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* ''TabletopGame/BattleTech'' is a prime example due to the setting's moving timeline. The series originally started with a baseline of weaponry and equipment utilized by the Inner Sphere during 3025. As the years advance, lighter and more effective technology from the fallen Star League is gradually (re-)introduced, tremendously shifting the {{Metagame}} in favor of them. There was a stretch of years when almost every new [=BattleMech=] featured at least one of the following: CASE, Double Heat Sinks, ER PPC's, Extralight Engines, and Gauss Rifles. Everything is completely turned on it's side after an invasion by the Clans, who possess a slew of super advance technology and battlefield tactics never seen before. The Jihad introduces even more changes to the status quo: superheavy 'Mechs, [=DropShips=] that can destroy [=WarShips=], cybernetic [=MechWarriors=], and various DoomsdayDevice weaponry (up to and including a planet killer mass driver). The ongoing Dark Ages is sure to bring more changes.

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* ''TabletopGame/BattleTech'' is a prime example due to the setting's moving timeline. The series originally started with a baseline of weaponry and equipment utilized by the Inner Sphere during 3025. As the years advance, lighter and more effective technology from the fallen Star League is gradually (re-)introduced, tremendously shifting the {{Metagame}} in favor of them. There was a stretch of years when almost every new [=BattleMech=] featured at least one of the following: CASE, Double Heat Sinks, ER PPC's, Extralight Engines, and Gauss Rifles. Everything is completely turned on it's its side after an invasion by the Clans, who possess a slew of super advance technology and battlefield tactics never seen before. The Jihad introduces even more changes to the status quo: superheavy 'Mechs, [=DropShips=] that can destroy [=WarShips=], cybernetic [=MechWarriors=], and various DoomsdayDevice weaponry (up to and including a planet killer mass driver). The ongoing Dark Ages is sure to bring more changes.



** The scope of the game also has drastically changed. In 2nd Edition, an Eldar Guardian is suppose to be considered heavily armored and Fast, as they possessed a 5+ armor while still being able to run. In 3rd edition, the swarm-unit Termagants cost 8 points and needed upgrades, but was still classed as a swarm creature. In the current meta, a model costing 8-10 points had to have either a fantastic gun, decent armor, high toughness, or some combination thereof. The Termagant, meanwhile, was reduced to half the points without reduction in any of its combat abilities, but despite that it's now considered one of the least competitive units unless paired with it's support unit the Tervigon. Similarly, Eldar Guardians are considered to have paper-thin armor, and their running ability has become near-universal (Eldar just run faster).

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** The scope of the game also has drastically changed. In 2nd Edition, an Eldar Guardian is suppose to be considered heavily armored and Fast, as they possessed a 5+ armor while still being able to run. In 3rd edition, the swarm-unit Termagants cost 8 points and needed upgrades, but was still classed as a swarm creature. In the current meta, a model costing 8-10 points had to have either a fantastic gun, decent armor, high toughness, or some combination thereof. The Termagant, meanwhile, was reduced to half the points without reduction in any of its combat abilities, but despite that it's now considered one of the least competitive units unless paired with it's its support unit the Tervigon. Similarly, Eldar Guardians are considered to have paper-thin armor, and their running ability has become near-universal (Eldar just run faster).



** Happens so frequently that the term "[[http://wiki.mtgsalvation.com/article/Strictly_better strictly better]]" has entered the ''Magic'' lexicon to describe the phenomenon. Card A is "strictly better" than Card B when they are identical in most parameters, and in the ones where they're different Card A has a clear advantage, meaning that Card A is preferable to Card B in almost all situations. Specific example: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209 Lightning Bolt]] costs 1 mana and deals 3 damage where [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5143 Shock]] does only 2. (Note that this comparison is ''not'' an example of Power Creep- quite the opposite, in fact, as Lightning Bolt was identified as being flat-out overpowered and Shock was introduced ''after'' it to be a more-balanced replacement.) Such cards often exist in newer sets for limited formats (where players open packs of cards and build decks out of just those cards) for the sake of balancing restricted card pools. An incomplete list of cards that fit the "strictly better" comparison can be viewed [[http://mtgsalvation.gamepedia.com/Strictly_better here]]. In total fairness, the game is over [[LongRunner 20 years]] and 20,000+ cards old, which simply suggests that PowerCreep is inevitable on some level, not to mention the fact that the most powerful cards in the game came with it's very first set.

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** Happens so frequently that the term "[[http://wiki.mtgsalvation.com/article/Strictly_better strictly better]]" has entered the ''Magic'' lexicon to describe the phenomenon. Card A is "strictly better" than Card B when they are identical in most parameters, and in the ones where they're different Card A has a clear advantage, meaning that Card A is preferable to Card B in almost all situations. Specific example: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209 Lightning Bolt]] costs 1 mana and deals 3 damage where [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5143 Shock]] does only 2. (Note that this comparison is ''not'' an example of Power Creep- quite the opposite, in fact, as Lightning Bolt was identified as being flat-out overpowered and Shock was introduced ''after'' it to be a more-balanced replacement.) Such cards often exist in newer sets for limited formats (where players open packs of cards and build decks out of just those cards) for the sake of balancing restricted card pools. An incomplete list of cards that fit the "strictly better" comparison can be viewed [[http://mtgsalvation.gamepedia.com/Strictly_better here]]. In total fairness, the game is over [[LongRunner 20 years]] and 20,000+ cards old, which simply suggests that PowerCreep is inevitable on some level, not to mention the fact that the most powerful cards in the game came with it's its very first set.



** 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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** 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 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.



** 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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** 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 its flavor text is "''peerc rewop''". The joke is that a 1/5 is for three mana is about as bad as a 5/1.


** The upper limit of a unit's Base Stat Total (BST for short) can get ridiculous sometimes the later the game goes with the release of new heroes, with SerialEscalation levels of BST increases. At the game's launch, 157~158 was the standard BST for "Gen 1" Infantry melee units with the standard movement of 2, while "Gen 1" Armored melee units go around 168~169 to compensate for their lower movement of 1. {{Balance Buff}}s were later released in the game's life, including increasing the BST of many units, including Infantry and Armored units, with Infantry at "Gen 2" having 163 BST and "Gen 3" 168 BST, while Armored units at "Gen 2" and "Gen 3" be at 173~5 BST. A unit with "Trainee" bonuses gain +5~6 more stats than normal. Great example of this escalation are dragon units, using Corrin, Young Tiki, and Kanna as examples of the gap between Infantry and Armored getting narrow, while also leaving older units in the dust.

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** The upper limit of a unit's Base Stat Total (BST for short) can get ridiculous sometimes the later the game goes with the release of new heroes, with SerialEscalation levels of BST increases. At the game's launch, 157~158 was the standard BST for "Gen 1" Infantry melee units with the standard movement of 2, while "Gen 1" Armored melee units go around 168~169 to compensate for their lower movement of 1. {{Balance Buff}}s were later released in the game's life, including increasing the BST of many units, including Infantry and Armored units, with Infantry at "Gen 2" having 163 162~164 BST and "Gen 3" 168 167~169 BST, while Armored units at "Gen 2" and "Gen 3" be at 173~5 173~175 BST. A unit with "Trainee" bonuses gain +5~6 more stats than normal. Great example of this escalation are dragon units, using Corrin, Young Tiki, and Kanna as examples of the gap between Infantry and Armored getting narrow, narrowing between generations, while also leaving older units in the dust.



*** Male and Female Kanna was released at April 2018, after the "Gen 2" wave of BST units, with their BST at 163~4.

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*** Male and Female Kanna was were released at April 2018, after the "Gen 2" wave of BST units, with their BST at 163~4.

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** The upper limit of a unit's Base Stat Total (BST for short) can get ridiculous sometimes the later the game goes with the release of new heroes, with SerialEscalation levels of BST increases. At the game's launch, 157~158 was the standard BST for "Gen 1" Infantry melee units with the standard movement of 2, while "Gen 1" Armored melee units go around 168~169 to compensate for their lower movement of 1. {{Balance Buff}}s were later released in the game's life, including increasing the BST of many units, including Infantry and Armored units, with Infantry at "Gen 2" having 163 BST and "Gen 3" 168 BST, while Armored units at "Gen 2" and "Gen 3" be at 173~5 BST. A unit with "Trainee" bonuses gain +5~6 more stats than normal. Great example of this escalation are dragon units, using Corrin, Young Tiki, and Kanna as examples of the gap between Infantry and Armored getting narrow, while also leaving older units in the dust.
*** Regular Female Corrin[[labelnote:*]]Regular Male Corrin is a Sword Infantry, so he's part of another can of worms[[/labelnote]] was released at launch, February 2017, with 157 BST.
*** Young Tiki was also released at launch with "Trainee" bonuses, with 163 BST.
*** Male and Female Kanna was released at April 2018, after the "Gen 2" wave of BST units, with their BST at 163~4.
*** Adrift Female and Adrift Male Corrin were released at November 2018, with both "Gen 2" and "Trainee" bonuses, with their BST at 167~8, reaching "Gen 1" Armor levels.
*** Fallen Female Corrin was released at May 2019, after the "Gen 3" wave of BST units, with alongside the "Trainee" bonus, reaches 173 BST, reaching "Gen 2" and "Gen 3" Armored units. Still want to use that Regular Female Corrin?
*** To cap things off, Legendary Young Tiki and Fallen Young Tiki, released at October 2018 and May 2019, respectively, are Armored Dragons with "Trainee" bonuses, so they reach 180 BST, currently the highest BST in the game.

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** The current record holder for most HP is Magikarp & Wailord GX, with an astounding 300 HP as, mechanically, a ''Basic'' Pokémon. For comparison, M Charizard EX, the current record holder for most damage in one attack, can still knock it out in one hit, with Crimson Dive, which does 300 damage.


''Videogame/{{Bejeweled}}'' ''Blitz'' was hit pretty hard with this over the time of its existence. At the beginning, it was a simple match-three game with 1 minute to get a score. At that time getting over 500k was considered a feat. Then the coin system was added, and a boosts, which could be bought with those coins for three games each. This helped to get higher scores, but getting 1M was still almost impossible. Then they added gems, which are the straightest example of this trope - the first gem merely added three star gems at the beginning or a special score bonus, but now they have effect that essentially nukes the entire board for high score bonus, culminating with 'Blue Thunder' gem that allowed to score over ''50 million'' with the boosts. [[SerialEscalation Then]] the boosts became free, got stronger effect right from the beginning and each can be upgraded to level 11, with stronger effects. And finally it was sealed by adding new boosts, the latest of which, Quickfire, activates a Blazing Speed, making each match explode while giving ridicculous bonuses that you can score 50 million ''without the gem'' - which got stronger since the 'Blue Thunder' as well, meaning you can get over '''300 million''' now.

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* ''Videogame/{{Bejeweled}}'' ''Blitz'' was hit pretty hard with this over the time of its existence. At the beginning, it was a simple match-three game with 1 minute to get a score. At that time getting over 500k was considered a feat. Then the coin system was added, and a boosts, which could be bought with those coins for three games each. This helped to get higher scores, but getting 1M was still almost impossible. Then they added gems, which are the straightest example of this trope - the first gem merely added three star gems at the beginning or a special score bonus, but now they have effect that essentially nukes the entire board for high score bonus, culminating with 'Blue Thunder' gem that allowed to score over ''50 million'' with the boosts. [[SerialEscalation Then]] the boosts became free, got stronger effect right from the beginning and each can be upgraded to level 11, with stronger effects. And finally it was sealed by adding new boosts, the latest of which, Quickfire, activates a Blazing Speed, making each match explode while giving ridicculous bonuses that you can score 50 million ''without the gem'' - which got stronger since the 'Blue Thunder' as well, meaning you can get over '''300 million''' now.


''Videogame/{{Bejeweled}}'' ''Blitz'' was hit pretty hard with this over the time of its existence. At the beginning, it was a simple match-three game with 1 minute to get a score. At that time getting over 500k was considered a feat. Then the coin system was added, and a boosts, which could be bought with those coins for three games each. This helped to get higher scores, but getting 1M was still almost impossible. Then they added gems, which are the straightest example of this trope - the first gem merely added three star gems at the beginning or a special score bonus, but now they have effect that essentially nukes the entire board for high score bonus, culminating with Blue Thunder that allowed to score over ''50 million'' with the boosts. [[SerialEscalation Then]] the boosts became free, got stronger effect right from the beginning and each can be upgraded to level 11, with stronger effects. And finally it was sealed by adding new boosts, the latest of which, Quickfire, activates a Blazing Speed, making each mathc explode while giving ridicculous bonuses that you can score 50 million ''without the gem'' - which got stronger as well, meaning you can get over '''300 million''' now.

to:

''Videogame/{{Bejeweled}}'' ''Blitz'' was hit pretty hard with this over the time of its existence. At the beginning, it was a simple match-three game with 1 minute to get a score. At that time getting over 500k was considered a feat. Then the coin system was added, and a boosts, which could be bought with those coins for three games each. This helped to get higher scores, but getting 1M was still almost impossible. Then they added gems, which are the straightest example of this trope - the first gem merely added three star gems at the beginning or a special score bonus, but now they have effect that essentially nukes the entire board for high score bonus, culminating with Blue Thunder 'Blue Thunder' gem that allowed to score over ''50 million'' with the boosts. [[SerialEscalation Then]] the boosts became free, got stronger effect right from the beginning and each can be upgraded to level 11, with stronger effects. And finally it was sealed by adding new boosts, the latest of which, Quickfire, activates a Blazing Speed, making each mathc match explode while giving ridicculous bonuses that you can score 50 million ''without the gem'' - which got stronger since the 'Blue Thunder' as well, meaning you can get over '''300 million''' now.


''Videogame/Bejeweled'' ''Blitz'' was hit pretty hard with this over the time of its existence. At the beginning, it was a simple match-three game with 1 minute to get a score. At that time getting over 500k was considered a feat. Then the coin system was added, and a boosts, which could be bought with those coins for three games each. This helped to get higher scores, but getting 1M was still almost impossible. Then they added gems, which are the straightest example of this trope - the first gem merely added three star gems at the beginning or a special score bonus, but now they have effect that essentially nukes the entire board for high score bonus, culminating with Blue Thunder that allowed to score over ''50 million'' with the boosts. [[SerialEscalation Then]] the boosts became free, got stronger effect right from the beginning and each can be upgraded to level 11, with stronger effects. And finally it was sealed by adding new boosts, the latest of which, Quickfire, activates a Blazing Speed, making each mathc explode while giving ridicculous bonuses that you can score 50 million ''without the gem'' - which got stronger as well, meaning you can get over '''300 million''' now.

to:

''Videogame/Bejeweled'' ''Videogame/{{Bejeweled}}'' ''Blitz'' was hit pretty hard with this over the time of its existence. At the beginning, it was a simple match-three game with 1 minute to get a score. At that time getting over 500k was considered a feat. Then the coin system was added, and a boosts, which could be bought with those coins for three games each. This helped to get higher scores, but getting 1M was still almost impossible. Then they added gems, which are the straightest example of this trope - the first gem merely added three star gems at the beginning or a special score bonus, but now they have effect that essentially nukes the entire board for high score bonus, culminating with Blue Thunder that allowed to score over ''50 million'' with the boosts. [[SerialEscalation Then]] the boosts became free, got stronger effect right from the beginning and each can be upgraded to level 11, with stronger effects. And finally it was sealed by adding new boosts, the latest of which, Quickfire, activates a Blazing Speed, making each mathc explode while giving ridicculous bonuses that you can score 50 million ''without the gem'' - which got stronger as well, meaning you can get over '''300 million''' now.

Added DiffLines:

''Videogame/Bejeweled'' ''Blitz'' was hit pretty hard with this over the time of its existence. At the beginning, it was a simple match-three game with 1 minute to get a score. At that time getting over 500k was considered a feat. Then the coin system was added, and a boosts, which could be bought with those coins for three games each. This helped to get higher scores, but getting 1M was still almost impossible. Then they added gems, which are the straightest example of this trope - the first gem merely added three star gems at the beginning or a special score bonus, but now they have effect that essentially nukes the entire board for high score bonus, culminating with Blue Thunder that allowed to score over ''50 million'' with the boosts. [[SerialEscalation Then]] the boosts became free, got stronger effect right from the beginning and each can be upgraded to level 11, with stronger effects. And finally it was sealed by adding new boosts, the latest of which, Quickfire, activates a Blazing Speed, making each mathc explode while giving ridicculous bonuses that you can score 50 million ''without the gem'' - which got stronger as well, meaning you can get over '''300 million''' now.


** ...Except even after those sets rotated out, Power Creep continues to run rampant, only in a different way. Cygames prints less cards that are bloated in raw value ([https://shadowverse-portal.com/card/110541010 usually]), but because of their philosophies shifting towards archetypes and their continued insistence on believing games should not last more than 10 turns on average, Power Creep is now geared more towards utility and making win conditions better. Post-''Wonderland'' Shadowverse is extremely tailored towards specific archetypes and full of cards with permanent leader effects, and keywords like Choose, Accelerate, and Invocation create more cards that are less "dead draws" and decks easier to sift through. Cygames also has a habit of printing the perfect [[https://shadowverse-portal.com/card/108733010 curve filler]], [[https://shadowverse-portal.com/card/109541030 combo piece]], or just way to deal [[https://shadowverse-portal.com/card/110331010 face damage effortlessly]] to underwhelming archetype one or half an expansion later and have it suddenly jump up a tier. Power Creep has also started to affect stats as well, with since ''Omen of the Ten'' the gold standard stats for 3-cost followers jumping up from 2/3 to 3/3 and way more cards with Evolve effects getting the full +2/+2.

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** ...Except even after those sets rotated out, Power Creep continues to run rampant, only in a different way. Cygames prints less cards that are bloated in raw value ([https://shadowverse-portal.([[https://shadowverse-portal.com/card/110541010 usually]), usually]]), but because of their philosophies shifting towards archetypes and their continued insistence on believing games should not last more than 10 turns on average, Power Creep is now geared more towards utility and making win conditions better. Post-''Wonderland'' Shadowverse is extremely tailored towards specific archetypes and full of cards with permanent leader effects, and keywords like Choose, Accelerate, and Invocation create more cards that are less "dead draws" and decks easier to sift through. Cygames also has a habit of printing the perfect [[https://shadowverse-portal.com/card/108733010 curve filler]], [[https://shadowverse-portal.com/card/109541030 combo piece]], or just way to deal [[https://shadowverse-portal.com/card/110331010 face damage effortlessly]] to underwhelming archetype one or half an expansion later and have it suddenly jump up a tier. Power Creep has also started to affect stats as well, with since ''Omen of the Ten'' the gold standard stats for 3-cost followers jumping up from 2/3 to 3/3 and way more cards with Evolve effects getting the full +2/+2.

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** ...Except even after those sets rotated out, Power Creep continues to run rampant, only in a different way. Cygames prints less cards that are bloated in raw value ([https://shadowverse-portal.com/card/110541010 usually]), but because of their philosophies shifting towards archetypes and their continued insistence on believing games should not last more than 10 turns on average, Power Creep is now geared more towards utility and making win conditions better. Post-''Wonderland'' Shadowverse is extremely tailored towards specific archetypes and full of cards with permanent leader effects, and keywords like Choose, Accelerate, and Invocation create more cards that are less "dead draws" and decks easier to sift through. Cygames also has a habit of printing the perfect [[https://shadowverse-portal.com/card/108733010 curve filler]], [[https://shadowverse-portal.com/card/109541030 combo piece]], or just way to deal [[https://shadowverse-portal.com/card/110331010 face damage effortlessly]] to underwhelming archetype one or half an expansion later and have it suddenly jump up a tier. Power Creep has also started to affect stats as well, with since ''Omen of the Ten'' the gold standard stats for 3-cost followers jumping up from 2/3 to 3/3 and way more cards with Evolve effects getting the full +2/+2.


** Happens so frequently that the term "[[http://wiki.mtgsalvation.com/article/Strictly_better strictly better]]" has entered the ''Magic'' lexicon to describe the phenomenon. Card A is "strictly better" than Card B when they are identical in most parameters, and in the ones where they're different Card A has a clear advantage, meaning that Card A is preferable to Card B in almost all situations. Specific example: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209 Lightning Bolt]] costs 1 mana and deals 3 damage where [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5143 Shock]] does only 2. Such cards often exist in newer sets for limited formats (where players open packs of cards and build decks out of just those cards) for the sake of balancing restricted card pools. An incomplete list of cards that fit the "strictly better" comparison can be viewed [[http://mtgsalvation.gamepedia.com/Strictly_better here]]. In total fairness, the game is over [[LongRunner 20 years]] and 20,000+ cards old, which simply suggests that PowerCreep is inevitable on some level, not to mention the fact that the most powerful cards in the game came with it's very first set.

to:

** Happens so frequently that the term "[[http://wiki.mtgsalvation.com/article/Strictly_better strictly better]]" has entered the ''Magic'' lexicon to describe the phenomenon. Card A is "strictly better" than Card B when they are identical in most parameters, and in the ones where they're different Card A has a clear advantage, meaning that Card A is preferable to Card B in almost all situations. Specific example: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209 Lightning Bolt]] costs 1 mana and deals 3 damage where [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5143 Shock]] does only 2. (Note that this comparison is ''not'' an example of Power Creep- quite the opposite, in fact, as Lightning Bolt was identified as being flat-out overpowered and Shock was introduced ''after'' it to be a more-balanced replacement.) Such cards often exist in newer sets for limited formats (where players open packs of cards and build decks out of just those cards) for the sake of balancing restricted card pools. An incomplete list of cards that fit the "strictly better" comparison can be viewed [[http://mtgsalvation.gamepedia.com/Strictly_better here]]. In total fairness, the game is over [[LongRunner 20 years]] and 20,000+ cards old, which simply suggests that PowerCreep is inevitable on some level, not to mention the fact that the most powerful cards in the game came with it's very first set.


* While not a multiplayer game, the VideoGame/DynastyWarriors franchise exhibits this greatly, due to having so many successive entries, with each entry adding more and more new playable characters. Newly added characters usually have more powerful and/or flashier movesets, while older characters are left in the dust.

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* While not a multiplayer game, the VideoGame/DynastyWarriors ''VideoGame/DynastyWarriors'' franchise exhibits this greatly, due to having so many successive entries, with each entry adding more and more new playable characters. Newly added characters usually have more powerful and/or flashier movesets, while older characters are left in the dust.


** Car performance has been slowly escalating as the game has gone on, although with super cars the slowly part doesn't really apply. When the game was released the out of all the super cars released with the game, only the Adder is still technically the best in its given skill set and its not by much. Cars like the entity and Zentorno (which itself made several super cars obsolete when ti was introduced) were surpassed by newer DLC cars like the Osiris and T20. After these cars came the [[MasterOfAll X80 proto]] which functionally dethroned the Adder as faster car in the game while also having incredible acceleration and handling. ''After that'' came the cunning stunts cars,which had lower speed and or acceleration but ''even better'' handling than the X80.

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** Car performance has been slowly escalating as the game has gone on, although with super cars the slowly part doesn't really apply. When the game was released the released, out of all the super cars released with the game, only the Adder is still technically the best in its given skill set and its it's not by much. Cars like the entity Entity and Zentorno (which itself made several super cars obsolete when ti it was introduced) were surpassed by newer DLC cars like the Osiris and T20. After these cars came the [[MasterOfAll X80 proto]] which functionally dethroned the Adder as faster the fastest car in the game while also having incredible acceleration and handling. ''After that'' came the cunning stunts cars,which cars, which had lower speed and or acceleration but ''even better'' handling than the X80.



** Better and better ways to make money have come out as the game has progressed. First grinding contact missions were the only real way to make the big bucks without resorting to shark cards. The heist were finally released giving the players access to huge payouts and shattering the standard set by contact missions. Then CEO work added to the game which boasted even greater money-making in the same amount of time at the cost of being much riskier due to both investment in product and by virtue of taking place in free roam lobbies. Then Motorcycle club businesses were released which don't offer quite the same money for total time but require a far less active roll and don't require the player to risk investment in product. ''After that'' Import Exporting was introduced with an even safer and faster way to make money than the MC businesses. And after the July 2018 After Hours update, you have the nightclub, the first business that allows you to have a truly passive method of making money, needing only to do a mission every half hour to maintain nightclub popularity.

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** Better and better ways to make money have come out as the game has progressed. First grinding contact missions were the only real way to make the big bucks without resorting to shark Shark cards. The heist Then heists were finally released giving the players access to huge payouts and shattering the standard set by contact missions. Then CEO work added to the game which boasted even greater money-making in the same amount of time at the cost of being much riskier due to both investment in product and by virtue of taking place in free roam lobbies. Then Motorcycle club businesses were released which don't offer quite the same money for total time but require a far less active roll role and don't require the player to risk investment in product. ''After that'' Import Exporting was introduced with an even safer and faster way to make money than the MC businesses. And after the July 2018 After Hours update, you have the nightclub, the first business that allows you to have a truly passive method of making money, needing only to do a mission every half hour to maintain nightclub popularity.


* 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.

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* In CardfightVanguard, ''Anime/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.


** ''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 (it just needs to know a specific powerful attack), possesses an Ability that removes its Flying type weaknesses and other Weather conditions, has a base Attack of 180, and tied 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.

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** ''VideoGame/PokemonOmegaRubyAndAlphaSapphire'' brought along two Mega Evolution-like Legendaries in the form of Mega Primal Groudon and Mega Primal 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 (it just needs to know a specific powerful attack), possesses an Ability that removes its Flying type weaknesses and other Weather conditions, has a base Attack of 180, and tied 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.

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