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Nerfs are sometimes a necessary evil for the good of a game's long-term health, particularly competitive games with long ongoing support. If left unchecked, developers will keep adding new things that are stronger and better than the old ones to both keep players interested in the new content and to give them a reason to use them. This phenomenon is known as PowerCreep, and nerfs are the most effective way to combat this besides the more nuclear option of outright removing them. When a particualr feature is blatantly overpowered, it will lead to an ObviousRulePatch to nerf it.

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Nerfs are sometimes a necessary evil for the good of a game's long-term health, particularly competitive games with long ongoing support. If left unchecked, developers will keep adding new things that are stronger and better than the old ones to both keep players interested in the new content and to give them a reason to use them. This phenomenon is known as PowerCreep, and nerfs are the most effective way to combat this besides the more nuclear option of outright removing them. When a particualr feature is blatantly overpowered, overpowered or exploits an oversight, it will lead to an ObviousRulePatch to nerf it.

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* Very common in ''VideoGame/WarThunder'', particularly after a new vehicle has been released and it's not perfectly balanced yet. A bit controversial when a premium vehicle is released with performances that are way too high for its battle rating, which is later increased, leading players to speculate that the premium itself is purposely released at a lowered level to attract purchasers.

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* Very common in ''VideoGame/WarThunder'', particularly after a new vehicle has been released and it's not perfectly balanced yet. A bit controversial when a premium vehicle is released with performances that are way too high for its battle rating, which is later increased, leading players to speculate that the premium itself is purposely released at a lowered level to attract purchasers. Essentially, the game is constantly tweaking the battle rating of vehicles and sometimes their stats, leading to the same one being consecutively buffed, nerfed, revamped and so on, depending also on how the playerbase uses it. This leads to players complaining that something has been nerfed, or needs a nerf.
** Certain vehicles are quickly nerfed after the release even without being premiums, because their introduction is basically a wide test of their capabilities in game, and they prove too powerful. For example, the Italian jet fighter Sagittario was released at 8.0 and after a month it went to 9.0 due to its insane acceleration and turning radius compared to 10 years older jets (the same for the French jet bomber Vautour, which was simply uncatchable at 8.0).
** Particularly egregious was the nerf of bombers, which once were capable of winning alone matches just by bombing enemy bases and the airfield in less than 5 minutes. First, they were limited to at most 4 bombers per team, and drastically reduced the effectiveness of AI-controlled gunners that became much less accurate and started to fire only at very close distances, forcing players to manually control turrets. Then, maps where you can't win by destroying the enemy airfield were introduced. But meanwhile, their damage model was weakened, making them much more vulnerable.
** Particularly infamous was the nerf of strike aircraft at top tier, by removing their airspawn. This prevented them to bomb before enemy fighters would reach midmap. The reasons? 1) bombing bases and ground targets was a quick way to grind research points and in-game currency for free; 2) premium users who bought top tier packs such as the F-4J multirole fighters only to bomb bases couldn't do it in time if strike aircraft were already on site, but now they start equal on the airfield, and such players are now clear to do what they paid for.
** Similarly, the time at which new bases spawn was doubled in 2023, essentially nerfing all bombing players.
** HESH ammunition for tanks was so superior that players complained being penetrated even at steep angles, or with heavy tanks at long distance. After their nerf, they become much less viable except at specific angles of fire by players with good aim, making them situational at best. But ground vehicles that only had HESH ammunition became almost unusable (unless receiving a reduction in battle rating, which is hard to do without further screwing balance because they usually have too much armor for vehicles at lower ranks).
** You can often go to the forums and see people complaining about nerfs in after match rewards, which are usually slow and small but constant. In 2023, the community started to review-bomb the game as a disgruntled reaction to the state of in-game economy, leading the developers to promise increased rewards, quality of life updates, and more player-friendly attitude.


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So why are nerfs perceived as being such awful things? Well, human beings and even other great apes have a tendency towards loss aversion. For example, if playing a game of chance where you could lose $100, most people would only play if there's also a chance you could also win $200 or more. It works the same way with favorite characters or tactics; perceived losses simply hurt more than perceived wins.

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So why are nerfs perceived as being such awful things? Well, human beings and even other great apes have a tendency towards loss aversion. For example, if playing a game of chance where you could lose $100, most people would only play if there's also a chance you could also win $200 or more. It works the same way with favorite characters or tactics; perceived losses simply hurt more than perceived wins.
wins. It can be also a case of TheyChangedItNowItSucks.



Nerfs are sometimes a necessary evil for the good of a game's long-term health, particularly competitive games with long ongoing support. If left unchecked, developers will keep adding new things that are stronger and better than the old ones to both keep players interested in the new content and to give them a reason to use them. This phenomenon is known as PowerCreep, and nerfs are the most effective way to combat this besides the more nuclear option of outright removing them.

to:

Nerfs are sometimes a necessary evil for the good of a game's long-term health, particularly competitive games with long ongoing support. If left unchecked, developers will keep adding new things that are stronger and better than the old ones to both keep players interested in the new content and to give them a reason to use them. This phenomenon is known as PowerCreep, and nerfs are the most effective way to combat this besides the more nuclear option of outright removing them.
them. When a particualr feature is blatantly overpowered, it will lead to an ObviousRulePatch to nerf it.

Another source of flame is the demographics at which a nerf is directed. Something that is DifficultButAwesome might receive a nerf after the more experienced hardcore gamers show its unbalanced superiority, but the regular fan base that did not exploit it at full potential could perceive a change into something subpar.

A rare interesting case is when the nerf actually opens up a new meta that is surprisingly still effective or even more suitable, through a HandyShortcoming, or because the nerf on one aspect is paired with a buff in another for balance reasons, leading to a new equilibrium. For example, a high level fire spell might be too strong against water mages, but to keep it competitive after a damage reduction, the mana cost could be decreased too, resulting more effective against air mages because they are countered by quick spellcasting. A LightningBruiser that is too strong and fast in offense can be nerfed in speed and turned into a MightyGlacier, which opens up new defensive tactics.
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Trope was cut/disambiguated due to cleanup


** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': Standard magical spells got this treatment as a justification for the new MakeMeWannaShout powers that you can unlock throughout the game. In practice, this leads to spellcasters having a very awkward growth where they struggle with enemies as they scale beyond the set damage of the spell(s) until they have enough to get to the next level (Apprentice -> Adept -> Expert -> Master). When the school (Alteration, Conjuration, Restoration, Destruction, Illusion) reaches master level, that is it; there is no way of making stronger spells, and you have to face against stronger and stronger foes with spells that CantCatchUp. Shouts themselves only 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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** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': Standard magical spells got this treatment as a justification for the new MakeMeWannaShout powers that you can unlock throughout the game. In practice, this leads to spellcasters having a very awkward growth where they struggle with enemies as they scale beyond the set damage of the spell(s) until they have enough to get to the next level (Apprentice -> Adept -> Expert -> Master). When the school (Alteration, Conjuration, Restoration, Destruction, Illusion) reaches master level, that is it; there is no way of making stronger spells, and you have to face against stronger and stronger foes with spells that CantCatchUp. Shouts themselves only 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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* The main character in ''Literature/BofuriIDontWantToGetHurtSoIllMaxOutMyDefense'' accidentally came across a hilariously [[GameBreaker broken character build]] in the game she played by completely maxing out her defenses and using an extremely powerful set of armor that allows her to devour her enemies. After casually {{No Sell}}ing every attack other players threw at her in a PvP event, the game developers released a patch which allows [[ScratchDamage some damage to pierce her titanic defenses]] and capped the uses of Devour to ten times a day. However, she continued to stumble upon new exploits...

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* The main character in ''Literature/BofuriIDontWantToGetHurtSoIllMaxOutMyDefense'' accidentally came across a hilariously [[GameBreaker broken character build]] in the game she played by completely maxing out her defenses and using an extremely powerful set of armor that allows her to devour her enemies. After casually {{No Sell}}ing every attack other players threw at her in a PvP [=PvP=] event, the game developers released a patch which allows [[ScratchDamage some damage to pierce her titanic defenses]] and capped the uses of Devour to ten times a day. However, she continued to stumble upon new exploits...
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A change to a game that weakens a particular item, ability or tactic. It's usually done to fix something perceived as a GameBreaker, and is almost always a subject of controversy in gaming communities. Occasionally, it's not a change in one game, but rather a change in an equivalent item, ability, or tactic between one game and its sequel.

In the past, Nerfs for console games were all but impossible due to lacking the ability to patch them. Modern consoles, however, provide this ability, so they now join computer games in this. Many games, especially {{MMORPG}}s and other online multiplayer games, are constantly adjusted to maintain balance. Sometimes, that requires taking something powerful down a peg or two. Of course, [[{{Munchkin}} users of]] [[ComplacentGamingSyndrome that item]] will not be amused, and will inevitably flock to the forums to complain, resulting in a FlameWar about whether or not the Nerf was justified. On the other hand, rants from {{Scrub}}s that something ''should'' be Nerfed are just as common. Either way, the subject is a touchy one.

A BalanceBuff or Revamp is a change for the better. These are as controversial as Nerfs; a Buff or Revamp to one unit's HitPoints is effectively a Nerf to the damage of anything attacking it. A FlameWar can even develop on whether a given change is a Buff, Revamp or a Nerf, much less an improvement in the game as a whole.

So why are Nerfs perceived as being such awful things? Well, human beings and even other great apes have a tendency towards loss aversion. For example, if playing a game of chance where you could lose $100, most people would only play if there's also a chance you could also win $200 or more. It works the same way with favorite characters or tactics; perceived losses simply hurt more than perceived wins.

These days, the term has been expanded so that "Nerf" is any downward adjustment, not just an unduly crippling one; similarly, the "Nerf Bat" is no longer [[WithThisHerring what the player is issued]] to take on TheEmpire with, but what the developer whacks him with. Anything subject to these kinds of Nerf might still be useful, but it won't be a GameBreaker anymore.

Nerfs are sometimes a necessary evil for the good of a game's long-term health, particularly competitive games with long ongoing support. If left unchecked, developers will keep adding new things that are stronger and better than the old ones to both keep players interested in the new content and to give them a reason to use them. This phenomenon is known as PowerCreep, and Nerfs are the most effective way to combat this besides the more nuclear option of outright removing them.

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A "nerf" is a term in video game lingo that describes a change to a game that weakens a particular item, ability or tactic. It's usually done to fix something perceived as a GameBreaker, and is almost always a subject of controversy in gaming communities. Occasionally, it's not a change in one game, but rather a change in an equivalent item, ability, or tactic between one game and its sequel.

In the past, Nerfs nerfs for console games were all but impossible due to lacking the ability to patch them. Modern consoles, however, provide this ability, so they now join computer games in this. Many games, especially {{MMORPG}}s and other online multiplayer games, are constantly adjusted to maintain balance. Sometimes, that requires taking something powerful down a peg or two. Of course, [[{{Munchkin}} users of]] [[ComplacentGamingSyndrome that item]] will not be amused, and will inevitably flock to the forums to complain, resulting in a FlameWar about whether or not the Nerf nerf was justified. On the other hand, rants from {{Scrub}}s that something ''should'' be Nerfed nerfed are just as common. Either way, the subject is a touchy one.

A BalanceBuff "[[BalanceBuff buff]]" or Revamp "revamp" is a change for the better. These are as controversial as Nerfs; nerfs; a Buff buff or Revamp revamp to one unit's HitPoints is effectively a Nerf nerf to the damage of anything attacking it. A FlameWar can even develop on whether a given change is a Buff, Revamp buff, revamp or a Nerf, nerf, much less an improvement in the game as a whole.

So why are Nerfs nerfs perceived as being such awful things? Well, human beings and even other great apes have a tendency towards loss aversion. For example, if playing a game of chance where you could lose $100, most people would only play if there's also a chance you could also win $200 or more. It works the same way with favorite characters or tactics; perceived losses simply hurt more than perceived wins.

These days, the term has been expanded so that "Nerf" "nerf" is any downward adjustment, not just an unduly crippling one; similarly, the "Nerf "nerf Bat" is no longer [[WithThisHerring what the player is issued]] to take on TheEmpire with, but what the developer whacks him with. Anything subject to these kinds of Nerf nerf might still be useful, but it won't be a GameBreaker anymore.

Nerfs are sometimes a necessary evil for the good of a game's long-term health, particularly competitive games with long ongoing support. If left unchecked, developers will keep adding new things that are stronger and better than the old ones to both keep players interested in the new content and to give them a reason to use them. This phenomenon is known as PowerCreep, and Nerfs nerfs are the most effective way to combat this besides the more nuclear option of outright removing them.
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* ''VideoGame/DisneySpeedstorm'': On the initial early access release, [[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/MonstersInc [[Franchise/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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*** The move Toxic, which previously could be learnt by each and every Pokémon that can learn at least one TM. As the move was so ridiculously powerful[[note]]it inflicts severe poison, a status effect defeating almost every enemy within a couple of turns, to an enemy Mon with an accuracy of 90% at no drawbacks; as every Pokémon could learn it there was no way to predict which one would use it[[/note]], it stopped being a technical machine (TM) so only Pokémon that can learn it naturally will have access to it, mostly poison types.

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*** The move Toxic, which previously could be learnt by each and every Pokémon that can learn at least one TM. As the move was so ridiculously powerful[[note]]it inflicts severe poison, a status effect defeating almost every enemy within a couple of turns, to an enemy Mon with an accuracy of 90% at no drawbacks; as every Pokémon could learn it there was no way to predict which one would use it[[/note]], it stopped being a technical machine (TM) so only Pokémon that can learn it naturally will have access to it, mostly poison types. When it was brought back as a TM in ''VideoGame/PokemonBrilliantDiamondAndShiningPearl'' and ''VideoGame/PokemonScarletAndViolet'', the number of Pokémon that can be taught it was greatly reduced.


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*** Similar to Toxic, Scald was a strong move [[note]]a base 80 power Water-type attack that has a 30% chance of burning the opponent, which could cripple physical attackers[[/note]] that was in a TM, which most Water-type Pokémon and a few others could know. In Gen IX, it stopped being a TM, making it so that only Volcanion (who has to be transferred over) could learn it. When it was brought back as a TM in the DLC, the number of Pokémon able to know it was vastly reduced.
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** While [[SummonMagic Poundmates]] can now be used more than once per battle, the cost of all of them goes up sharply after the first summon per battle to discourage spamming them.

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** While [[SummonMagic Poundmates]] can now be used more than once per battle, the cost of all of them goes up sharply after the first summon per battle to discourage spamming them. Also, you no longer get your first summon of each Poundmate for free.
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* ''VideoGame/LikeADragonInfiniteWealth'', compared to ''VideoGame/YakuzaLikeADragon'', saw a few classes/skills and mechanics get significantly weakened.
** Joongi Han's Hitman skillset no longer includes [[GameBreaker Head Trauma]], meaning he's no longer able to land a guaranteed knockdown on a foe without resorting to Essence skills.
** While [[SummonMagic Poundmates]] can now be used more than once per battle, the cost of all of them goes up sharply after the first summon per battle to discourage spamming them.
** Essence of Orbital Laser was replaced with Essence of Dondoko Beam, which is non-elemental as opposed to electric and does less damage.
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** Within ''Dracula's Curse'' itself, Grant [=DaNasty=]'s attack was changed from flinging daggers in the Japanese version to merely stabbing in the international ones, making what was previously an incredibly broken character into merely a fairly broken one.
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** Both of Pearl's Holo-Pearl abilities only allow up to two Holo-Pearls on the field, unlike in the previous game, where an ''unlimited'' amount can be summoned.
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** ''VideoGame/OnePiecePirateWarriors'' seems to be the most guilty of this out of all the entries, for understandable reasons. Since the source material that it's based on is a shounen manga that features extremely powerful characters, it makes sense to take them down a notch for a video game in which they're playable, to avoid making the game too easy. For example, Law's Room only spans a few meters in the game, despite being able to cover entire mountains in the manga.

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** ''VideoGame/OnePiecePirateWarriors'' seems to be the most guilty of this out of all the entries, for understandable reasons. Since the source material that it's based on is a shounen manga [[Manga/OnePiece shounen]] [[Franchise/OnePiece manga]] that features extremely powerful characters, it makes sense to take them down a notch for a video game in which they're playable, to avoid making the game too easy. For example, Law's Room only spans a few meters in the game, despite being able to cover entire mountains in the manga.
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I was misinformed; Toxic already stopped being a TM in Gen VIII


*** The aforementioned Toxic was nerfed even further in this gen, not appearing as a TM at all.
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*** The move Toxic, which previously could be learnt by each and every Pokémon that can learn at least one TM. As the move was so ridiculously powerful[[note]]it inflicts severe poison, a status effect defeating almost every enemy within a couple of turns, to an enemy Mon with an accuracy of 90% at no drawbacks; as every Pokémon could learn it there was no way to predict which one would use it[[/note]], it now became limited to poison types with only a few exceptions.

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*** The move Toxic, which previously could be learnt by each and every Pokémon that can learn at least one TM. As the move was so ridiculously powerful[[note]]it inflicts severe poison, a status effect defeating almost every enemy within a couple of turns, to an enemy Mon with an accuracy of 90% at no drawbacks; as every Pokémon could learn it there was no way to predict which one would use it[[/note]], it now became limited stopped being a technical machine (TM) so only Pokémon that can learn it naturally will have access to it, mostly poison types with only a few exceptions.types.
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*** The move Toxic, which previously could be learnt by each and every Pokémon that can learn at least one TM. As the move was so ridiculously powerful[[note]]it inflicts severe poison, a status effect defeating almost every enemy within a couple of turns, to an enemy Mon with an accuracy of 90% at no drawbacks; as every Pokémon could learn it there was no way to predict which one would use it[[/note]], it now became limited to poison types with only a few exceptions.


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*** The aforementioned Toxic was nerfed even further in this gen, not appearing as a TM at all.
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* In ''VideoGame/WarioLand4'', Wario has [[HeartsAreHealth an actual health meter]] rather than just being completely invincible like his ''VideoGame/WarioLand2'' self or being "completely invincible outside of the game's [[FinalBoss final boss]] fight" like his ''VideoGame/WarioLand3'' self.

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* In ''VideoGame/WarioLand4'', Wario has [[HeartsAreHealth an actual health meter]] rather than just being completely invincible like his ''VideoGame/WarioLand2'' ''VideoGame/WarioLandII'' self or being "completely invincible outside of the game's [[FinalBoss final boss]] fight" like his ''VideoGame/WarioLand3'' self.
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* ''VideoGame/FZero99'', when compared to the original ''VideoGame/FZero'':

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* ''VideoGame/FZero99'', when compared to the original ''VideoGame/FZero'':''VideoGame/FZero1990'':
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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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** ''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 precise, and it is mainly used by griefers to anger players who are doing businesses business and sales missions. This was nerfed in The Criminal Enterprises update in which greatly reduces reduced the homing effectiveness and increasing increased the cooldown of the countermeasures. As for of April 27th 2023, the vehicle's price is now was also increased from 3 millions million to 8 millions million with a trade price of 6 millions.million.
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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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* [[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 plantplant.
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** Sometimes changes in the rules happen after a single race, because a team introduced something that gave unfair advantage and couldn't be engineered by its opponents, or was too dangerous, like when Brabham in 1978 won thanks to a rear fan that was promptly banned afterwards. In this case it is an ObviousRulePatch.

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** Sometimes changes in the rules happen after a single race, because a team introduced something that gave unfair advantage and couldn't be engineered by its opponents, or was too dangerous, like when Brabham in 1978 won thanks to [[https://en.wikipedia.org/wiki/Brabham_BT46 a rear fan fan]] that was [[ObviousRulePatch promptly banned afterwards. In this case it is an ObviousRulePatch.afterwards]].
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* ''VideoGame/VGAPlanets:'' The most recent version of this 4X game, based on the "Planets Nu" site, has done this to the Crystal race's webmines; they now suck fuel from any other race's exposed ships, even if the victim is formally allied to the Crystals.
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* ''WebVideo/CriticalRole'': In the first campaign, Percy risked becoming extremely overpowered as he is the first person in his medieval fantasy world to have invented firearms. There are several disadvantages placed on being a gunslinger however: Taliesin, the person playing Percy, has to prove to the DungeonMaster that it would be possible for Percy to create his weapons with the materials available to him, and all of his creations have a chance of malfunctioning or exploding in his face in the middle of battle, forcing him to switch weapons or waste time repairing his guns on the fly. Matt also had to rebalance some aspects of the Gunslinger subclass mid-game (par for the course for a homebrew subclass), such as reducing the efficacy of the headshot aspect of his Trick Shot ability to prevent him from imposing disadvantage on enemies continuously.
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* In ''VideoGame/FinalFantasyXI'', which emphasizes cooperative play more than the average {{MMORPG}}, any perceived "nerf" of a job class can grossly affect that class's invitation rates for years to come, often far out of proportion to the actual impact of the change. The most infamous was the "Dragoon nerf", actually a nerfing of multi-hit [[LimitBreak weaponskills]] in general that prevented them from being spammed, which happened to hit the Dragoon's most famous weaponskill particularly hard. For years, despite the introduction of enemies that a Dragoon would work well against and some shoring up of the job's most glaring weaknesses, Dragoons had a very hard time getting invited to experience point parties; this state of affairs only changed with a controversially large {{Buff}} to ''all'' two-handed weapons.

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* In ''VideoGame/FinalFantasyXI'', which emphasizes cooperative play more than the average {{MMORPG}}, MMORPG, any perceived "nerf" of a job class can grossly affect that class's invitation rates for years to come, often far out of proportion to the actual impact of the change. The most infamous was the "Dragoon nerf", actually a nerfing of multi-hit [[LimitBreak weaponskills]] in general that prevented them from being spammed, which happened to hit the Dragoon's most famous weaponskill particularly hard. For years, despite the introduction of enemies that a Dragoon would work well against and some shoring up of the job's most glaring weaknesses, Dragoons had a very hard time getting invited to experience point parties; this state of affairs only changed with a controversially large {{Buff}} buff to ''all'' two-handed weapons.
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** ''Afterbirth'' and ''Afterbirth+'' had made Shops increasingly powerful, so ''Repentance'' nerfed several of the items in the Shop Item Pool to try to reduce the shopping meta:
*** Humbleing Bundle originally changed all single hearts, keys, coins, and bombs to their double versions. In ''Repentance'', only 50% of the pickups would change to their double versions, and this was no longer applied retroactively.
*** Blank Card no longer copies the effects of both cards and runes, with runes being given a separate item that replicates them. Blank Card, Clear Rune, and Placebo (the counterpart for pills) also change the number of room charges they have depending on the type of card/rune/pill they replicate, with powerful ones taking longer to recharge.
*** Restock, which always has anything bought from a Shop be replaced with another copy of it, has been changed in ''Repentance'' so the restocked items get progressively expensive up to the soft cap of 99.
*** Steam Sale itself was never changed -- its ability has always been to reduce the cost of sold items by 50%. Multiple copies of it originally doubled this reduction and made all items completely free, which completely broke the game when paired with Restock. In ''Repentance'', multiple copies of Steam Sale instead just further reduce the price by a formula, with it being impossible to get completely free items no matter how many copies are picked up.
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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 moves if held by Lati@s rather than increasing their Special Attack and Special Defense by 50%.

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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 gives [[ActionInitiative priority]] to Flying-type moves 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 moves if held by Lati@s rather than increasing their Special Attack and Special Defense by 50%.

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