 in the original ''Red'', ''Blue'', and ''Yellow'' versions, but in later games, its power was decreased to 60.60 in Gen II. ''VideoGame/PokemonDiamondAndPearl'' then buffed it to a respectable 80 power.



*** 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 in Platinum.
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** Maximum character level went from 40 to 30. However your character can now have 4 classes instead of 3.


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** Vendors have a limited amount of gold to prevent VendorTrash from making you too rich.

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** Generation IV: 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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** Generation IV: IV:
***
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.
*** Another interesting case is with Thunder and Blizzard, which in Diamond and Pearl when rain (Thunder) or hail (Blizzard) had a 30% chance of breaking through Protect, but in Platinum, the chance of bypassing Protect was removed.
*** Prior to Generation IV, Cut could be used outside of battle to cut swathes of tall grass to make it easier to avoid wild Pokemon. Starting here, Cut no longer works on tall grass.



*** Starting in ''VideoGame/PokemonSwordAndShield'', Grassy Terrain, Electric Terrain, and Psychic Terrain only boost the power of their respective type's moves by 30% instead of 50%.
*** Mimikyu's Disguise ability was nerfed to make it to that it loses 1/8 of its maximum HP upon its disguise breaking. The reason for this was to prevent Mimikyu from stacking the Focus Sash alongside Disguise, which would allow it to survive up to two hits that would've knocked it out.



[[folder:Roguelike]]
* ''VideoGame/NetHack'': Yeenoghu's confusion attack as originally implemented had its own proper effect combined with that of Death's [[TouchOfDeath deadly touch]] due to an improperly coded switch statement. This bug existed for a surprisingly long time before being patched.
[[/folder]]



[[folder:Roguelike]]
* ''VideoGame/NetHack'': Yeenoghu's confusion attack as originally implemented had its own proper effect combined with that of Death's [[TouchOfDeath deadly touch]] due to an improperly coded switch statement. This bug existed for a surprisingly long time before being patched.
[[/folder]]
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** You gain +1 to your AC for every 5 points you invested in the Tumble skill. Its been changed for every 10 points in ''[=NWN2=]''.

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** You gain +1 to your AC for every 5 points you invested in the Tumble skill. Its It's been changed for every 10 points in ''[=NWN2=]''.

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* In ''VideoGame/NeverwinterNights2''

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* In ''VideoGame/NeverwinterNights2''''VideoGame/NeverwinterNights2'' has several nerfs compared to its predecessor.


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** You gain +1 to your AC for every 5 points you invested in the Tumble skill. Its been changed for every 10 points in ''[=NWN2=]''.
** The Armor Skin feat gives you +1 to your AC compared to +2 in ''[=NWN1=]''.

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