History Main / PowerCreep

23rd May '16 7:47:39 PM TheNerfGuy
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*** This is most because the expansion books only add one base class, period (Warlock). The rest of the added classes are prestige classes, which are slight to moderate variants of existing base classes and pretty much embody this trope. The big source of creep is new spells, which apply to the baseline casters just as much as the new classes.
17th May '16 7:35:43 AM Nalte
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* In CardfightVanguard, to see pure PowerCreep in action, just look at how mechanics have progressed - at first, we had normal grade 3 units. Then, we got Limit Break and Break Rides, the former of which commonly added 5000 power to the vanguard, and the latter adding 10000. Legion kept the roughly-10000 power increase but eased up the activation conditions, as well as giving it to the vanguard for the entire time they are in Legion, not just the Break Ride turn. Now we have Striding, which adds ''15000'' power to the vanguard's attacking power, and it's fairly difficult to not be able to Stride at all. However the next mechanic works, it's a safe bet that it will add 20000 power to your vanguard.
** It's present on the other end of the scale as well; first, every card was either 5000 shield or 10000 shield. Slowly, more units came out that could go from 5000 to 10000 shield, as well as being passable units in their own right (if not amazing). The G-era gave most clans a card which was worth 15000 shield once a condition was met. Now, we get G-guardians, which are always the full 15000 shield, as well as adding all sorts of useful abilities (including gaining even more shield) on top.
*** Perfect shields/null guards/complete shields have had their own style of creep. The base units were able to stop any attack by discarding a card. Newer versions only did it for your vanguard (i.e. the only unit that usually gets attacked with huge enough numbers to warrant a perfect shield anyway), but gave you a counterblast back if there was another copy of itself in the drop. Now, keyword perfect shields frequently lose the reflip ability, but give you some way to bounce back to the hand from the field, letting you use it as an actual unit without sacrificing the ability to defend from high-power attacks at all.
** Costs in general for abilities also lower over time. What once cost [[http://cardfight.wikia.com/wiki/Dragonic_Kaiser_Vermillion three counterblast]] now is [[http://cardfight.wikia.com/wiki/Dragonic_Kaiser_Crimson free with new support]], as well as adding 10000 power on top to make sure the front row gets pummelled... And ''even that'' wasn't even good enough to play, on release.
13th May '16 3:14:29 PM Stealth
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* You get this in ''VideoGame/WorldOfTanks'' due to older tanks not being adjusted to new tank stats. For instance, the Super Pershing is a premium Tier 8 medium tank that used to be a decent choice in older builds of the game, [[StoneWall trading agility and firepower for amazing frontal defenses]]. However, with the advent of fast, accurate tanks such as the Panther 58 Mutz and Patton Korea, as well as larger guns with ever-increasing penetration values, the Super Pershing is now considered one of the least favorable, least profitable of the Tier 8 premiums. This also happened to the KV-1 with the introduction of the O-I Experimental, a tank in the same league of armor and firepower but was a good 33% faster even though it was almost twice as heavy. To Wargaming's credit, they did try to buff the Super Pershing back to being a defensive powerhouse and nerfed the O-I series of tanks to make them less ridiculously potent, so they are at least aware enough of the trope to try and head it off.
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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PowerCreep