History Main / PowerCreep

24th Jul '16 12:36:13 AM FurryKef
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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 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]]

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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'' Naxxramas'' 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 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]]
7th Jul '16 3:02:25 AM Hyoroemon
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*** The lack of 'standard' format is justifed due to Konami periodically asses the banlist, making it less long that what it actually looked like. For example, in 2015, Raigeki (a spell with effect to wipe opposing's monster without cost) from banned list after most of modern deck can handle getting hit by one due to easiness of special summoning them compared to past.
25th Jun '16 10:02:10 AM Guide
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** Additionally, some of the drift has been deliberate. The overall pattern in ''MagicTheGathering'' has been creatures growing in strength, with spells weakening, because when the game first came out, LinearWarriorsQuadraticWizards was in full effect. The infamous [[GameBreaker/MagicTheGathering Power Nine]] were early cards considered to be the most powerful effects in the game ([[BoringButPractical despite all but one of them being fairly boring in effect]]). Six of them are mana sources, but the other three are all spells. There are no creatures in the Power Nine. And if you clock on that link and go to the list of ''Magic'''s {{Game Breaker}}s, you'll note that very few of them are creatures.

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** Additionally, some of the drift has been deliberate. The overall pattern in ''MagicTheGathering'' has been creatures growing in strength, with spells weakening, because when the game first came out, LinearWarriorsQuadraticWizards was in full effect. The infamous [[GameBreaker/MagicTheGathering Power Nine]] were early cards considered to be the most powerful effects in the game ([[BoringButPractical despite all but one of them being fairly boring in effect]]). Six of them are mana sources, but the other three are all spells. There are no creatures in the Power Nine. And if you clock click on that link and go to the list of ''Magic'''s {{Game Breaker}}s, you'll note that very few of them are creatures.
21st Jun '16 1:54:53 PM KamenRiderOokalf
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* TabletopGame/YuGiOh, as seen in the above image and caption. Yu-Gi-Oh suffers somewhat from Power Creep corresponding with the release of each new anime. The idea is that, to make the new game mechanics and wealth of new cards playable, they have to be stronger than what's already available. Most of the old cards that are still used tend to be "staples". This is sometimes subverted through the Forbidden & Limited List which attempts to balance the game out and can sometimes make older cards useful again.
** The addition of new ways to Special Summon monsters(specifically, Synchro and Xyz) represent a major form of Power Creep. In the old days of Yu-Gi-Oh!, certain Special Summons (Fusions and Ritual monsters) required their own cards for set-up(such as Polymerization, Fusion Material monsters, or the Ritual Magic Card), and generally could not be as easily deployed. The metagame tended to favor powerful single-Tribute monsters at highest(such as Summoned Skull). Nowadays, the right deck set-up can swarm the field with Special Summoned level 7 or 8 monsters.

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* TabletopGame/YuGiOh, ''TabletopGame/YuGiOh'', as seen in the above image and caption. Yu-Gi-Oh ''Yu-Gi-Oh!'' suffers somewhat from Power Creep corresponding with the release of each new anime. The idea is that, to make the new game mechanics and wealth of new cards playable, they have to be stronger than what's already available. Most of the old cards that are still used tend to be "staples". This is sometimes subverted through the Forbidden & Limited List which attempts to balance the game out and can sometimes make older cards useful again.
** The addition of new ways to Special Summon monsters(specifically, Synchro and Xyz) represent a major form of Power Creep. In the old days of Yu-Gi-Oh!, ''Yu-Gi-Oh!'', certain Special Summons (Fusions and Ritual monsters) required their own cards for set-up(such as Polymerization, Fusion Material monsters, or the Ritual Magic Card), and generally could not be as easily deployed. The metagame tended to favor powerful single-Tribute monsters at highest(such as Summoned Skull). Nowadays, the right deck set-up can swarm the field with Special Summoned level 7 or 8 monsters.



** Back the heyday of the original YuGiOh, Black Luster Soldier - Envoy of the Beginning was considered completely broken: being able to summon itself by banishing 1 light and 1 dark monster from the graveyard, thus putting a 3000 atk monster onto the field who can then either banish 1 monster in play or attack twice (but not both). This required: 1) at least 1 Dark and 1 Light Monster in your graveyard, 2) BLS-EOTD in your Hand. This meant that you had to have: 1)around 8+ Light monsters and around 8+ Dark Monsters in your deck so as to consistently draw them, 2) discard or sac outlets to get them into the graveyard, 3)some way to reliably draw your ONE BLS-EOTB, because you were only allowed to have 1. Cut to modern times: Number S39 - Utopia The Lightning can be summoned by simply having ''any'' two level 4 monsters in play to summon Utopia from your Extra Deck, who then by himself summons Utopia the Lightning from the Extra Deck. Utopia the Lightning doesn't allow ''any'' cards or effects to be activated during combat (so no flip effects, no mirror force, magical cylinders, etc.), and can increase his attack from 2500 to 5000 by dropping two Xyz Material Monsters when either attacking or defending. Many ''many'' level 4 monsters self-summon or summon a buddy directly from the deck or hand, so having even 1 monster in your hand is almost guaranteed to get out UTL immediately, because you ''always'' have access to every card in your Extra Deck. By the way, You're STILL only allowed to have 1 BLS-EOTB, but you're allowed to have 3 copies of UTL...

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** Back the heyday of the original YuGiOh, ''TabletopGame/YuGiOh'', Black Luster Soldier - Envoy of the Beginning was considered completely broken: being able to summon itself by banishing 1 light and 1 dark monster from the graveyard, thus putting a 3000 atk monster onto the field who can then either banish 1 monster in play or attack twice (but not both). This required: 1) at least 1 Dark and 1 Light Monster in your graveyard, 2) BLS-EOTD in your Hand. This meant that you had to have: 1)around 8+ Light monsters and around 8+ Dark Monsters in your deck so as to consistently draw them, 2) discard or sac outlets to get them into the graveyard, 3)some way to reliably draw your ONE BLS-EOTB, because you were only allowed to have 1. Cut to modern times: Number S39 - Utopia The Lightning can be summoned by simply having ''any'' two level 4 monsters in play to summon Utopia from your Extra Deck, who then by himself summons Utopia the Lightning from the Extra Deck. Utopia the Lightning doesn't allow ''any'' cards or effects to be activated during combat (so no flip effects, no mirror force, magical cylinders, etc.), and can increase his attack from 2500 to 5000 by dropping two Xyz Material Monsters when either attacking or defending. Many ''many'' level 4 monsters self-summon or summon a buddy directly from the deck or hand, so having even 1 monster in your hand is almost guaranteed to get out UTL immediately, because you ''always'' have access to every card in your Extra Deck. By the way, You're STILL only allowed to have 1 BLS-EOTB, but you're allowed to have 3 copies of UTL...
19th Jun '16 7:00:02 PM TheRedRedKroovy
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* This happens a lot in each ''VideoGame/{{Civilization}}'' game with each expansion pack. As new mechanics are added, older civilizations may not be able to perform the same play style as effectively, while new civilizations may have unique units, buildings, and abilities that seriously outclass those from the vanilla game.
** In ''Civ V'', America's unique ability, "Manifest Destiny", cuts the cost of buying tiles in half (and gives all land units +1 sight, a comparatively minor buff). Come the ''Brave New World'' expansion, you have the Shoshone's unique ability, "Great Expanse", which gives every newly-founded city eight free tiles and gives military units a combat bonus when fighting on friendly territory (i.e. on the home front). This thoroughly outclassed America's unique ability, which many fans felt should have been beefed up in ''Brave New World'' to make up for it. One of America's unique units, the Minuteman, did get a minor buff (it now generates Golden Age points from victories), but not enough to compensate.
** Also from ''V'', the Aztecs did not get a rework in ''Brave New World''. Before that, their unique ability, "Sacrificial Captives", giving them Culture for kills meant that they could be used to pursue a Cultural Victory (which involved accumulating culture points and using them to buy social policies), counterintuitive though it might seem. Under the Tourism system introduced by ''Brave New World'', which heavily redesigned the Culture system, including Cultural Victories, that is no longer possible.
** The big one in ''V'', though, is India. Their unique ability, "Population Growth", is the only one that carries a penalty: namely, it doubles unhappiness from the number of cities, with the fact that it halves unhappiness from total population (a very powerful buff) making up for it. It was crafted with the intention of building a very "tall" nation with a small handful of very densely-populated and built-up cities, which was optimal for a Cultural Victory in the vanilla game (more cities increases the culture cost of social policies). ''Brave New World'', however, changed Cultural Victories such that a large empire is now preferable, precisely the sort of thing that India's unique ability pulls against. The result is that one of the best empires for a Culture Victory in the vanilla game and ''Gods & Kings'' becomes a TierInducedScrappy in ''Brave New World''.
** The fact that this trope was averted with Arabia and France in ''V'', who both had their unique abilities completely redesigned for ''Brave New World'' to take advantage of the new systems in place (and in France's case, also got a new unique improvement to go with it), was especially stinging. Many fans felt that what was done with Arabia and France should've been a model for how to redesign other civs whose abilities were made redundant by new civs or changes to gameplay mechanics.
28th May '16 3:00:28 PM emillang1000
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** Back the heyday of the original YuGiOh, Black Luster Soldier - Envoy of the Beginning was considered completely broken: being able to summon itself by banishing 1 light and 1 dark monster from the graveyard, thus putting a 3000 atk monster onto the field who can then either banish 1 monster in play or attack twice (but not both). This required: 1) at least 1 Dark and 1 Light Monster in your graveyard, 2) BLS-EOTD in your Hand. This meant that you had to have: 1)around 8+ Light monsters and around 8+ Dark Monsters in your deck so as to consistently draw them, 2) discard or sac outlets to get them into the graveyard, 3)some way to reliably draw your ONE BLS-EOTB, because you were only allowed to have 1. Cut to modern times: Number S39 - Utopia The Lightning can be summoned by simply having ''any'' two level 4 monsters in play to summon Utopia from your Extra Deck, who then by himself summons Utopia the Lightning from the Extra Deck. Utopia the Lightning doesn't allow ''any'' cards or effects to be activated during combat (so no flip effects, no mirror force, magical cylinders, etc.), and can increase his attack from 2500 to 5000 by dropping two Xyz Material Monsters when either attacking or defending. Many ''many'' level 4 monsters self-summon or summon a buddy directly from the deck or hand, so having even 1 monster in your hand is almost guaranteed to get out UTL immediately, because you ''always'' have access to every card in your Extra Deck. By the way, You're STILL only allowed to have 1 BLS-EOTB, but you're allowed to have 3 copies of UTL...
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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PowerCreep