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* ''VideoGame/FZero99'', when compared to the original ''VideoGame/FZero'':
** Dash Zones have been toned down to only increase your speed to Boost speed rather than the maximum possible 999 kmph, except on the Skyway. This is actually beneficial in most cases as the reduced top speed makes it so hitting one doesn't make you immediately lose control of your machine.
** The infamous gap jump in White Land II was shortened considerably, making it much easier to clear at a lower speed requirement and without needing to tilt your machine upwards to get enough height.
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* ''TabletopGame/Warhammer40000'' 2nd edition was at times referred derogatorily as "Herohammer" because of how overpowered the heroes were. For example Mephiston had an invulnerable save, statline of a Greater Daemon and when it worked, his gaze special would reduce an enemy's Weapon Skill to 0 making enemies helpless in melee. Another example was Fabius Bile's self-experiments if lucky could put much of his statline into 10 including his Toughness. This would make him immune to lasguns and bolters. Similarly a Hive Tyrant could take Hardened Carapace and Volt Field to get 9 Toughness making it immune to small arms and giving it an invulnerable save. Additionally Psykers were much freer in selecting powers, leading to some devastating power combinations. 3rd edition and onward nerfed much of this, though recent editions with the Primarchs returning, are seeing a big power spike once again.
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*** ''VideoGame/PokemonSunAndMoon'' nerfed several moves and abilities, such as Dark Void now has 50% accuracy and ''only'' works when used by Darkrai (a Pokémon 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%, Prankster won't affect Dark-types and Soul Dew now only gives 20% power boost to Dragon and Psychic types if held by the Lati@s.

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*** ''VideoGame/PokemonSunAndMoon'' nerfed several moves and abilities, such as Dark Void now has 50% accuracy and ''only'' works when used by Darkrai (a Pokémon 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%, Prankster won't affect Dark-types and Soul Dew now only gives 20% power boost to Dragon and Psychic types moves if held by the Lati@s.Lati@s rather than increasing their Special Attack and Special Defense by 50%.

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*** Confused Pokémon have a 1/3 chance of hurting themselves instead of 1/2, and Hyper Potions only heal 120 HP instead of 200.

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*** Confused Pokémon have a 1/3 chance of hurting themselves instead of 1/2, and 1/2 as in previous games.
*** Multiple items heal less HP:
Hyper Potions only heal 120 HP instead of 200.200, Fresh Water is reduced from 50 HP to 30, Soda Pop from 60 to 50, and Lemonade from 80 to 70. Super Potions, on the other hand, have their healing power increased from 50 HP to 60.
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** Amethyst's Just Kidding skill returns from the previous game, but while she's guaranteed to be [[AutoRevive Auto-Revived]] with low HP after her first KO, ItOnlyWorksOnce per batte.

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** Amethyst's Just Kidding skill returns and Steven's Perseverance skills return from the previous game, but while she's they're guaranteed to be [[AutoRevive Auto-Revived]] with low HP after her their first KO, ItOnlyWorksOnce per batte.battle.
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** Fusions now only last for three turns, starting on the turn their components fuse, before unfusing.

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** Fusions now only last for three turns, turns (five if one of the components is wearing the Fusion Badge), starting on the turn their components fuse, before unfusing.
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** Amethyst's Just Kidding skill returns from the previous game, but while she's guaranteed to be [[AutoRevive Auto-Revived]] with low HP after her first KO, ItOnlyWorksOnce.

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** Amethyst's Just Kidding skill returns from the previous game, but while she's guaranteed to be [[AutoRevive Auto-Revived]] with low HP after her first KO, ItOnlyWorksOnce.ItOnlyWorksOnce per batte.
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crosswicking

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** Amethyst's Just Kidding skill returns from the previous game, but while she's guaranteed to be [[AutoRevive Auto-Revived]] with low HP after her first KO, ItOnlyWorksOnce.
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** The Resolve skill in ''VideoGame/FireEmblemPathOfRadiance'' [[CriticalStatusBuff multiplied the user's Strength, Skill and Speed by 1.5x when below 50% HP]]. This was so powerful, especially in combination with Wrath (boosted CriticalHit rate at half or less HP) or Vantage (always strike first at half or less HP), that every later appearance toned it down: in ''VideoGame/FireEmblemRadiantDawn'' it only multiplies Skill and Speed, and in ''VideoGame/FireEmblemEngage'' in simply gives a fixed boost to Defense and Resistance.
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** Bubble shields now only block the first attack in a multi-strike move instead of all of them in ''Save the Light''.
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** Fusions now only last for three turns, starting on the turn their components fuse, before unfusing.

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alphabetizing, removing YMMV potholes and crosswicking Unleash The Light under Eastern instead of Western because of its mechanics, not country of origin


* In ''VideoGame/{{Boktai}}'', The Gun Del Sol is your only weapon in the first game, but it's incredibly versatile, capable of blasting solar energy in all sorts of ways (as well as launching grenades and storing tons of backup energy). In the second game, you lose this weapon early on -- and when you finally get it back, it's a shadow of its former self. It can't fire spreads, lacks all the extras, and consumes so much energy you can only use it a few times before refilling. It's explained that it was damaged and that there was only enough time for a sloppy repair job, explaining its poor performance. By the third game, it was back to full strength.
** Not ''quite'' up to full strength. The first game used batteries which were refillable, upgradeable, and you kept the old ones which you could swap in a pinch (You had ''15 full meters'' of energy if you had all five batteries). The third uses an MP meter, so even though its consumption is the same as the first, you have much less ammo before you're empty.
* ''VideoGame/DarkSoulsI'':
** 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.
** In ''VideoGame/DarkSouls2'', the pyromancy Flame Swathe was massively nerfed. At one point it could OneHitKill [[OptionalBoss Darklurker]], but after the patch, it did a fraction of the damage and the casting time was increased, making it easy to dodge.
** ''VideoGame/DarkSouls3'' has the Fume Ultra Greatsword (FUGS). It was considered one of the strongest weapons in the game, and delivered a ridiculous amount of damage. A patch reduced it's base damage from 330 to 260, significantly depowering it. This made [=PvP=] much easier, as the weapon was notorious for two-hit killing players.
* ''VideoGame/DevilMayCry2'': Compared to the [[VideoGame/DevilMayCry1 first game]], Dante's [[DashAttack Stinger]] has a stronger knockback, but its general effectiveness is bogged down by its shorter range and a noticeably longer delay before he stabs.
* ''Franchise/FinalFantasy'':
** The "Chocobuckle" in ''VideoGame/FinalFantasyVII'' is an early obtainable [[PowerCopying enemy skill]] costing only 3 MP. It deals damage based on the number of times the party fled from battle multiplied by the user's level. It got nerfed in the Western and International versions for being a GameBreaker. Instead, the damage is equal to the number of times the party fled from battle.
** ''VideoGame/FinalFantasyX'': In the European/International Version, the ability Quick Hit - an ability that allows the user to attack with virtually ''no'' recovery time - had its MP Cost raised significantly from 8 MP to 36 MP. This means it must be used much more sparingly (especially considering that Tidus and Auron, who have the lowest MP-stat, will most likely be the first to learn it). It also had its recovery time increased, making it less effective.
** From ''VideoGame/FinalFantasyX2'', there's the Catnip accessory. It basically raises all of the attack/healing numbers of the wearer to 9,999. When combined with the Gunner's [[MoreDakka Trigger Happy]] skill, this made for some serious game-breaking. Later releases made it so that the accessory also adds Auto-Berserk to the wearer, meaning they will only use the basic physical attack and cannot be controlled.
** ''VideoGame/FinalFantasyXII'' initially gave everyone the same license board, thus allowing everyone to learn everything and become absolute powerhouses. The ''Zodiac'' versions revamped the license board by making several smaller boards designed around job types like White Mage, Archer, and so forth so that no one character can master everything. GuestStarPartyMember Larsa was laughably broken due to having an infinite supply of Hi-Potions and X-Potions, so the ''Zodiac'' versions nerfed him by having him use your supply of potions. Larsa does come with the Cura spell to make up for the nerf.
* Support effects in the ''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.
** 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" [[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.]]



* ''VideoGame/RecordOfAgarestWar2'' gave the biggest GameBreaker of the first game and Zero the biggest nerf. [[DesperationAttack Unleash All/Rile]] EX Skills usually required you to have your party members be at 25% HP which is easily achievable by having enemies go first and have all but one party member die, revive them which puts them at the 25% mark and feed either Plum or Routier the SP needed to activate their 2nd EX Skills to give the other party members the 250 sp to use their [[LimitBreak Limit Breaks.]] Not so in Agarest 2 where you have to a: be at 20% HP, b: ''manually activate'' the EX Skill from the character who knows said EX Skill so that other characters have the same EX Skill, and c: pray your enemy doesn't outright kill the character who has said EX Skill.

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* ''VideoGame/RecordOfAgarestWar2'' gave the biggest GameBreaker of the first game and Zero the biggest nerf. [[DesperationAttack Unleash All/Rile]] EX Skills ''VideoGame/GranblueFantasy'' usually required you to have your party members be at 25% HP which is easily achievable by having enemies go first and have all but one party member die, revive them which puts them at the 25% mark and feed either Plum or Routier the SP needed to activate their 2nd EX Skills to give the other party members the 250 sp to use their [[LimitBreak Limit Breaks.]] Not so in Agarest 2 where you have to a: be at 20% HP, b: ''manually activate'' the EX Skill from the character who knows said EX Skill so that other 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 with no limit'', so long as she didn't take damage, which after maintenance was changed to 25% with a cap of 300% and also giving a one-turn attack penalty after taking damage. However, a later patch changed the buff to 35% while keeping the cap.
** Much more infamous is Korwa, whose party-wide buffs were permanent and could stack, allowing people to clear even [[OptionalBoss 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.
* Each ''VideoGame/MegaManBattleNetwork'' game Nerfed something that had been overpowered before (while introducing new {{game breaker}}s themselves). A few examples:
** Some chips and Program Advances did less damage in later games. [=GutsShoot=] did a whopping 500 in the first game; it dropped to 400 in the second and 300 in the third.
** Program Advances were the backbone of many a strong folder until [=BN5=], when a new rule was imposed: any given Advance could be used only once per battle. The [[StopHavingFunGuys hardcore PvPers]] were ticked.
** You could
have the same EX Skill, and c: pray ten copies of a single chip in your enemy doesn't outright kill folder in the character who has said EX Skill.first game. This was reduced to five, then four. Tougher restrictions were placed on summon chips too.
** Many of the popular [=NaviCust=] parts became more awkward and harder to combine. [=BN4=] had a particularly obnoxious [=HubBatch=] that took up the whole Command Line.
** The big exception to this trend was the final game, [=BN6=], which was extremely generous -- some even found it too generous. (180 damage from an M-Cannon! Everything in * code!)



*** The Psychic type was horribly [[GameBreaker broken]] in [[VideoGame/PokemonRedAndBlue the original games]]. Psychic-type Pokémon 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.

to:

*** The Psychic type was horribly [[GameBreaker broken]] broken in [[VideoGame/PokemonRedAndBlue the original games]]. Psychic-type Pokémon 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.



* Each ''VideoGame/MegaManBattleNetwork'' game Nerfed something that had been overpowered before (while introducing new {{game breaker}}s themselves). A few examples:
** Some chips and Program Advances did less damage in later games. [=GutsShoot=] did a whopping 500 in the first game; it dropped to 400 in the second and 300 in the third.
** Program Advances were the backbone of many a strong folder until [=BN5=], when a new rule was imposed: any given Advance could be used only once per battle. The [[StopHavingFunGuys hardcore PvPers]] were ticked.
** You could have ten copies of a single chip in your folder in the first game. This was reduced to five, then four. Tougher restrictions were placed on summon chips too.
** Many of the popular [=NaviCust=] parts became more awkward and harder to combine. [=BN4=] had a particularly obnoxious [=HubBatch=] that took up the whole Command Line.
** The big exception to this trend was the final game, [=BN6=], which was extremely generous -- some even found it too generous. (180 damage from an M-Cannon! Everything in * code!)
* In ''VideoGame/{{Boktai}}'', The Gun Del Sol is your only weapon in the first game, but it's incredibly versatile, capable of blasting solar energy in all sorts of ways (as well as launching grenades and storing tons of backup energy). In the second game, you lose this weapon early on -- and when you finally get it back, it's a shadow of its former self. It can't fire spreads, lacks all the extras, and consumes so much energy you can only use it a few times before refilling. It's explained that it was damaged and that there was only enough time for a sloppy repair job, explaining its poor performance. By the third game, it was back to full strength.
** Not ''quite'' up to full strength. The first game used batteries which were refillable, upgradeable, and you kept the old ones which you could swap in a pinch (You had ''15 full meters'' of energy if you had all five batteries). The third uses an MP meter, so even though its consumption is the same as the first, you have much less ammo before you're empty.
* ''Franchise/FinalFantasy'':
** The "Chocobuckle" in ''VideoGame/FinalFantasyVII'' is an early obtainable [[PowerCopying enemy skill]] costing only 3 MP. It deals damage based on the number of times the party fled from battle multiplied by the user's level. It got nerfed in the Western and International versions for being a GameBreaker. Instead, the damage is equal to the number of times the party fled from battle.
** ''VideoGame/FinalFantasyX'': In the European/International Version, the ability Quick Hit - an ability that allows the user to attack with virtually ''no'' recovery time - had its MP Cost raised significantly from 8 MP to 36 MP. This means it must be used much more sparingly (especially considering that Tidus and Auron, who have the lowest MP-stat, will most likely be the first to learn it). It also had its recovery time increased, making it less effective.
** From ''VideoGame/FinalFantasyX2'', there's the Catnip accessory. It basically raises all of the attack/healing numbers of the wearer to 9,999. When combined with the Gunner's [[MoreDakka Trigger Happy]] skill, this made for some serious game-breaking. Later releases made it so that the accessory also adds Auto-Berserk to the wearer, meaning they will only use the basic physical attack and cannot be controlled.
** ''VideoGame/FinalFantasyXII'' initially gave everyone the same license board, thus allowing everyone to learn everything and become absolute powerhouses. The ''Zodiac'' versions revamped the license board by making several smaller boards designed around job types like White Mage, Archer, and so forth so that no one character can master everything. GuestStarPartyMember Larsa was laughably broken due to having an infinite supply of Hi-Potions and X-Potions, so the ''Zodiac'' versions nerfed him by having him use your supply of potions. Larsa does come with the Cura spell to make up for the nerf.
* In ''VideoGame/Persona3'', 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 UpdatedRerelease, Portable, further Nerfed Armageddon by making all Fusion Raids consumable items, and giving Armageddon a ludicrous price to make it AwesomeButImpractical.
* ''VideoGame/Persona4'':
** In ''Persona 3'', Tetrakarn and Makarakarn (and their item equivalents Attack Mirror and Magic Mirror) gave your entire party an AttackReflector for physical or magical attacks respectively. In ''Persona 4'', both the skills and items only affect one ally.
** 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.
** The "standard" Hama and Mudo OneHitKill spells got buffed in ''Persona 4'' (likely to make them more useful on enemies weak to them), but the "ultimate" versions Samsara and Die for Me got nerfed from a whopping 80% chance of instant death to all enemies to 60%.
** "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.
** Vorpal Blade is one of the strongest physical skills in ''Persona 3'', especially if the user is in "Great" condition. Since ''Persona 4'' doesn't use the same game mechanic, Vorpal Blade has about same strength as other high end skills.
** 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 Rank 9 in ''Golden'', as well as the fifth game.
* ''VideoGame/PersonaQShadowOfTheLabyrinth'':
** Because of how the Sub-Persona system works, the P3 and P4 Heroes are not unique MasterOfAll party members in this game. To compensate, every party member gets the ability to equip a Sub-Persona.

to:

* Each ''VideoGame/MegaManBattleNetwork'' game Nerfed something that had been overpowered before (while introducing new {{game breaker}}s themselves). A few examples:
''Franchise/{{Persona}}'':
** Some chips and Program Advances did less damage in later games. [=GutsShoot=] did a whopping 500 in the first game; it dropped to 400 in the second and 300 in the third.
** Program Advances were the backbone of many a strong folder until [=BN5=], when a new rule was imposed: any given Advance could be used only once per battle. The [[StopHavingFunGuys hardcore PvPers]] were ticked.
** You could have ten copies of a single chip in your folder in the first game. This was reduced to five, then four. Tougher restrictions were placed on summon chips too.
** Many of the popular [=NaviCust=] parts became more awkward and harder to combine. [=BN4=] had a particularly obnoxious [=HubBatch=] that took up the whole Command Line.
** The big exception to this trend was the final game, [=BN6=], which was extremely generous -- some even found it too generous. (180 damage from an M-Cannon! Everything in * code!)
* In ''VideoGame/{{Boktai}}'', The Gun Del Sol is your only weapon in the first game, but it's incredibly versatile, capable of blasting solar energy in all sorts of ways (as well as launching grenades and storing tons of backup energy). In the second game, you lose this weapon early on -- and when you finally get it back, it's a shadow of its former self. It can't fire spreads, lacks all the extras, and consumes so much energy you can only use it a few times before refilling. It's explained that it was damaged and that there was only enough time for a sloppy repair job, explaining its poor performance. By the third game, it was back to full strength.
** Not ''quite'' up to full strength. The first game used batteries which were refillable, upgradeable, and you kept the old ones which you could swap in a pinch (You had ''15 full meters'' of energy if you had all five batteries). The third uses an MP meter, so even though its consumption is the same as the first, you have much less ammo before you're empty.
* ''Franchise/FinalFantasy'':
** The "Chocobuckle" in ''VideoGame/FinalFantasyVII'' is an early obtainable [[PowerCopying enemy skill]] costing only 3 MP. It deals damage based on the number of times the party fled from battle multiplied by the user's level. It got nerfed in the Western and International versions for being a GameBreaker. Instead, the damage is equal to the number of times the party fled from battle.
** ''VideoGame/FinalFantasyX'': In the European/International Version, the ability Quick Hit - an ability that allows the user to attack with virtually ''no'' recovery time - had its MP Cost raised significantly from 8 MP to 36 MP. This means it must be used much more sparingly (especially considering that Tidus and Auron, who have the lowest MP-stat, will most likely be the first to learn it). It also had its recovery time increased, making it less effective.
** From ''VideoGame/FinalFantasyX2'', there's the Catnip accessory. It basically raises all of the attack/healing numbers of the wearer to 9,999. When combined with the Gunner's [[MoreDakka Trigger Happy]] skill, this made for some serious game-breaking. Later releases made it so that the accessory also adds Auto-Berserk to the wearer, meaning they will only use the basic physical attack and cannot be controlled.
** ''VideoGame/FinalFantasyXII'' initially gave everyone the same license board, thus allowing everyone to learn everything and become absolute powerhouses. The ''Zodiac'' versions revamped the license board by making several smaller boards designed around job types like White Mage, Archer, and so forth so that no one character can master everything. GuestStarPartyMember Larsa was laughably broken due to having an infinite supply of Hi-Potions and X-Potions, so the ''Zodiac'' versions nerfed him by having him use your supply of potions. Larsa does come with the Cura spell to make up for the nerf.
*
In ''VideoGame/Persona3'', 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 UpdatedRerelease, Portable, further Nerfed Armageddon by making all Fusion Raids consumable items, and giving Armageddon a ludicrous price to make it AwesomeButImpractical.
* ** ''VideoGame/Persona4'':
** *** In ''Persona 3'', Tetrakarn and Makarakarn (and their item equivalents Attack Mirror and Magic Mirror) gave your entire party an AttackReflector for physical or magical attacks respectively. In ''Persona 4'', both the skills and items only affect one ally.
** *** 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.
** *** The "standard" Hama and Mudo OneHitKill spells got buffed in ''Persona 4'' (likely to make them more useful on enemies weak to them), but the "ultimate" versions Samsara and Die for Me got nerfed from a whopping 80% chance of instant death to all enemies to 60%.
** *** "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.
** *** Vorpal Blade is one of the strongest physical skills in ''Persona 3'', especially if the user is in "Great" condition. Since ''Persona 4'' doesn't use the same game mechanic, Vorpal Blade has about same strength as other high end skills.
** *** 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 Rank 9 in ''Golden'', as well as the fifth game.
* ** ''VideoGame/PersonaQShadowOfTheLabyrinth'':
** *** Because of how the Sub-Persona system works, the P3 and P4 Heroes are not unique MasterOfAll party members in this game. To compensate, every party member gets the ability to equip a Sub-Persona.



** Unlike in the main series, Personas do not become immune to their main element when they evolve, with the exceptions of Ken, Koromaru, and Naoto, who use light and/or dark.
* ''VideoGame/Persona5'' has several:
** Spirit Drain's strength got nerfed from absorbing 30 SP to only 10 SP to avoid gamebreaking early on.
** Unlike in ''Persona 4'', most "signature" skills are free to transfer to other Personas. With the exception of Yoshitsune's Hassou Tobi, Alice's Die for Me!, Daisoujou's Samsara, Lucifer's Morning Star, and some DLC's Personas.
** Victory Cry -- fully restore HP and SP after a battle -- can only be learned in the second playthrough from Joker's ultimate Persona.
** Yoshitsune is still as powerful as it was in ''Persona 4'', but one of the needed Personas to fuse it is the Persona you unlock by maxing out the Magician Confidant, which only maxes out near the end of the game. As such, Yoshitsune is only available on Christmas Eve, the last day of the original game.
** Persona 5 Royal nerfs mental status effects like Confuse and Rage to cause the to end automatically after the target takes damage so you can't just hit an enemy with one then have the entire active team pummel them into submission. They also end much faster even when not interrupted.
** The Shady Commodities vendor that gets unlocked via repairing the broken laptop also got nerfed-- it still sells otherwise rare items, but it no longer carries powerful end-game weapons or armor. Instead, all you can get is fusion items.
** Futaba's ability to recover HP and SP not only recovers less SP than Rise's ability did, but only works on backup party members, meaning that it won't be as useful for your favorite party members, and will ''never'' recover [[PlayerCharacter Joker]]'s SP.

to:

** *** Unlike in the main series, Personas do not become immune to their main element when they evolve, with the exceptions of Ken, Koromaru, and Naoto, who use light and/or dark.
* ** ''VideoGame/Persona5'' has several:
** *** Spirit Drain's strength got nerfed from absorbing 30 SP to only 10 SP to avoid gamebreaking early on.
** *** Unlike in ''Persona 4'', most "signature" skills are free to transfer to other Personas. With the exception of Yoshitsune's Hassou Tobi, Alice's Die for Me!, Daisoujou's Samsara, Lucifer's Morning Star, and some DLC's Personas.
** *** Victory Cry -- fully restore HP and SP after a battle -- can only be learned in the second playthrough from Joker's ultimate Persona.
** *** Yoshitsune is still as powerful as it was in ''Persona 4'', but one of the needed Personas to fuse it is the Persona you unlock by maxing out the Magician Confidant, which only maxes out near the end of the game. As such, Yoshitsune is only available on Christmas Eve, the last day of the original game.
** *** Persona 5 Royal nerfs mental status effects like Confuse and Rage to cause the to end automatically after the target takes damage so you can't just hit an enemy with one then have the entire active team pummel them into submission. They also end much faster even when not interrupted.
** *** The Shady Commodities vendor that gets unlocked via repairing the broken laptop also got nerfed-- it still sells otherwise rare items, but it no longer carries powerful end-game weapons or armor. Instead, all you can get is fusion items.
** *** Futaba's ability to recover HP and SP not only recovers less SP than Rise's ability did, but only works on backup party members, meaning that it won't be as useful for your favorite party members, and will ''never'' recover [[PlayerCharacter Joker]]'s SP.



** In the original Persona 5, Swift Strike does light damage to all foes three or four times, with each hit being equivalent to a low-level physical skill like Bash or Cleave. In ''Royal'', it's reduced to miniscule damage, basically Lucky Punch without the increased critical hit chance, and is much less useful.
** In all previous games, the Omnipotent Orb nullified all attacks except [[NonElemental Almighty]]. In ''Royal'', it only nullifies magical attacks, leaving physical and gun skills untouched.
* ''VideoGame/PersonaQ2NewCinemaLabyrinth'':
** Once again, S.E.E.S. and the Investigation Team do not become immune to their main elements when their Personas evolve, with the exceptions of Ken, Koromaru, and Naoto, and also Akihiko this time, which is notable because the Phantom Thieves do.
** Izanagi-no-Okami and Orpheus Telos lose their resistances to physical attacks. Similarly, Izanagi-no-Okami and Messiah do not resist nuclear or psychokinetic skills, which they did as DLC in ''Persona 5''.
** The Sub-Persona mechanic similarly weakens Joker and the P3 Heroine while strengthening the Phantom Thieves.
** Two of Rise's most useful skills (Zero Set and Into The Void) from ''Persona Q'' are given to Futaba instead (renamed Zero Shift and Final Guard), and the last one (Tidal Wave, which allows the party to act before the enemy regardless of their speed stat) is no where to be found. Similarly, Fuuka's Prayer (restores all HP and removes any StatusEffects) is also not in this game.
** In ''Persona Q'', Yoshitsune naturally learned five passive skills that made its signature Hassou Tobi stronger. It learns none in this game, requiring fusion inheritance to obtain any.
** Mahakala previously had the unique skill Danse Macabre, which was second to Hassou Tobi in terms of GameBreaker-ness, and three passive skills to boost it. In ''Q2'', Danse Macabre is given to Dzelarhons, who is 37 levels lower than Mahakala and learns no passive skills to strengthen it.

to:

** *** In the original Persona 5, Swift Strike does light damage to all foes three or four times, with each hit being equivalent to a low-level physical skill like Bash or Cleave. In ''Royal'', it's reduced to miniscule damage, basically Lucky Punch without the increased critical hit chance, and is much less useful.
** *** In all previous games, the Omnipotent Orb nullified all attacks except [[NonElemental Almighty]]. In ''Royal'', it only nullifies magical attacks, leaving physical and gun skills untouched.
* ** ''VideoGame/PersonaQ2NewCinemaLabyrinth'':
** *** Once again, S.E.E.S. and the Investigation Team do not become immune to their main elements when their Personas evolve, with the exceptions of Ken, Koromaru, and Naoto, and also Akihiko this time, which is notable because the Phantom Thieves do.
** *** Izanagi-no-Okami and Orpheus Telos lose their resistances to physical attacks. Similarly, Izanagi-no-Okami and Messiah do not resist nuclear or psychokinetic skills, which they did as DLC in ''Persona 5''.
** *** The Sub-Persona mechanic similarly weakens Joker and the P3 Heroine while strengthening the Phantom Thieves.
** *** Two of Rise's most useful skills (Zero Set and Into The Void) from ''Persona Q'' are given to Futaba instead (renamed Zero Shift and Final Guard), and the last one (Tidal Wave, which allows the party to act before the enemy regardless of their speed stat) is no where to be found. Similarly, Fuuka's Prayer (restores all HP and removes any StatusEffects) is also not in this game.
** *** In ''Persona Q'', Yoshitsune naturally learned five passive skills that made its signature Hassou Tobi stronger. It learns none in this game, requiring fusion inheritance to obtain any.
** *** Mahakala previously had the unique skill Danse Macabre, which was second to Hassou Tobi in terms of GameBreaker-ness, and three passive skills to boost it. In ''Q2'', Danse Macabre is given to Dzelarhons, who is 37 levels lower than Mahakala and learns no passive skills to strengthen it.it.
* ''VideoGame/RecordOfAgarestWar2'' gave the biggest GameBreaker of the first game and Zero the biggest nerf. [[DesperationAttack Unleash All/Rile]] EX Skills usually required you to have your party members be at 25% HP which is easily achievable by having enemies go first and have all but one party member die, revive them which puts them at the 25% mark and feed either Plum or Routier the SP needed to activate their 2nd EX Skills to give the other party members the 250 sp to use their [[LimitBreak Limit Breaks.]] Not so in Agarest 2 where you have to a: be at 20% HP, b: ''manually activate'' the EX Skill from the character who knows said EX Skill so that other characters have the same EX Skill, and c: pray your enemy doesn't outright kill the character who has said EX Skill.



* ''VideoGame/ShinMegamiTenseiIVApocalypse'' does this with a number of things from ''VideoGame/ShinMegamiTenseiIV'':
** Smirk has been depowered so that while it still negates elemental weaknesses and makes attacks super-accurate and always crit, it will no longer grant near-perfect evasion.
** The MP cost of many high-end skills has been amplified, in order to encourage players to take advantage of the new affinity system, wherein, among other things, skill affinities influence the MP cost of skills of the same type. Did you wanna cast Mediarahan to heal the entire party, for example? Well, its MP cost has been raised from 40 MP to ''90'', if you don't cast it with a user with a positive healing affinity. Affinities can be negative as well, making these already-costly skills cost ''even more''.
** Some skills that have secondary effects in ''IV'' now have those secondary effects only kick in on a Smirk. For example, Antichton, which in ''IV'' inflicts "severe"-level [[InfinityPlusOneElement Almighty]] damage to all enemies and reduces their status by one tier, will only do the "Almighty damage" part unless the user is Smirking.
** ''IV'' already has a number of skills that can't be passed on via fusion except with the Demon Fusion Lite app or Demon Whisper. ''Apocalypse'' further expands the list of skills banned from being transferred ''and'' prevents Demon Fusion Lite from getting around it. No, you and your demons who aren't Alice cannot run around spamming [[SignatureMove Die For Me!]] anymore.
* ''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 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.
* Traditionally in ''Franchise/ShinMegamiTensei'', attacks with the Expel element (sometimes known as Light-elemental instead) are [[OneHitKill One-Hit Kills]], but in the ''VideoGame/DigitalDevilSaga'' games, they merely [[PercentDamageAttack chop off a fraction of the target's remaining HP]].
* Support effects in the ''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.
** 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" [[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.]]
* ''VideoGame/DarkSoulsI'':
** 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.
** In ''VideoGame/DarkSouls2'', the pyromancy Flame Swathe was massively nerfed. At one point it could OneHitKill [[OptionalBoss Darklurker]], but after the patch, it did a fraction of the damage and the casting time was increased, making it easy to dodge.
** ''VideoGame/DarkSouls3'' has the Fume Ultra Greatsword (FUGS). It was considered one of the strongest weapons in the game, and delivered a ridiculous amount of damage. A patch reduced it's base damage from 330 to 260, significantly depowering it. This made [=PvP=] much easier, as the weapon was notorious for two-hit killing players.
* ''VideoGame/DevilMayCry2'': Compared to the [[VideoGame/DevilMayCry1 first game]], Dante's [[DashAttack Stinger]] has a stronger knockback, but its general effectiveness is bogged down by its shorter range and a noticeably longer delay before he stabs.
* ''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 with no limit'', so long as she didn't take damage, which after maintenance was changed to 25% with a cap of 300% and also giving a one-turn attack penalty after taking damage. However, a later patch changed the buff to 35% while keeping the cap.
** Much more infamous is Korwa, whose party-wide buffs were permanent and could stack, allowing people to clear even [[OptionalBoss 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.

to:

* ''Franchise/ShinMegamiTensei'':
** Traditionally in the series, attacks with the Expel element (sometimes known as Light-elemental instead) are [[OneHitKill One-Hit Kills]], but in the ''VideoGame/DigitalDevilSaga'' games, they merely [[PercentDamageAttack chop off a fraction of the target's remaining HP]].
**
''VideoGame/ShinMegamiTenseiIVApocalypse'' does this with a number of things from ''VideoGame/ShinMegamiTenseiIV'':
** *** Smirk has been depowered so that while it still negates elemental weaknesses and makes attacks super-accurate and always crit, it will no longer grant near-perfect evasion.
** *** The MP cost of many high-end skills has been amplified, in order to encourage players to take advantage of the new affinity system, wherein, among other things, skill affinities influence the MP cost of skills of the same type. Did you wanna cast Mediarahan to heal the entire party, for example? Well, its MP cost has been raised from 40 MP to ''90'', if you don't cast it with a user with a positive healing affinity. Affinities can be negative as well, making these already-costly skills cost ''even more''.
** *** Some skills that have secondary effects in ''IV'' now have those secondary effects only kick in on a Smirk. For example, Antichton, which in ''IV'' inflicts "severe"-level [[InfinityPlusOneElement Almighty]] damage to all enemies and reduces their status by one tier, will only do the "Almighty damage" part unless the user is Smirking.
** *** ''IV'' already has a number of skills that can't be passed on via fusion except with the Demon Fusion Lite app or Demon Whisper. ''Apocalypse'' further expands the list of skills banned from being transferred ''and'' prevents Demon Fusion Lite from getting around it. No, you and your demons who aren't Alice cannot run around spamming [[SignatureMove Die For Me!]] anymore.
* ** ''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 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.
* Traditionally in ''Franchise/ShinMegamiTensei'', attacks with the Expel element (sometimes known as Light-elemental instead) are [[OneHitKill One-Hit Kills]], but in the ''VideoGame/DigitalDevilSaga'' games, they merely [[PercentDamageAttack chop off a fraction of the target's remaining HP]].
* Support effects in the ''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.
** 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" [[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.]]
* ''VideoGame/DarkSoulsI'':
** 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.
** In ''VideoGame/DarkSouls2'', the pyromancy Flame Swathe was massively nerfed. At one point it could OneHitKill [[OptionalBoss Darklurker]], but after the patch, it did a fraction of the damage and the casting time was increased, making it easy to dodge.
** ''VideoGame/DarkSouls3'' has the Fume Ultra Greatsword (FUGS). It was considered one of the strongest weapons in the game, and delivered a ridiculous amount of damage. A patch reduced it's base damage from 330 to 260, significantly depowering it. This made [=PvP=] much easier, as the weapon was notorious for two-hit killing players.
* ''VideoGame/DevilMayCry2'': Compared to the [[VideoGame/DevilMayCry1 first game]], Dante's [[DashAttack Stinger]] has a stronger knockback, but its general effectiveness is bogged down by its shorter range and a noticeably longer delay before he stabs.
* ''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 with no limit'', so long as she didn't take damage, which after maintenance was changed to 25% with a cap of 300% and also giving a one-turn attack penalty after taking damage. However, a later patch changed the buff to 35% while keeping the cap.
** Much more infamous is Korwa, whose party-wide buffs were permanent and could stack, allowing people to clear even [[OptionalBoss 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.
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* ''VideoGame/UnleashTheLight'':
** You can only bubble one or two people at a time, as opposed to having up to all 4 characters on the battlefield bubbled at the same time in ''VideoGame/SaveTheLight''.
** The teamwork bars from ''Save the Light'' are now merged into one, so when it's filled, you can only pick one out of several {{Limit Break}}s in a turn.
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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


** Epic put the sniper rifle back into ''2004'' but while the rate of fire is faster than the Lightning Rifle, it still doesn't compare to the original weapon. Oh, and while it no longer gives away the shooter, each shot belches a large cloud of smoke that obscures the scope. Since the Lightning Rifle wasn't taken out between ''2003'' and ''2004'' (they use the same engine and ''2004'' has all of its [[ObviousBeta predecessor's]] content), preference for either usually depends on which is available on the map (an whether the server has the swapping mutator on): maps ported over from ''2003'' have the LR, ones that debuted in ''2004'' have the SR, Assault and Onslaught maps usually have both.

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** Epic put the sniper rifle back into ''2004'' but while the rate of fire is faster than the Lightning Rifle, it still doesn't compare to the original weapon. Oh, and while it no longer gives away the shooter, each shot belches a large cloud of smoke that obscures the scope. Since the Lightning Rifle wasn't taken out between ''2003'' and ''2004'' (they use the same engine and ''2004'' has all of its [[ObviousBeta predecessor's]] predecessor's content), preference for either usually depends on which is available on the map (an whether the server has the swapping mutator on): maps ported over from ''2003'' have the LR, ones that debuted in ''2004'' have the SR, Assault and Onslaught maps usually have both.
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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 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 ''VideoGame/ResidentEvil3'' (though not enough to make it worth the item space to tote around), followed by a massive buff in every game from ''Code: Veronica'' onward.

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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 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 ''VideoGame/ResidentEvil3'' ''VideoGame/ResidentEvil3Nemesis'' (though not enough to make it worth the item space to tote around), followed by a massive buff in every game from ''Code: Veronica'' onward.
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* The ''VideoGame/ResidentEvil4Remake'' does this to nearly every weapon by doing away with the built-in laser sights from the original, meaning accuracy is now a huge factor in deciding which weapons to use (there is an unlockable laser sight, but it only works on two specific handguns). Your rifles now do much lower base damage, but they have a multiplier upon hitting enemy weak points, so if you're a very good shot everything's fine, but poor accuracy is punished rather harshly because limb/torso shots do piddling damage now. To add insult to injury, your unlockable guns are either given a huge damage penalty, a huge accuracy penalty, or ''both''. The Handcannon in particular is only a third as strong as in the original game, and is so horribly inaccurate now that it's basically worthless against any enemy that's fast-moving and/or has a tiny weak point.

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* The ''VideoGame/ResidentEvil4Remake'' does this to nearly every weapon by doing away with the built-in laser sights from the original, meaning accuracy is now a huge factor in deciding which weapons to use (there is an unlockable a laser sight, sight you can buy, but it only works on two a few specific handguns). Your rifles now do much lower base damage, but they have a multiplier upon hitting enemy weak points, so if you're a very good shot everything's fine, but poor accuracy is punished rather harshly because limb/torso shots do piddling damage now. To add insult to injury, your unlockable guns are either given a huge damage penalty, a huge accuracy penalty, or ''both''. The Handcannon in particular is only a third as strong as in the original game, and is so horribly inaccurate imprecise outside of point-blank range now that it's basically worthless against any enemy that's fast-moving and/or has a tiny weak point.
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* The ''VideoGame/ResidentEvil4Remake'' does this to nearly every weapon by doing away with the built-in laser sights from the original, meaning accuracy is now a huge factor in deciding which weapons to use (there is an unlockable laser sight, but it only works on two specific handguns). Your rifles now do much lower base damage, but they have a multiplier upon hitting enemy weak points, so if you're a very good shot everything's fine, but poor accuracy is punished rather harshly because limb/torso shots do piddling damage now. To add insult to injury, your unlockable guns are either given a huge damage penalty, a huge accuracy penalty, or ''both''. The Handcannon in particular is only a third as strong as in the original game, and is so horribly inaccurate now that it's basically worthless against any enemy that's fast-moving and/or has a tiny weak point.
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** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has the Tunic, which is a nerf compared to the Rings from ''VideoGame/TheLegendOfZelda''. Rings lowered damage from all enemy attacks and traps. Tunics do lower damage, however, some enemies and all traps deal fixed damage, regardless of what tunic Link is wearing.

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** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has the Tunic, which is a nerf compared to the Rings from ''VideoGame/TheLegendOfZelda''.''VideoGame/TheLegendOfZeldaI''. Rings lowered damage from all enemy attacks and traps. Tunics do lower damage, however, some enemies and all traps deal fixed damage, regardless of what tunic Link is wearing.
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* ''VideoGame/DisneySpeedstorm'': On the initial early access release, [[WesternAnimation/MoinstersInc Mike Wazowski's]] "Hold the Door" ability spawned two doors lasting on the track for up to twenty seconds that teleported players a considerable distance ahead (if the player who spawned them used a door) or behind (if another player does). His ability was so powerful that many players used him to win races in ranked multiplayer. A hotfix was released on May 16, 2023, that cut the teleport distances by 10% in both directions, halved the time the doors stay on the track (making charged activations riskier, since they cause the doors to spawn farther away), and made it so that only one door spawns upon normal activation (charged activation still spawns two doors).

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* ''VideoGame/DisneySpeedstorm'': On the initial early access release, [[WesternAnimation/MoinstersInc [[WesternAnimation/MonstersInc Mike Wazowski's]] "Hold the Door" ability spawned two doors lasting on the track for up to twenty seconds that teleported players a considerable distance ahead (if the player who spawned them used a door) or behind (if another player does). His ability was so powerful that many players used him to win races in ranked multiplayer. A hotfix was released on May 16, 2023, that cut the teleport distances by 10% in both directions, halved the time the doors stay on the track (making charged activations riskier, since they cause the doors to spawn farther away), and made it so that only one door spawns upon normal activation (charged activation still spawns two doors).
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* ''VideoGame/DisneySpeedstorm'': On the initial early access release, [[WesternAnimation/MoinstersInc Mike Wazowski's]] "Hold the Door" ability spawned two doors lasting on the track for up to twenty seconds that teleported players a considerable distance ahead (if the player who spawned them used a door) or behind (if another player does). His ability was so powerful that many players used him to win races in ranked multiplayer. A hotfix was released on May 16, 2023, that cut the teleport distances by 10% in both directions, halved the time the doors stay on the track (making charged activations riskier, since they cause the doors to spawn farther away), and made it so that only one door spawns upon normal activation (charged activation still spawns two doors).



** Being hit by bombs or shells were sometimes a death sentence because being hit by said items would send you tumbling sideways and sometimes off the track. ''Mario Kart 8'' changed the tumble mechanic to have you simply fly upwards and cancels all momentum. Additionally, the time of the tumble is shorter than previous games.

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** Being hit by bombs or shells were sometimes a death sentence because being hit by said items would send you tumbling sideways and sometimes off the track. ''Mario Kart 8'' changed the tumble mechanic to have you simply fly upwards and cancels all momentum. Additionally, the time of the tumble is shorter than in previous games.



* Missiles got nerfed in ''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.]]

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* Missiles got nerfed in ''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, missiles, 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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* ''VideoGame/AstralChain'': In the original version of the game, players could get away with having AED batteries on Platinum Ultimate difficulty by upgrading their Legatus, as certain upgrade levels increase how many batteries are available across all difficulties. However, an update patch changed this behavior so that playing on Pt Ultimate disables revives completely, regardless of Legatus upgrades.
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** Generation XI:

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** Generation XI:IX:
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*** The Special split in Generation 2 was this to a number of Pokémon, as the original mechanics made it so that any Pokémon that could take a special attack could dish one out as well, and the move Amnesia made its user more or less invincible. Many of them got their old Special stat assigned to either Special Attack or Special Defense, and a new stat that was usually lower than the old one. Tauros was probably the most prominent victim, as it relied on its okay Special stat to handle the Rock-types its Normal moves couldn't - but its new Special Attack stat happened to be thirty points lower. Articuno suffered the exact same thing, turning it into a largely ineffective StoneWall, which was particularly obvious as it had once boasted the strongest attacks in Generation 1.

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*** The Special split in Generation 2 was this to a number of Pokémon, as the original mechanics made it so that any Pokémon that could take a special attack could dish one out as well, and the move Amnesia made its user more or less invincible. Many of them got their old Special stat assigned to either Special Attack or Special Defense, and a new stat that was usually lower than the old one. Tauros was probably the most prominent victim, as it relied on its okay Special stat to handle the Rock-types its Normal moves couldn't - but its new Special Attack stat happened to be thirty points lower. Articuno suffered the exact same thing, turning it into a largely ineffective StoneWall, which was particularly obvious as it had once boasted the strongest attacks in Generation 1. Another victim was Gyarados, whose Special Attack dropped a whopping 40 points after the split, and thus had no reliable STAB until Generation IV, because all Water-type moves were Special attacks and it couldn't learn any Flying-type attacks at all.
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** ''VideoGame/GrandTheftAutoOnline'' has the infamous Oppressor [=MkII=] which is the definitive edition of GameBreaker in this game. The homing missiles track and shoot extremely fast and it is extremely precise that never fails the targets which is mainly used by griefers to anger players who are doing businesses and sales missions. This was nerfed in The Criminal Enterprises update in which greatly reduces the homing effectiveness and increasing the cooldown of the countermeasures. As for April 27th 2023, the price is now increased from 3 millions to 8 millions with a trade price of 6 millions.
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*** The Protean and Libero abilities have been nerfed so that the Pokémon's type only changes the first time its uses a move after being sent out rather than every time it uses one.

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*** The Protean and Libero abilities have been nerfed so that the Pokémon's type only changes the first time its it uses a move after being sent out rather than every time it uses one.
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** Another piece of equipment that nearly broke the game was the Null Signature system, which in its Maximum Tech incarnation forced opponents to take a +6 penalty to the target number (on a roll of [=2d6=]!) at long range, and even at medium range was still a +3 penalty. This was quickly nerfed in later releases to just +2 at long range and +1 at medium range in the interests of not utterly destroying the range equations.

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** Another piece of equipment that nearly broke the game was the Null Signature system, which in its Maximum Tech incarnation forced opponents to take a +6 penalty to the target number (on a roll of [=2d6=]!) at long range, and even at medium range was still a +3 penalty. This was quickly nerfed in later releases to just +2 at long range and +1 at medium range in the interests of not utterly destroying the range equations. Especially since another piece of stealth equipment, the Chameleon Light Polerization Shield, was added at the same time which can be used in conjunction with the Null Signature System (it can also be used by itself), granting an additional +1 penalty from attacks and medium range and an additional +2 at long range.
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** ''[=MechWarrior=] 5'' is currently trapped in DevelopmentHell thanks to lawsuits from Harmony Gold, but if the trailer is to be believed as gameplay footage (which is [[TrailersAlwaysLie unlikely at best]]), Mech damage soaking might again be nerfed given how quickly two of the three major players in the trailer are destroyed, and how much damage the third absorbs. Oddly enough, machine guns, which have been [[LethalJokeWeapon uncommonly strong]] in the face of multi-ton armored war machines in all prior game incarnations, seem to have been nerfed as well.

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** ''[=MechWarrior=] 5'' is currently trapped in DevelopmentHell thanks has had an almost total rebalance of weapons to lawsuits try and make all of them viable (a holdover from Harmony Gold, but if the trailer is interim ''[=MechWarrior=] Online'' period) and as a result almost everything other than ballistics has seen nerfs. These include nerfs to be believed as gameplay footage (which is [[TrailersAlwaysLie unlikely at best]]), Mech lasers (by extending their beam times, requiring steadier aim to put all the damage soaking might again be nerfed given how quickly two of the three major players in the trailer are destroyed, into one space), nerfs to short range missiles (producing substantially more heat than normal for missile weapons), and how much damage the third absorbs. Oddly enough, machine guns, which have been [[LethalJokeWeapon uncommonly strong]] in the face most critically, nerfs to double heat sinks (to make it harder to carry loads of multi-ton armored war machines in all prior game incarnations, seem to have been nerfed as well.medium lasers and cheese one's way through combat).
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** In ''VideoGame/TheLegendOfZeldaLinksAwakening'', the Boomerang and Magic Rod were {{Game Breaker}}s, killing most enemies in one hit. The former weapon was noteworthy for killing the final boss, [[spoiler:[=DethI=]]], in one hit. The UsefulNotes/NintendoSwitch VideoGameRemake significantly nerfed both weapons, making them less game breaking and more balanced.

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** ''VideoGame/TheLegendOfZeldaLinksAwakening'': In ''VideoGame/TheLegendOfZeldaLinksAwakening'', the Game Boy and Game Boy Color versions, the Boomerang and Magic Rod were {{Game Breaker}}s, are capable of killing most enemies in one hit. The former weapon was is noteworthy for killing the final boss, [[spoiler:[=DethI=]]], in one hit. The UsefulNotes/NintendoSwitch VideoGameRemake significantly nerfed both weapons, making them less game breaking game-breaking and more balanced.
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Improper tense


** Standard magical spells got this treatment in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' as a justification for the new MakeMeWannaShout powers that you can unlock throughout the game. In practice this led to spellcasters having a very awkward growth where they would struggle with enemies as they scaled beyond the set damage of the spell(s) until they had enough to get to the next level (Apprentice -> Adept -> Expert -> Master). When the school (Alteration, Conjuration, Restoration, Destruction, Illusion) reached master level that was it; there was no way of making stronger spells and you had to face against stronger and stronger foes with spells that CantCatchUp. Shouts themselves only had set effects too, with the stronger the effect having a longer cooldown period. This may have been done to make sure that the completely broken Magic system in ''Oblivion'' wouldn't be abused again but led to only weapons scaling instead and improving with Smiting, Enchanting, and Alchemy.

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** Standard magical spells got this treatment in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' Skyrim]]'': Standard magical spells got this treatment as a justification for the new MakeMeWannaShout powers that you can unlock throughout the game. In practice practice, this led leads to spellcasters having a very awkward growth where they would struggle with enemies as they scaled scale beyond the set damage of the spell(s) until they had have enough to get to the next level (Apprentice -> Adept -> Expert -> Master). When the school (Alteration, Conjuration, Restoration, Destruction, Illusion) reached reaches master level level, that was is it; there was is no way of making stronger spells spells, and you had have to face against stronger and stronger foes with spells that CantCatchUp. Shouts themselves only had have set effects too, with the stronger the effect having a longer cooldown period. This may have been done to make sure that the completely broken Magic system in ''Oblivion'' wouldn't be abused again but led to only weapons scaling instead and improving with Smiting, Enchanting, and Alchemy.
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Per TRS, Bonus Boss is to be sorted between Optional Boss and Superboss.


** In ''VideoGame/DarkSouls2'', the pyromancy Flame Swathe was massively nerfed. At one point it could OneHitKill [[BonusBoss Darklurker]], but after the patch, it did a fraction of the damage and the casting time was increased, making it easy to dodge.

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** In ''VideoGame/DarkSouls2'', the pyromancy Flame Swathe was massively nerfed. At one point it could OneHitKill [[BonusBoss [[OptionalBoss Darklurker]], but after the patch, it did a fraction of the damage and the casting time was increased, making it easy to dodge.



** 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.

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** Much more infamous is Korwa, whose party-wide buffs were permanent and could stack, allowing people to clear even [[BonusBoss [[OptionalBoss 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.

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** Persona 5 Royal nerfs mental status effects like Confuse and Rage to cause the to end automatically after the target takes damage so you can't just hit an enemy with one then have the entire active team pummel them into submission. They also end much faster even when not interrupted. The Shady Commodities vendor that gets unlocked via repairing the broken laptop also got nerfed- it still sells otherwise rare items, but it no longer carries powerful end-game weapons or armor. Instead, all you can get is fusion items.

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** Persona 5 Royal nerfs mental status effects like Confuse and Rage to cause the to end automatically after the target takes damage so you can't just hit an enemy with one then have the entire active team pummel them into submission. They also end much faster even when not interrupted. interrupted.
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The Shady Commodities vendor that gets unlocked via repairing the broken laptop also got nerfed- nerfed-- it still sells otherwise rare items, but it no longer carries powerful end-game weapons or armor. Instead, all you can get is fusion items.


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** In all previous games, the Omnipotent Orb nullified all attacks except [[NonElemental Almighty]]. In ''Royal'', it only nullifies magical attacks, leaving physical and gun skills untouched.


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* If an RPG is adapted into a fighting game (examples: ''VideoGame/PokkenTournament'', ''VideoGame/Persona4Arena'') expect any ElementalRockPaperScissors to not be present in the game mechanics. This is a NecessaryDrawback, given that certain characters would simply be nonviable opponents against another with a type advantage over them.

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