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** Wrap. In Gen I, it prevented the opponent from attacking or switching out for 3-5 turns. Beginning with Gen II, it simply sharply lowered the target's speed.

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*** Generation VI put its power at 60 instead of varying based on [=IVs=].



** The introduction of rain and sun i.e. drizzle politoed and drought ninetales in the ''VideoGame/PokemonBlackAndWhite'' OU metagame single-handedly turned the entire competitive battling into a weather war, so this is resolved in ''VideoGame/PokemonXandY'' when it has the same duration as weather inducing moves, i.e 5-8 turns.

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** The introduction of permanent rain and sun i.e. drizzle politoed Drizzle Politoed and drought ninetales Drought Ninetales in the ''VideoGame/PokemonBlackAndWhite'' OU metagame single-handedly turned the entire competitive battling into a weather war, so this is resolved in ''VideoGame/PokemonXandY'' ''VideoGame/PokemonXAndY'' when it has those abilities have the same duration as weather inducing moves, i.e 5-8 turns.
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** Disgaea D2, whilst providing one skill above the Power Level of 'C,' (Which required a vast amount of in-game currency to retrieve) added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP and DEF to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot ''at close range,'' you better believe that character will be punished for it. (To be fair, the second-strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way.)

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** Disgaea D2, whilst providing one skill above the Power Level of 'C,' (Which required a vast amount of in-game currency to retrieve) added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP and DEF to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot ''at close range,'' you better believe that character will be punished for it. This forces Gun-toting characters to fight at at least half of their strength if they aren't overpowered compared to their target (To be fair, the second-strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way.)
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** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot ''at close range,'' you better believe that character will be punished for it. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way)

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** Disgaea D2 D2, whilst providing one skill above the Power Level of 'C,' (Which required a vast amount of in-game currency to retrieve) added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP and DEF to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot ''at close range,'' you better believe that character will be punished for it. (To be fair, the strongest second-strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way) way.)
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** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot, you better believe that character will be punished for it. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way)
*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's HIT/SPD ratio, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers. (The only subversion to the rule is [[spoiler: Asagi]]. [[note]] Relatively decent DEF, equalized HIT and SPD Aptitudes, and ability to attack more than once in a Combo. Oh, and she can be recruited mid-way through the main story instead of just the Post-Game. She's just short of a GameBreaker.[[/note]]

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** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot, one-shot ''at close range,'' you better believe that character will be punished for it. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way)
*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's HIT/SPD ratio, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers. (The only subversion to the rule is [[spoiler: Asagi]].Asagi in Disgaea D2]]. [[note]] Relatively decent DEF, equalized HIT and SPD Aptitudes, and ability to attack more than once in a Combo. Oh, and she can be recruited mid-way through the main story instead of just the Post-Game. She's just short of a GameBreaker.[[/note]]
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*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's HIT/SPD ratio, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers. (The only aversion to the rule is [[spoiler: Asagi]]. [[note]] Relatively decent DEF, highest HIT and SPD Aptitudes in the game, and ability to attack more than once in a Combo. She's just short of a GameBreaker.[[/note]]

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*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's HIT/SPD ratio, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers. (The only aversion subversion to the rule is [[spoiler: Asagi]]. [[note]] Relatively decent DEF, highest equalized HIT and SPD Aptitudes in the game, Aptitudes, and ability to attack more than once in a Combo.Combo. Oh, and she can be recruited mid-way through the main story instead of just the Post-Game. She's just short of a GameBreaker.[[/note]]
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*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's stats, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers.

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*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's stats, HIT/SPD ratio, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers.numbers. (The only aversion to the rule is [[spoiler: Asagi]]. [[note]] Relatively decent DEF, highest HIT and SPD Aptitudes in the game, and ability to attack more than once in a Combo. She's just short of a GameBreaker.[[/note]]
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** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way, but still wasn't particularly strong compared to other skills.)

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** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. This was devastating early on in the game, since counterattacks now applied to Special Skills as well as regular attacks. If your Gun-toter was fighting an enemy it was statistically on-par with it couldn't one-shot, you better believe that character will be punished for it. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way, but still wasn't particularly strong compared to other skills.)way)

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** The Gun became a worse weapon once Disgaea 3 transformed it into a split-stat weapon, adding SPD to it's damage formula, and giving it some of the weakest skills in the game. (With one sole exception) While many of these skills became multi-target skills, the weakness the skills suffered from made them barely useful, even in Combos. Come Post-Game, Guns were all but useless.
** Disgaea 4 saw the Gun at it's weakest, having no skills stronger than 'C' Grade, and these skills were out-shined by pretty much any other weapon skill learned in the same time-frame.
** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range prowess,]] had to be in direct danger to deal the most damage. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way, but still wasn't particularly strong compared to other skills.)

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** The Gun became a worse weapon once Disgaea 3 transformed it into a split-stat weapon, adding SPD to it's damage formula, and giving it some of the weakest skills in the game. (With one sole exception) While many of these skills became multi-target skills, the weakness the skills suffered from made them barely useful, even in Combos. Come Post-Game, Guns were all but useless.\n
** Disgaea 4 saw the Gun at it's weakest, having no skills stronger than 'C' Grade, and these skills were out-shined by pretty much any other weapon skill learned in the same time-frame. \n Come Post-Game, Guns were all but useless in any situation other than combo-starting.
** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range and evasion prowess,]] had to be in direct danger to deal the most damage. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way, but still wasn't particularly strong compared to other skills.))
*** What brings all of these weaknesses home is the fact that Gun-Toters from Disgaea 3 and onwards tended to specialize in one required stat and be "meh" with the other. So adding to the Gun's inherent weakness is the chore of having to continuously customize and balance the character's stats, which further deteriorates the Gun's already horrid damage potential, which is little more than a handicap in a game that's about big numbers.
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* ''Franchise/Disgaea'':
** Every installment after Disgaea: Hour of Darkness seems committed to weakening the Gun as much as possible to the point that's it's becoming a RunningGag. The first two installments had the Gun relying on HIT to deal damage. While the weapon wasn't designed to deal out major damage, it was still marginally useful in Combos.
** Disgaea 2 added a slight damage penalty compared to other weapons, as well as reducing it's attack range to a straight line. (Fair, given that only two classes properly specialized in the Gun and the best one had a trait that acted as an offset)
** The Gun became a worse weapon once Disgaea 3 transformed it into a split-stat weapon, adding SPD to it's damage formula, and giving it some of the weakest skills in the game. (With one sole exception) While many of these skills became multi-target skills, the weakness the skills suffered from made them barely useful, even in Combos. Come Post-Game, Guns were all but useless.
** Disgaea 4 saw the Gun at it's weakest, having no skills stronger than 'C' Grade, and these skills were out-shined by pretty much any other weapon skill learned in the same time-frame.
** Disgaea D2 added a modifier based on how close the attacker was to the enemy. This means that Gun-toting characters, almost all of whom have [[FragileSpeedster low HP to balance their long-range prowess,]] had to be in direct danger to deal the most damage. (To be fair, the strongest Gun skill [[ExactlyWhatItSaysOntheTin "Point-Blank Blaster"]] moved the Gunner out of harm's way, but still wasn't particularly strong compared to other skills.)
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* ''VideoGame/FinalFantasyCrystalChronicles'' has four races with different specialties, but they can all manage being a melee fighter for solo mode. In ''[[VideoGame/FinalFantasyCrystalChroniclesRingOfFates Ring of Fates]]'', Clavats retain their JackOfAllStats build, but Yukes are now definitely {{Squishy Wizard}}s, the formerly LightningBruiser Lilties are now a support class with MagikarpPower, and Selkies remain swift but are now archers. (Granted, this seems to have a lot to do with the individual personality and professions of the main cast, but it affects the character creation for multiplayer mode too.) The next game, ''[[VideoGame/FinalFantasyCrystalChroniclesEchoesOfTime Echoes of Time]]'', goes back to AnAdventurerIsYou format and the original builds.
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** Also in ''FNV'', the Chinese Stealth Armor lacks the [[GameBreaker game-breaking]] InvisibilityCloak function it had in ''FO 3''.

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** Dragon Types also gained a long time coming nerf this gen. They gained a weakness to the aforementioned Fairy Type. Fairy Types are also [[NoSell completely resistant to dragon type moves.]]



* Each ''VideoGame/MegaManBattleNetwork'' game Nerfed something that had been overpowered before (while introducing new [[GameBreaker Game Breakers]]). A few examples:

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* Each ''VideoGame/MegaManBattleNetwork'' game Nerfed something that had been overpowered before (while introducing new [[GameBreaker Game Breakers]]).{{game breaker}}s themselves). A few examples:



* ''{{Final Fantasy X}}'': In the European/International Version, the ability Quickhit - an ability that allows the user to attack with virtually ''no'' recovery time, which (in combination with Haste) becomes a veritable GameBreaker - had its MP Cost raised significantly (from 8MP to 36MP), meaning it must be used much more sparingly (especially considering that Tidus and Auron, who have the lowest MP-stat, will be the first to learn it most likely). With weapons that reduce MP Cost to 1, this no longer becomes an issue.
** From [[FinalFantasyX2 the sequel]], the Catnip accessory. It basically rises 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 [[GameBreaker 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.

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* ''{{Final Fantasy X}}'': ''VideoGame/FinalFantasyX'': In the European/International Version, the ability Quickhit - an ability that allows the user to attack with virtually ''no'' recovery time, which (in combination with Haste) becomes a veritable GameBreaker - had its MP Cost raised significantly (from 8MP to 36MP), meaning it must be used much more sparingly (especially considering that Tidus and Auron, who have the lowest MP-stat, will be the first to learn it most likely). With weapons that reduce MP Cost to 1, this no longer becomes an issue.
** From [[FinalFantasyX2 [[VideoGame/FinalFantasyX2 the sequel]], the Catnip accessory. It basically rises 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 [[GameBreaker game-breaking]].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.
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** The introduction of rain and sun i.e. drizzle politoed and drought ninetales in the ''VideoGame/PokemonBlackAndWhite OU'' metagame single-handedly turned the entire competitive battling into a weather war, so this is resolved in ''VideoGame/PokemonXandY'' when it has the same duration as weather inducing moves, i.e 5-8 turns.

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** The introduction of rain and sun i.e. drizzle politoed and drought ninetales in the ''VideoGame/PokemonBlackAndWhite OU'' ''VideoGame/PokemonBlackAndWhite'' OU metagame single-handedly turned the entire competitive battling into a weather war, so this is resolved in ''VideoGame/PokemonXandY'' when it has the same duration as weather inducing moves, i.e 5-8 turns.
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** The introduction of rain and sun i.e. drizzle politoed and drought ninetales in the ''VideoGame/PokemonBlackAndWhite OU'' metagame single-handedly turned the entire competitive battling into a weather war, so this is resolved in ''VideoGame/PokemonXandY'' when it has the same duration as weather inducing moves, i.e 5-8 turns.
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** Dragon Types also gained a long time coming nerf this gen. They gained a weakness to the aforementioned Fairy Type. Fairy Types are also [[NoSell completely resistant to dragon type moves.]]
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** They even went so far as to nerf ''physics'', revamping the vehicle collision damage system and completely removing fall damage, in order to cater to "inexperienced players". Those changes, along with a few others, completely removed the risk factor of run & gun techniques, which in turn made the game play more like an ''VideoGame/{{Unreal}}'' clone than a semi-innovative shooter.

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** They even went so far as to nerf ''physics'', revamping the vehicle collision damage system and completely removing fall damage, in order to cater to "inexperienced players". Those changes, along with a few others, completely removed the risk factor of run & gun techniques, which in turn made the game play more like an ''VideoGame/{{Unreal}}'' clone than a semi-innovative shooter. This has gotten progressively worse each game, with it being nearly impossible to ram someone with a Warthog in Halo 4.



** In Reaches multiplayer zombie mode, the pistols were meant to be a backup weapon to the shotgun. Of course, once people realised you could snipe zombies across the map with it, Bungie decided to nerf the game mode itself so the "survivors" didn't have them.

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** In Reaches multiplayer zombie mode, the pistols were meant to be a backup weapon to the shotgun. Of course, once people realised you could snipe zombies across the map with it, Bungie decided to nerf the game mode itself so the "survivors" didn't have them. [[FromBadToWorse And then Halo 4 gave the zombies shields]].
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*** Fairy types have also nerfed Sableye and Spiritomb as well. These two Pokemon used to hold the distinction for having no weaknesses at all (with the exception of moves and abilities that allowed Normal and Fighting moves to hit them). Fairy types are super effective against Dark types and have neutral damage against Ghost types. This makes the Eelektross evolutionary line the only ones in the game to have no weaknesses at all (with the exception of moves or abilities that cancel "Levitate").
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[[folder:Pinball]]
* The [[SmartBomb Smart Missile]] in ''Pinball/JurassicPark'', available only once per game, collected ''every'' lit shot, making getting the T-Rex Triball rather easy. Its sequel, ''Pinball/TheLostWorldJurassicPark'', makes it only work on Multiball-related shots.
[[/folder]]
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* [[Videogame/SimCity SimCity 2000]] had the hydroelectric power plants, which, unlike other power plants, didn't need to be replaced every 50 years. That meant that one could build a city dependent entirely on hydroelectric power plants and, as long as you had some sort of positive cash flow, leave the city running overnight and come back to find your treasury pleasantly loaded with funds from thousands of years of tax revenue. It was removed entirely in Sim City 3000, with its spiritual successor being the far less game-breaking wind power plant
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** The famous [[GameBreaker Forseti]] tome from the ''Jugdral'' games granted its wielder ''+20 Skill and Speed'', instantly shooting whoever wielded it (excluding Corpul) straight into their own "God" tier. In ''Awakening'', you can fight ''two'' wielders of it, Lewyn and his son Ced, but in order to give you any chance at winning the fight Forseti lost that huge bonus and just gives +5 Speed instead.
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** WordOfGod says that the ''Fairy'' type [[OurFairiesAreDifferent (of all things)]] was introduced in VideoGame/PokemonXAndY to balance out the overpowered Dragon type. Originally an InfinityPlusOneElement, they used to be rather rare, but as new dragons were introduced in later generations, they ended up becoming {{Game Breaker}}s who could easily steamroll virtually anything.

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** WordOfGod says that the ''Fairy'' type [[OurFairiesAreDifferent (of all things)]] was introduced in VideoGame/PokemonXAndY to balance out the overpowered Dragon type. Originally an InfinityPlusOneElement, they used to be rather rare, but as new dragons were introduced in later generations, they ended up becoming {{Game Breaker}}s who could easily steamroll virtually anything. Indeed, Fairy-types are outright [[NoSell immune]] to Dragon-attacks while hitting them super-effectively, much like the Dark-type to the Generation 1 Psychics.
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** Starting from ''VideoGame/PokemonXAndY'', Steel (the ''defining'' defensive type) has lost key resistances to both Ghost and Dark, in exchange for super-effectiveness and resistance against Fairy. This makes the Steel/Psychic types like Metagross, Bronzong and Jirachi gain two extra weaknesses.

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* ''VideoGame/{{Warcraft}} III''':
** Much like its successor ''VideoGame/WorldOfWarcraft'' the game saw many units and abilities nerfed to balance online play. These occurred via patches and, especially, when the ''Frozen Throne'' expansion was released. A few notable examples include:

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* ''VideoGame/{{Warcraft}} III''':
**
''[[VideoGame/{{Warcraft}} Warcraft III]]:'' Much like its successor ''VideoGame/WorldOfWarcraft'' successor, ''VideoGame/WorldOfWarcraft'', the game saw many units and abilities nerfed to balance online play. These occurred via patches and, especially, when the ''Frozen Throne'' expansion was released. A few notable examples include:
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** Biotic Abilities were often considered a GameBreaker in ''VideoGame/MassEffect1'', so when the sequel was released it came as a shock to majority of the players that the powers were extremely nerfed. While not useless, the powers could no longer work on enemies who have any form of protection. Fair enough, but on the two highest level of difficulties EVERY enemy is protected in some form and by time you strip them of their defenses a WhyDontYouJustShootHim mentality takes hold. However this mentality mainly applies to the control powers that could often instantly kill enemies. Most of the support or damage powers actually were substantially upgraded.

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** Biotic Abilities were often considered a GameBreaker in ''VideoGame/MassEffect1'', so when the sequel was released it came as a shock to majority of the players that the powers were extremely nerfed. While not useless, the powers could no longer work on enemies who have any form of protection. Fair enough, but on the two highest level of difficulties EVERY enemy is protected in some form and by time you strip them of their defenses a WhyDontYouJustShootHim mentality takes hold. However this mentality mainly applies to the control powers that could often instantly kill incapacitate large groups of enemies. Most Warp's ability to deal damage was upgraded, especially with detonations, and Throw can now be curved around or over cover, giving you more control of the support or damage powers actually were substantially upgraded.enemies that are vulnerable to it.
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* [[MadScientist Lash's]] units in ''[[VideoGame/NintendoWars Advance Wars 2: Black Hole Rising]]'' gain an additional 10% attack for each level of defense they receive, meaning a unit on a city or mountain had nigh-impenetrable defense ''AND'' inflicted 1.5X the damage. If you used her defensively, she was [[GameBreaker UNSTOPPABLE]]. This bonus was dropped to only 5% in the sequel, and she's ''still'' the best CO in the game.
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** 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 it's consumption is the same as the first, you have much less ammo before you're empty.
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* ''AceCombat'' had the Quick-Maneuver Air-to-Air Missile, starting in Ace Combat 04. While restricted to three aircraft, it was pretty much the GameBreaker anti-air missile, which could chase a plane constantly until the missile gave up or ran out of fuel. Later games had this weapon nerfed, though it's the weapon everyone likes to use in ''6'' because certain aircraft carry it in spades, up until AceCombatAssaultHorizon where the missile finally got a needed re-buff.
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* In the card game ''{{Munchkin}},'' the Kneepads Of Allure got nerfed. Originally, they could compel anyone to help you in a fight. Now, they cannot be used to win the game, and the target cannot be lower-level than you.
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** Hyper Beam in the first Gen was horribly overpowered: though it required a turn to recharge after use, it has 90% accuracy when most moves with more than 100 power had 80% accuracy or lower, plus the recharge was mysteriously unneeded when the attack hit a Substitute or ''knocked the opponent out'' ([[UnstableEquilibrium so you can just OHKO the next one out]]). Come the next generation and it always requires recharging, so you have to lose a turn to get a move that is only slightly more powerful than average.
** Over a decade later, Explosion and Selfdestruct likewise lost their defense halving abilities in [[VideoGame/PokemonBlackAndWhite 5th Generation]], cutting their power in half. Most likely this was done for double battles and triple battles, as in single battles they are simply annoying while in Double Battles they were insanely over-centralizing and would have been even worse in triple battles (which were introduced that generation). It's still the most powerful move in the game, though.

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** Hyper Beam in the first Gen was horribly overpowered: though it required a turn to recharge after use, it has 90% accuracy and 150 damage when most moves with more than 100 power had 80% accuracy or lower, plus the recharge was mysteriously unneeded when the attack hit a Substitute or ''knocked the opponent out'' ([[UnstableEquilibrium so you can just OHKO the next one out]]). Come the next generation and it always requires recharging, so you have to lose a turn to get a move that is only slightly more powerful than average.
** Over a decade later, Explosion and Selfdestruct likewise lost their defense halving abilities in [[VideoGame/PokemonBlackAndWhite 5th Generation]], cutting their power in half. Most likely this was done for double battles and triple battles, as in single battles they are simply annoying while in Double Battles they were insanely over-centralizing and would have been even worse in triple battles (which were introduced that generation). It's still the most powerful move in the game, though.

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