- Is this even common enough to be split off from regular old Nerf?
- The description still needs work.
- Title: Acceptable? (Initially submitted as "Nerf By Removal".)
An overpowered ability, tactic, or item is not available in the sequel/remake/whathaveyou. Most often occurs after a Bag of Spilling incident; while you eventually recover the things the devteam deemed balanced, the Game Breaker is mysteriously nowhere to be found. A sure sign that this has happened is a "new" ability which is suspiciously similar to the old one, but much less powerful. But sometimes, you don't even get that. Subtrope of Nerf.
Examples (may contain Rolling Updates)
- Kingdom Hearts 3D: Dream Drop Distance does not have the Magnet spell series, which trivialized battles against enemies not immune. Zero Graviza has a similar effect, but has notable weaknesses in comparison.
- Towards the end of Infamous, you gain the ability to summon lightning storms to devastating effect. Come the second game, this power is replaced with Ionic Storm, which is noticably less satisfying.
- In Ultima VII, as in quite a few games in that series, you can find the Armageddon spell, which kills nearly every NPC in the game, leaving it Unwinnable by Design. In Ultima VII Part II, it's replaced with Imbalance, which is rather less hilariously overpowered.
- The original Super Famicom version of Shiren the Wanderer had an infinite power loop involving a Jar of Duplication and a Scroll of Expansion. The Nintendo DS remake contains neither of those items.
- Nu-13 was killed off at the end of BlazBlue: Calamity Trigger, replaced with the weaker Lambda-11 in BlazBlue: Continuum Shift, and both of them are entirely absent from Blaz Blue Chrono Phantasma pre-release material.
- Kingdom of Loathing has had to nerf items a lot, usually because of unanticipated interactions with other items. But only one item has ever been completely removed from the game because of its game-breaking power: the sober pill. That's right, the ability to not be drunk anymore was a game-breaker (it made powerleveling far too easy, and that was before years of Power Creep).
- Sid Meier's Civilization II introduced the "Fundamentalist" form of government, which halved research efficiency on the one hand, but allowed a civ to support a huge number of military units at no charge on the other. A few AI civs would adopt it as soon as they could, but almost invariably, once an AI had reached the end of the tech tree, they'd immediately adopt Fundamentalism, since what gameplay drawback there was to this government was no longer an issue. Plus, with tech trading (especially with the ease it's done between AI civs), the research drawback could effectively be nullified anyway before the tech tree ran out. Fans of the game saw this as creating too much game imbalance, and so this government form didn't reappear in Civilization III.
- The Elder Scrolls series removed the teleportation and levitation spells from Oblivion and onwards as they were too effective at letting players break the game.
Hello, Unknown Troper. You'll need to get known to lend a hand here.