History Main / PowerCreep

7th Oct '17 4:54:51 PM morenohijazo
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** Besides that, there's also a number of items which behave quite different from their old, in-tier cousins, but are nonetheless vastly superior. For instance, among Melee weapons, ''good'' early game weapons included [[EpicFlail Flails]] which could hit lots of enemies but were difficult to use, and Spears which were great for playing keep-away but had much less range than Flails. The Ice Blade was introduced later, and can be found randomly in chests at the very beginning of the game if you're brave/skilled enough to explore. Between its [[SwordBeam projectiles fired on swing]], good DPS, autoswing, and ease of acquisition, the Ice Blade managed to completely blow ''every other pre-Hardmode melee'' weapon out of the water except, arguably, for the InfinityPlusOneSword that required a complicated crafting process to obtain.
** And then Patch 1.3 came along and introduced ''[[LethalJokeWeapon Yoyos,]]'' with a behavior set and damage output that rendered every other melee weapon in the game almost completely obsolete, ''starting'' with the fact that they can effectively stunlock foes without effort and attack enemies around corners with impunity...

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** Besides that, there's also a number of items which behave quite different from their old, in-tier cousins, but are nonetheless vastly superior. For instance, among Melee weapons, ''good'' early game weapons included [[EpicFlail Flails]] which could hit lots of enemies but were difficult to use, and Spears which were great for playing keep-away but had much less range than Flails. The Ice Blade was introduced later, and can be found randomly in chests at the very beginning of the game if you're brave/skilled enough to explore. Between its [[SwordBeam projectiles fired on swing]], good DPS, autoswing, and ease of acquisition, the Ice Blade managed to completely blow ''every other pre-Hardmode melee'' weapon out of the water except, arguably, for the InfinityPlusOneSword that required requires a complicated crafting process to obtain.
obtain and another sword that has a low chance of appearing in one of a handful of shrines that generate in a world.
** And then Patch 1.3 came along and introduced ''[[LethalJokeWeapon Yoyos,]]'' Yoyos]]'', with a behavior set and damage output that rendered every other melee weapon in the game almost completely obsolete, ''starting'' starting with the fact that they can effectively stunlock foes without effort and attack enemies around corners and through one-block-wide gaps with impunity...impunity.



1st Oct '17 10:58:09 AM SheldonDinkleburg
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One other reason game developers will resort to Power Creep in competitive games is because of how game length impacts tournaments. Long, drawn out games are harder to schedule since it's less easy to predict when everyone will finish on time. Thus, a side effect of Power Creep is that games become faster, thus making it easier on tournament organizers to stay on time.

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One other reason game developers will may resort to Power Creep in competitive games is because of how game length impacts tournaments. Long, drawn out games are harder to schedule since it's less easy to predict when everyone will finish on time. Thus, a side effect of with Power Creep is that making games become faster, thus making it tournaments become more accessible, less time-consuming, and easier on tournament organizers to stay on time.
plan.
1st Oct '17 10:56:22 AM SheldonDinkleburg
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Added DiffLines:

One other reason game developers will resort to Power Creep in competitive games is because of how game length impacts tournaments. Long, drawn out games are harder to schedule since it's less easy to predict when everyone will finish on time. Thus, a side effect of Power Creep is that games become faster, thus making it easier on tournament organizers to stay on time.
8th Sep '17 8:42:52 AM PDL
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** ''Pokémon'' is also a subversion in that many monsters from early versions of the game also frequently get new moves, abilities, evolutions and other changes to mechanics that make them much more playable. One such change was dividing all attacks into being physical or special, rather than one or the other based on its type. This allowed many Pokemon to make better use of their attacking stats.[[labelnote:*]]For example, the Kingler line has high Attack power, but since Water-type attacks were originally special in nature (thus running off its lower Special Attack), Kingler's SecretArt Crabhammer wasn't very useful. In newer games, Crabhammer is considered a physical attack and runs off Kingler's Attack stat, allowing it to do a lot more damage.[[/labelnote]]

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** ''Pokémon'' is also a subversion in that many monsters from early versions of the game also frequently get new moves, abilities, evolutions and other changes to mechanics that make them much more playable. One such change was dividing all attacks into being physical or special, rather than one or the other based on its type. This allowed many Pokemon to make better use of their attacking stats.[[labelnote:*]]For example, the Kingler line has high Attack power, but since Water-type attacks were originally special in nature (thus running off its lower Special Attack), Kingler's SecretArt Crabhammer wasn't very useful. In newer games, Crabhammer is considered a physical attack and runs off Kingler's Attack stat, allowing it to do a lot more damage.[[/labelnote]][[/labelnote]]. The above-mentioned [[SuperMode Mega Evolution]] mechanic was mostly given to older Pokémon.
28th Aug '17 3:05:24 PM sarysa
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** ''VideoGame/PokemonOmegaRubyAndAlphaSapphire'' brought along two Mega Evolution-like Legendaries in the form of Mega Groudon and Mega Kyogre, except neither use the party's Mega slot -- essentially allowing three in a single party. Its new Mega legendary, Mega Rayquaza, requires no item for its Mega Evolution to occur, has a base Attack of 180, and ties with Mega Mewtwo X/Y's 780 base stat total. It has the infamous distinction of causing a new Smogon tier called "Anything Goes" to be created, a ban list for the Uber tier which itself was meant to be a ban list.
31st Jul '17 9:51:43 PM StrixObscuro
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31st Jul '17 9:47:10 PM Quarma
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** A general issue with the Basic/Classic Sets is that they heavily overvalued effects like restoring health and Taunt while undervaluing effects like gaining attack and Charge. Later expansions have power creeped heavily to give effects their proper cost, to the complaints of almost no one... though a lot of players would enjoy the original cards being adjusted to match instead of simply being replaced. A commonly-touted example is Silverback Patriarch, a 3-cost 1/4 Beast with Taunt who even at the time was criminally understatted (basically paying 2 mana for 1 attack when compared to the 0/4 Shieldbearer). Since then, we've gotten: a 3-cost 1/4 with Charge and Taunt, a 3-cost 3/4 Beast with Taunt, a 3-cost 2/4 with Taunt, a 2-cost 1/4 with Taunt and "Give your C'thun Taunt," a 3-cost 1/4 with Taunt that adds another Taunt minion to your hand, and a 3-cost 1/5 Elemental with Taunt that has +2 Attack during your opponent's turn.

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** A general issue with the Basic/Classic Sets is that they heavily overvalued effects like restoring health and Taunt while undervaluing effects like gaining attack and Charge. Later expansions have power creeped heavily to give effects their proper cost, to the complaints of almost no one... though a lot of players would enjoy the original cards being adjusted to match instead of simply being replaced. A commonly-touted example is Silverback Patriarch, a 3-cost 1/4 Beast with Taunt who even at the time was criminally understatted (basically paying 2 mana for 1 attack when compared to the 0/4 Shieldbearer). Since then, we've gotten: a 3-cost 1/4 with Charge and Taunt, a 3-cost 3/4 Beast with Taunt, a 3-cost 2/4 with Taunt, a 2-cost 1/4 with Taunt and "Give your C'thun Taunt," a 3-cost 1/4 with Taunt that adds another Taunt minion to your hand, and a 3-cost 1/5 Elemental with Taunt that has +2 Attack during your opponent's turn.turn, and a 3-cost 1/6 with Taunt that gains 1 health whenever you summon a minion.
31st Jul '17 8:51:13 PM Loyal2NES
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* ''VideoGame/CommandAndConquer'' has this, at least up to ''[[VideoGame/CommandAndConquerGenerals Generals]]'' and its expansion, although it is only noticeable in the code and seems to be limited to infantry hitpoints and weapon damage. Infantry became more resilient as the series progressed. For example, basic infantry in the first two games having 40 hitpoints, while by the time of ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' it had tripled to 120 and by the time of ''Generals'', at least the American basic infantryman has 180 HP, all the while maintaining the same damage output. Curiously, vehicle/tank HP has stayed fairly consistent throughout the games. This has made infantry increasingly effective combat units next to armored vehicles. On the other hand, tank weapon damage has seen a similar progression, with the light tank's gun of the first two games entirely abandoned by ''Tiberian Sun'', while the previous medium tank gun became that game's lightest gun. By the time ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' rolled around, the lightest tank gun in common use is the gun used on heavy tanks in the second game, plus a hefty damage upgrade, while Red Alert 2's heavy tanks used the gun caliber (although with only one barrel instead of two) previously used on "Mammoth" super-heavy tanks in the first two games... and the new super-heavy Apocalypse Tank got an entirely new weapon with an even higher damage output.




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* ''VideoGame/{{Terraria}}'' has gone through several infrequent but ''major'' content updates, expanding the number and variety of items available to the player at almost every stage of progression. Unfortunately, in many cases the newly-introduced items are invariably superior to their contemporaries, though the degree to which this happens varies.
** For instance, one update introduced Tin, Lead, Tungsten, and Platinum, ores which are functionally identical to the game's original Copper, Iron, Silver, and Gold ores - any recipe that calls for one will have an identical recipe that calls for the other, and produces the same result, such as a Gold Watch versus a Platinum Watch, which both do the same thing. In fact, a newly created world would randomly pick just one ore of each tier to generate with. Hardmode introduces another set of ores which have similar alternate mirrors that the game will randomly pick from. However, weapons and armor made of the alternate set of ores are strictly superior to the original ores.
** Besides that, there's also a number of items which behave quite different from their old, in-tier cousins, but are nonetheless vastly superior. For instance, among Melee weapons, ''good'' early game weapons included [[EpicFlail Flails]] which could hit lots of enemies but were difficult to use, and Spears which were great for playing keep-away but had much less range than Flails. The Ice Blade was introduced later, and can be found randomly in chests at the very beginning of the game if you're brave/skilled enough to explore. Between its [[SwordBeam projectiles fired on swing]], good DPS, autoswing, and ease of acquisition, the Ice Blade managed to completely blow ''every other pre-Hardmode melee'' weapon out of the water except, arguably, for the InfinityPlusOneSword that required a complicated crafting process to obtain.
** And then Patch 1.3 came along and introduced ''[[LethalJokeWeapon Yoyos,]]'' with a behavior set and damage output that rendered every other melee weapon in the game almost completely obsolete, ''starting'' with the fact that they can effectively stunlock foes without effort and attack enemies around corners with impunity...
30th Jul '17 8:07:17 PM Quarma
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Added DiffLines:

** A general issue with the Basic/Classic Sets is that they heavily overvalued effects like restoring health and Taunt while undervaluing effects like gaining attack and Charge. Later expansions have power creeped heavily to give effects their proper cost, to the complaints of almost no one... though a lot of players would enjoy the original cards being adjusted to match instead of simply being replaced. A commonly-touted example is Silverback Patriarch, a 3-cost 1/4 Beast with Taunt who even at the time was criminally understatted (basically paying 2 mana for 1 attack when compared to the 0/4 Shieldbearer). Since then, we've gotten: a 3-cost 1/4 with Charge and Taunt, a 3-cost 3/4 Beast with Taunt, a 3-cost 2/4 with Taunt, a 2-cost 1/4 with Taunt and "Give your C'thun Taunt," a 3-cost 1/4 with Taunt that adds another Taunt minion to your hand, and a 3-cost 1/5 Elemental with Taunt that has +2 Attack during your opponent's turn.
29th Jun '17 3:03:06 AM StFan
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[[quoteright:350:[[VideoGame/{{Hearthstone}} http://static.tvtropes.org/pmwiki/pub/images/ragers.png]]]]

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