History Main / PowerCreep

29th Apr '16 4:56:52 AM universalperson
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** Parodied in ''Whispers of the Old Gods'' with [[BackwardsName Am'gam]] Rager. As the name implies, it's the aforementioned Magma Rager in reverse, and it's flavor text is "''peerc rewop''". The joke is that a 1/5 is for three mana is about as bad as a 5/1.
18th Apr '16 4:10:00 AM ThemJohns
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** If you want a more ''direct'' example of Power Creep, just take a look at these two cards introduced in ''The Grand Tournament'' expansion: Evil Heckler is exactly the same as Booty Bay Bodyguard, but costs 1 Mana less, and Ice Rager marginally beats out the infamously bad [[GlassCannon Magma Rager]] in usefulness by the merit of having ''a single point of Health more'' than Magma Rager.

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** If you want a more ''direct'' example of Power Creep, just take a look at these two cards introduced in ''The Grand Tournament'' expansion: Evil Heckler is exactly the same as Booty Bay Bodyguard, Bodyguard (A 5-Mana 5/4 minion with Taunt), but costs 1 Mana less, and Ice Rager marginally beats out the infamously bad [[GlassCannon Magma Rager]] in usefulness by the merit of having ''a single point of Health more'' than Magma Rager.Rager (as a 5/2, as opposed to a 5/1).
18th Apr '16 4:08:53 AM ThemJohns
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** Blizzard seems to be addressing the Power Creep issue with the introduction of Standard format, which forbids older expansions from being used. Coincidentally, the two expansions that are first being rotated out of the format (''Curse of Naxxramus'' and ''Goblins vs. Gnomes'') contains many of the most dominant cards in the game since. It also ensures that even new and possibly overpowered cards will eventually get cycled out, or at least possibly receive indirect nerfs by removing older cards that had strong synergy with newer ones. For example, Mysterious Challenge, the single-most [[TierInducedScrappy notorious]] card at the moment, got less powerful with the removal of Avenge and Muster for Battle. [[note]]Avenge, when combined with Noble Sacrifice, allowed you to block a hit with a 2/1 minion, which would automatically trigger Avenge to give a random minion +3/+2. Combine that with Muster for Battle to summon 3 1/1s and Competitive Spirit and you can have either 3 2/2s and a 10/9 or a 7/7, a 5/4, and two 2/2s on the next turn, giving you substantial board control as long as the opponent didn't have AoE removal at hand. Muster for Battle's comparative replacement, Stand Against Darkness, costs one too much mana to play in one turn normally.[[/note]]

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** If you want a more ''direct'' example of Power Creep, just take a look at these two cards introduced in ''The Grand Tournament'' expansion: Evil Heckler is exactly the same as Booty Bay Bodyguard, but costs 1 Mana less, and Ice Rager marginally beats out the infamously bad [[GlassCannon Magma Rager]] in usefulness by the merit of having ''a single point of Health more'' than Magma Rager.
** Blizzard seems to be addressing the Power Creep issue with the introduction of Standard format, which forbids older expansions from being used. Coincidentally, the two expansions that are first being rotated out of the format (''Curse of Naxxramus'' and ''Goblins vs. Gnomes'') contains many of the most dominant cards in the game since. It also ensures that even new and possibly overpowered cards will eventually get cycled out, or at least possibly receive indirect nerfs by removing older cards that had strong synergy with newer ones. For example, Mysterious Challenge, Challenger, the single-most [[TierInducedScrappy notorious]] card at the moment, got less powerful with the removal of Avenge and Muster for Battle. [[note]]Avenge, when combined with Noble Sacrifice, allowed you to block a hit with a 2/1 minion, which would automatically trigger Avenge to give a random minion +3/+2. Combine that with Muster for Battle to summon 3 1/1s and Competitive Spirit and you can have either 3 2/2s and a 10/9 or a 7/7, a 5/4, and two 2/2s on the next turn, giving you substantial board control as long as the opponent didn't have AoE removal at hand. Muster for Battle's comparative replacement, Stand Against Darkness, costs one too much mana to play in one turn normally.[[/note]]
10th Apr '16 10:12:52 PM ThemJohns
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** The Power Creep is being addressed somewhat with the introduction of Standard format, which forbids older expansions from being used. Coincidentally, the two expansions that are first being rotated out of the format (''Curse of Naxxramus'' and ''Goblins vs. Gnomes'') contains many of the most dominant cards in the game since. Even newer cards that had synergy with those cards were nerfed indirectly. Even Mysterious Challenge, the single-most [[TierInducedScrappy notorious]] card at the moment, got less powerful with the removal of Avenge and Muster for Battle. [[note]]For 9 Mana, you can have a 6/6 and 3 1/1s plus one of each Paladin Secret in play. If an enemy attacks, then Noble Sacrifice would trigger to block it with a minion, which would die and activate Avenge to give a random minion +3/+2, then the next turn, Competitive Spirit would give any remaining minions a +1/+1.[[/note]]

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** The Blizzard seems to be addressing the Power Creep is being addressed somewhat issue with the introduction of Standard format, which forbids older expansions from being used. Coincidentally, the two expansions that are first being rotated out of the format (''Curse of Naxxramus'' and ''Goblins vs. Gnomes'') contains many of the most dominant cards in the game since. Even newer It also ensures that even new and possibly overpowered cards will eventually get cycled out, or at least possibly receive indirect nerfs by removing older cards that had strong synergy with those cards were nerfed indirectly. Even newer ones. For example, Mysterious Challenge, the single-most [[TierInducedScrappy notorious]] card at the moment, got less powerful with the removal of Avenge and Muster for Battle. [[note]]For 9 Mana, you can have a 6/6 and 3 1/1s plus one of each Paladin Secret in play. If an enemy attacks, then [[note]]Avenge, when combined with Noble Sacrifice would trigger Sacrifice, allowed you to block it a hit with a 2/1 minion, which would die and activate automatically trigger Avenge to give a random minion +3/+2, then the next turn, +3/+2. Combine that with Muster for Battle to summon 3 1/1s and Competitive Spirit would give any remaining minions and you can have either 3 2/2s and a +1/+1.10/9 or a 7/7, a 5/4, and two 2/2s on the next turn, giving you substantial board control as long as the opponent didn't have AoE removal at hand. Muster for Battle's comparative replacement, Stand Against Darkness, costs one too much mana to play in one turn normally.[[/note]]
28th Mar '16 4:38:05 AM ThemJohns
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** The Power Creep is being addressed somewhat with the introduction of Standard format, which forbids older expansions from being used. Coincidentally, the two expansions that are first being rotated out of the format (''Curse of Naxxramus'' and ''Goblins vs. Gnomes'') contains many of the most dominant cards in the game since. Even newer cards that had synergy with those cards were nerfed indirectly. Even Mysterious Challenge, the single-most [[TierInducedScrappy notorious]] card at the moment, got less powerful with the removal of Avenge and Muster for Battle. [[note]]For 9 Mana, you can have a 6/6 and 3 1/1s plus one of each Paladin Secret in play. If an enemy attacks, then Noble Sacrifice would trigger to block it with a minion, which would die and activate Avenge to give a random minion +3/+2, then the next turn, Competitive Spirit would give any remaining minions a +1/+1.[[/note]]
23rd Mar '16 7:31:16 AM PDL
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** That said, ''Pokemon'' is also a subversion in that many of the {{Com Mon}}s from early versions of the game also frequently get new moves, abilities and evolutions that make them much more playable. The dividing attacks into Physical and Special types also allowed many Pokemon to make better use of their attacking stats. For example, the Krabby and Kingler line had high Physical attack power, but since Water-elemental attacks were originally Special in nature, Kingler's SignatureMove Crabhammer wasn't very useful. In newer versions of the game, Crabhammer is considered a Physical attack and runs off Kingler's high Physical attack power, allowing it to do a lot more damage.

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** That said, ''Pokemon'' is also a subversion in that many of the {{Com Mon}}s monsters from early versions of the game also frequently get new moves, abilities and abilities, evolutions and other changes to mechanics that make them much more playable. The One such change was the dividing attacks into Physical and Special types also types. This allowed many Pokemon to make better use of their attacking stats. For example, the Krabby and Kingler line had high Physical attack power, but since Water-elemental attacks were originally Special in nature, Kingler's SignatureMove Crabhammer wasn't very useful. In newer versions of the game, Crabhammer is considered a Physical attack and runs off Kingler's high Physical attack power, allowing it to do a lot more damage.
20th Mar '16 10:19:20 AM JM1982
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** That said, ''Pokemon'' is also a subversion in that many of the {{Com Mon}}s from early versions of the game also frequently get new moves, abilities and evolutions that make them much more playable. The dividing attacks into Physical and Special types also allowed many Pokemon to make better use of their attacking stats. For example, the Krabby and Kingler line had high Physical attack power, but since Water-elemental attacks were originally Special in nature, Kingler's SignatureMove Crabhammer wasn't very useful. In newer versions of the game, Crabhammer is considered a Physical attack and runs off Kingler's high Physical attack power, allowing it to do a lot more damage.
8th Feb '16 4:33:53 PM Mythros
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The thing is that this gets out of hand really easy, particularly in a LongRunner. After four or five expansions, with the new [[UpToEleven Infinity+8 Swords that gives you 10 free mana]], there is little point in using the [[SoLastSeason Inifinity+3 Sword that cost 2 mana]], and let's not talk about the lame [[OvershadowedByAwesome Inifnity+1 Sword that cost 5 mana!]] ([[SeinfeldIsUnfunny Who'd ever use that, anyway?]])

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The thing is that this gets out of hand really easy, particularly in a LongRunner. After four or five expansions, with the new [[UpToEleven Infinity+8 Swords that gives you 10 free mana]], there is little point in using the [[SoLastSeason Inifinity+3 Sword that cost 2 mana]], and let's not talk about the lame [[OvershadowedByAwesome Inifnity+1 Infinity+1 Sword that cost 5 mana!]] ([[SeinfeldIsUnfunny Who'd ever use that, anyway?]])
18th Jan '16 9:27:31 AM NoSpoilerz
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This makes sense, [[MoneyDearBoy at least from a monetary point of view]]. New-added-content requires people to actually buy it and use it, but why would they use their money to buy some obscure thing they don't know how to use (yet) if [[{{Whoring}} they can keep on using]] their awesome InfinityPlusOneSword by paying 5 mana? Easy, make every new content item a [[GameBreaker Inifinity+2 Sword]] which requires 3 mana to work. And the same will happen in the next expansion, with a [[UpToEleven Infinity+3 Sword that only costs 2 mana]].

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This makes sense, [[MoneyDearBoy at least from a monetary point of view]]. New-added-content requires people to actually buy it and use it, but why would they use their money to buy some obscure thing they don't know how to use (yet) if [[{{Whoring}} they can keep on using]] their awesome InfinityPlusOneSword by paying 5 mana? Easy, make every new content item a an [[GameBreaker Inifinity+2 Sword]] which requires 3 mana to work. And the same will happen in the next expansion, with a an [[UpToEleven Infinity+3 Sword that only costs 2 mana]].
17th Dec '15 8:45:41 AM Megacles
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** From Fifth Edition, the Favored Soul could arguably be an example of this. When creating a Sorcerer, one chooses an origin for their powers. The core rulebooks for Fifth Edition gave two: Draconic Bloodline and Wild Magic. Later material gave the Favored Soul. Traditionally, the sorcerer's greatest weakness has been knowing only a small handful of spells. When a Favored Soul is created, they select one Cleric domain and automatically learn those spells as they level up, in addition to the spells that a Sorcerer would usually know. From levels 1-9, the Favored Soul will know double the spells that any other Sorcerer will know, including some that arcane casters can't usually learn. They also are able to use simple weapons, shields, and light or medium armor, negating the [[SquishyWizard usual weakness]] even moreso than the Draconic Bloodline's first level trait.
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