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** In a typical fashion, Creator/GamesWorkshop changed the models of the Daemonettes of Slaanesh, who originally were maximum TheEighties to an army of {{Cute Monster Girl}}s. [[MaleGaze Male players approved]]. Then they changed them ''again'' and now they look less Eighties but extremely hideous. Male players were not amused. Almost needless to say, the old models achieve record prices on eBay.

to:

** In a typical fashion, Creator/GamesWorkshop changed the models of the Daemonettes of Slaanesh, who originally were maximum TheEighties The80s to an army of {{Cute Monster Girl}}s. [[MaleGaze Male players approved]]. Then they changed them ''again'' and now they look less Eighties but extremely hideous. Male players were not amused. Almost needless to say, the old models achieve record prices on eBay.

Changed: 3287

Removed: 3394

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Outdated D&D example, dead links, and fixing indentation.


** First, at the introduction of Pendulum Monsters, that lead to A LOT of monster spamming, and ridiculously accelerated the game, allowing for Synchro or Xyz summons on first turn, or powerful monsters being summoned without tributes.
*** For more information, [[labelnote:Here's how they work]]The field was redesigned to add two of a extra card zone, the "Pendulum Zones", and Pendulum Monsters are a mix of a Magic Card and a Monster of any possible kind (Normal, Effect, even special types like Synchro and Xyz) and they have a number that is their "Pendulum Scale". Also, instead of moving from field to Graveyard, they instead go face-up to the Extra Deck. Once two Pendulum Cards are set in the Pendulum Zones, once per turn, you can summon as many cards as you have free monster zones available from your hand or face-up on your extra deck, as long as their levels are between the scales of the cards in Pendulum Zones. Xyz Pendulum monsters usually have a special condition for Pendulum Summon, as they have Rank instead of Level[[/labelnote]].

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** First, at the introduction of Pendulum Monsters, that lead to A LOT of monster spamming, and ridiculously accelerated the game, allowing for Synchro or Xyz summons on first turn, or powerful monsters being summoned without tributes.
***
tributes. For more information, [[labelnote:Here's how they work]]The field was redesigned to add two of a extra card zone, the "Pendulum Zones", and Pendulum Monsters are a mix of a Magic Card and a Monster of any possible kind (Normal, Effect, even special types like Synchro and Xyz) and they have a number that is their "Pendulum Scale". Also, instead of moving from field to Graveyard, they instead go face-up to the Extra Deck. Once two Pendulum Cards are set in the Pendulum Zones, once per turn, you can summon as many cards as you have free monster zones available from your hand or face-up on your extra deck, as long as their levels are between the scales of the cards in Pendulum Zones. Xyz Pendulum monsters usually have a special condition for Pendulum Summon, as they have Rank instead of Level[[/labelnote]].



*** Their rules are also a bit complex, but anyway, [[labelnote:Here's how they work]]The field changed again, no more Pendulum Zones (they got merged to the first and fifth Spell & Trap Zones), but now, between yours and your rival fields, there are two Extra Monster Zones: Any monster coming from the Extra Deck HAS to be summoned in one of these zones. The Link monsters themselves have no Levels (or Ranks) and 8 arrowhead placeholders around the artwork, a number of them (until now, up to four) are filled depending on the card. Instead of a Defense number, they have a Link Number (that is the number of filled arrowheads the card has), and as such, they can't be played in defense mode (as to not alter the arrowheads locations). They require a number of "Link Materials" to be summoned, specified by their Link Number and by the conditions printed on the card, (just like Synchros, but instead of matching the level, you need to match the Link Number). But here's the catch: Any Main Monster Zone their arrowhead points to becomes a Extra Monster Zone as well. Also, most of them have effects that affect monsters linked (monsters targeted by an arrow) by them, no matter if it's a ally or enemy monster[[/labelnote]].
*** Also Link Monsters themselves made NOTHING to slow down the game, many people feel it got even faster since their introduction. It's so bad there's a [[Main/WildMassGuessing Wild Mass Guess]] about their [[Anime/YuGiOhVRAINS advertising anime]]'s motto: "Let's step forward and try", doesn't mean "Don't give up if things don't initially work" as intended, instead it probably means "Don't drop the card game without at least TRYING a Link Summon".
*** Ironically, the [[Main/LogicalWeakness supposed underdog]] Method of Special Summoning, the Ritual Summons[[note]]As both the spell you need to summon the monster and the monster itself go on the main deck, they're pretty hard to become available, unlike their extra deck counterparts.[[/note]], were largely unaffected by both changes. ([[labelnote:Why?]] Because, as they don't rely on Extra Deck, Extra Monster Zone changes mean nothing to them, and since they can be summoned using materials from the hand (save a few exceptions), Pendulum Summoning never benefited them much in the first place.[[/labelnote]])
* Among more legitimate complaints, this comes up a lot when ''TabletopGame/DungeonsAndDragons'' editions are discussed. The base is not so much {{broken|Base}} as it is shattered into a billion tiny splinters. Every single edition changed it and it sucked every single time. Not just Editions. Errata. Adjustments and changes to how powers work can set the forums exploding with "Class X is worthless now!" Complaining about nerfs to characters, in which people might have invested a lot of time is perfectly legitimate. Particularly as, depending on the edition, many/all builds rely on a very limited array of tricks and nerfing even one of them can push a character below the ability that the game assumes to be appropriate for his level. The trend from AD&D through 4E has always been about where to sacrifice verisimilitude to accommodate game-playability. Barring [[GameBreaker poor testing]], the later editions are more mechanically balanced at the cost of things actually making sense from an in-game perspective. The feud is always about how far in either direction is "too far", with most people siding with whichever edition they started with. This trope combined with BrokenBase makes D&D less a game system and more a collection of games with similar concepts but are ultimately separate in reality. The announcement that work is being done on writing future a 5th edition that will have modular rules as its selling point seems to be a case of Creator/WizardsOfTheCoast attempting to capitalize on this division. One specific D&D-related example: [[http://www.enworld.org/forum/en-world-official-reviews/312638-review-heroes-neverwinter-facebook-app-atari.html This review]] of the D&D-based Facebook app ''Heroes of Neverwinter''. Many of the comments call the reviewer on it.
** Fifth edition is something of an aversion now that it's been released, having a smaller fan-base than most previous editions but having almost no hate-dom at all.

to:

*** ** Their rules are also a bit complex, but anyway, [[labelnote:Here's how they work]]The field changed again, no more Pendulum Zones (they got merged to the first and fifth Spell & Trap Zones), but now, between yours and your rival fields, there are two Extra Monster Zones: Any monster coming from the Extra Deck HAS to be summoned in one of these zones. The Link monsters themselves have no Levels (or Ranks) and 8 arrowhead placeholders around the artwork, a number of them (until now, up to four) are filled depending on the card. Instead of a Defense number, they have a Link Number (that is the number of filled arrowheads the card has), and as such, they can't be played in defense mode (as to not alter the arrowheads locations). They require a number of "Link Materials" to be summoned, specified by their Link Number and by the conditions printed on the card, (just like Synchros, but instead of matching the level, you need to match the Link Number). But here's the catch: Any Main Monster Zone their arrowhead points to becomes a Extra Monster Zone as well. Also, most of them have effects that affect monsters linked (monsters targeted by an arrow) by them, no matter if it's a ally or enemy monster[[/labelnote]].
*** Also
monster[[/labelnote]]. Link Monsters themselves made NOTHING to slow down the game, many people feel it got even faster since their introduction. It's so bad there's a [[Main/WildMassGuessing Wild Mass Guess]] about their [[Anime/YuGiOhVRAINS advertising anime]]'s motto: "Let's step forward and try", doesn't mean "Don't give up if things don't initially work" as intended, instead it probably means "Don't drop the card game without at least TRYING a Link Summon".
*** Ironically, the
Summon". The [[Main/LogicalWeakness supposed underdog]] Method of Special Summoning, the Ritual Summons[[note]]As both the spell you need to summon the monster and the monster itself go on the main deck, they're pretty hard to become available, unlike their extra deck counterparts.[[/note]], were largely unaffected by both changes. ([[labelnote:Why?]] Because, as they don't rely on Extra Deck, Extra Monster Zone changes mean nothing to them, and since they can be summoned using materials from the hand (save a few exceptions), Pendulum Summoning never benefited them much in the first place.[[/labelnote]])
* ''TabletopGame/DungeonsAndDragons'': Among more legitimate complaints, this comes up a lot when ''TabletopGame/DungeonsAndDragons'' the editions are discussed. The base is not so much {{broken|Base}} as it is shattered into a billion tiny splinters. Every single edition changed it and it sucked every single time. Not just Editions. Errata. Adjustments and changes to how powers work can set the forums exploding with "Class X is worthless now!" Complaining about nerfs to characters, in which people might have invested a lot of time is perfectly legitimate. Particularly as, depending on the edition, many/all builds rely on a very limited array of tricks and nerfing even one of them can push a character below the ability that the game assumes to be appropriate for his level. The trend from AD&D through 4E 5E has always been about where to sacrifice verisimilitude to accommodate game-playability. Barring [[GameBreaker poor testing]], the later editions are more mechanically balanced at the cost of things actually making sense from an in-game perspective. The feud is always about how far in either direction is "too far", with most people siding with whichever edition they started with. This trope combined with BrokenBase makes D&D less a game system and more a collection of games with similar concepts but are ultimately separate in reality. The announcement that work is being done on writing future a 5th edition that will have modular rules as its selling point seems to be a case of Creator/WizardsOfTheCoast attempting to capitalize on this division. One specific D&D-related example: [[http://www.enworld.org/forum/en-world-official-reviews/312638-review-heroes-neverwinter-facebook-app-atari.html This review]] of the D&D-based Facebook app ''Heroes of Neverwinter''. Many of the comments call the reviewer on it.
** Fifth edition is something of an aversion now that it's been released, having a smaller fan-base than most previous editions but having almost no hate-dom at all.
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** Instead of ''Warhammer'' 9th edition, a new skirmish-level game called ''[[TabletopGame/WarhammerAgeOfSigmar Age of Sigmar]]'' was released in 2015, which confirmed that yes, the ''End Times'' happened, and over thirty years of canon had been chucked out the window to make room for an entirely new setting of [[WritingAroundTrademarks "Orruks," "Aelfs,"]] and the fantastic equivalent of ''TabletopGame/{{Warhammer 40000}}''[='s=] {{Space Marine}}s. Cue the largest BrokenBase in Creator/GamesWorkshop's history, ''Warhammer'' armies appearing on [=eBay=] in droves, and rival gaming system ''TabletopGame/KingsOfWar'' announcing plans to support army lists based on ''Warhammer''[='s=] old factions.

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** Instead of ''Warhammer'' 9th edition, a new skirmish-level game called ''[[TabletopGame/WarhammerAgeOfSigmar Age of Sigmar]]'' was released in 2015, which confirmed that yes, the ''End Times'' happened, and over thirty years of canon had been chucked out the window to make room for an entirely new setting of [[WritingAroundTrademarks "Orruks," "Aelfs,"]] and the fantastic equivalent of ''TabletopGame/{{Warhammer 40000}}''[='s=] {{Space Marine}}s. Cue the largest BrokenBase in Creator/GamesWorkshop's history, ''Warhammer'' armies appearing on [=eBay=] eBay in droves, and rival gaming system ''TabletopGame/KingsOfWar'' announcing plans to support army lists based on ''Warhammer''[='s=] old factions.



** In a typical fashion, Creator/GamesWorkshop changed the models of the Daemonettes of Slaanesh, who originally were maximum TheEighties to an army of {{Cute Monster Girl}}s. [[MaleGaze Male players approved]]. Then they changed them ''again'' and now they look less Eighties but extremely hideous. Male players were not amused. Almost needless to say, the old models achieve record prices on Website/{{Ebay}}.

to:

** In a typical fashion, Creator/GamesWorkshop changed the models of the Daemonettes of Slaanesh, who originally were maximum TheEighties to an army of {{Cute Monster Girl}}s. [[MaleGaze Male players approved]]. Then they changed them ''again'' and now they look less Eighties but extremely hideous. Male players were not amused. Almost needless to say, the old models achieve record prices on Website/{{Ebay}}.eBay.
Tabs MOD

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


** The ''[[TabletopGame/WarhammerTheEndTimes End Times]]'' series of 2014 caught a fair bit of this reaction, and not just for the gameplay changes. Right from the start, whole parts of the Warhammer World like the ancient empire of Khemri or the Imperial capital of Altdorf were razed to the ground, and venerable characters like Heinrich Kemmler, Volkmar the Grim, Morgianna le Fay, or Eltharion were being killed off by the dozens after decades of character deaths being unheard of. Each book added to the bodycount, until the final volume lived up to its name with an [[ApocalypseHow apocalyptic]], KillEmAll ending. Many players deliberately ignored the event, expecting a SnapBack to the status quo like after the 2005 ''Storm of Chaos'' campaign. Except...

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** The ''[[TabletopGame/WarhammerTheEndTimes End Times]]'' series of 2014 caught a fair bit of this reaction, and not just for the gameplay changes. Right from the start, whole parts of the Warhammer World like the ancient empire of Khemri or the Imperial capital of Altdorf were razed to the ground, and venerable characters like Heinrich Kemmler, Volkmar the Grim, Morgianna le Fay, or Eltharion were being killed off by the dozens after decades of character deaths being unheard of. Each book added to the bodycount, until the final volume lived up to its name with an [[ApocalypseHow apocalyptic]], KillEmAll apocalyptic]] ending. Many players deliberately ignored the event, expecting a SnapBack to the status quo like after the 2005 ''Storm of Chaos'' campaign. Except...
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* ''TabletopGame/{{Shadowrun}}'', Fourth Edition was announced. And there was much rejoicing. [[TaintedByThePreview Then the fans found out]] that the mechanics that have been in place for the last 20 years would be dumped for a somewhat simpler, n[=WoD=]-like system (though not quite as forgiving as the system described above). Cue half the fanbase going [[BerserkButton into instant-fury mode]], which developed into major war between the pro-[=SR4=] fans and the anti-[=SR4=] fans long before the game was even released. Things have since calmed down, but in some SR forums comparison between #4 and the other editions is tightly regulated, if not outright "discouraged".

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* ''TabletopGame/{{Shadowrun}}'', Fourth Edition was announced. And there was much rejoicing. [[TaintedByThePreview Then the fans found out]] that the mechanics that have been in place for the last 20 years would be dumped for a somewhat simpler, n[=WoD=]-like system (though not quite as forgiving as the system described above). Cue half the fanbase going [[BerserkButton into instant-fury mode]], which developed into major war between the pro-[=SR4=] fans and the anti-[=SR4=] fans long before the game was even released. Things have since calmed down, but in some SR forums comparison between #4 and the other editions is tightly regulated, if not outright "discouraged". Fifth and Sixth editions have proven to be even more decisive.



* ''TabletopGame/BattleTech''. There are still people who rant and fume about the Clan Invasion (which had been foreshadowed for a decade), the Jihad, and reconciling the classic game with the established Mechwarrior Dark Ages storyline.

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* ''TabletopGame/BattleTech''. There are still people who rant and fume about the Clan Invasion (which had been foreshadowed for a decade), the Jihad, and reconciling the classic game with the established Mechwarrior Dark Ages storyline. There's even an extremely small but extremely vocal subsection who hate the fact that the game ever moved from its original ''Film/MadMax'' InSpace portrayal, despite there literally being no means of actually advancing the game from that position (which was why it was reconned).
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** 8th Edition has received some criticism from hobby grognards for removing many rules and mechanics to simplify the game and make it more accessible... at the cost of much of its tactical depth. Changes include no more characters joining units, no more initiative in close combat, no more cover saves or vehicle facing, and the psychic phase getting a major revamp with many well-liked powers gone and replaced with nothing.
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* When people on the Privateer Press forums found out that one of the newest units for [[TabletopGame/IronKingdoms Warmachine]] was going to be plastic instead of metal, reactions were... mixed. Many people welcomed the change but a particularly vocal minority condemned it for straying from the "Full Metal Fantasy" aesthetic that the company had cultivated up to that point, among other things. It's either something to do with a feel of solidity, or the vocal minority use their Warmachine figures as sling ammunition and don't want to have to correct their aim. For those curious, resin-plastic warjacks ''do'' still feel plenty solid. Probably helps that the torsos are all one giant block of solid resin-plastic rather than being hollow like some of the walkers from [[TabletopGame/{{Warhammer 40000}} another game.]]

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* When people on the Privateer Press Creator/PrivateerPress forums found out that one of the newest units for [[TabletopGame/IronKingdoms Warmachine]] was going to be plastic instead of metal, reactions were... mixed. Many people welcomed the change but a particularly vocal minority condemned it for straying from the "Full Metal Fantasy" aesthetic that the company had cultivated up to that point, among other things. It's either something to do with a feel of solidity, or the vocal minority use their Warmachine figures as sling ammunition and don't want to have to correct their aim. For those curious, resin-plastic warjacks ''do'' still feel plenty solid. Probably helps that the torsos are all one giant block of solid resin-plastic rather than being hollow like some of the walkers from [[TabletopGame/{{Warhammer 40000}} another game.]]
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** The 2011 Grey Knights codex received an impressively negative reaction for going the other way; the Grey Knights were always liked by fans and considered overpriced before the new codex. The update included some atrocious fluff such as Grey Knights killing Sisters of Battle to use their blood as a holy oil to a chapter master who single-handed managed to [[DidYouJustPunchOutCthulhu bitchslap dozens of Cthulhus]] without trouble. Add in some absolutely appallingly powerful units, some confusing rules interactions, and models many gamers simply disliked (the baby-carrier Dreadknight) and the cries of MartyStu and GameBreaker are far louder than those who approve. The errata did not help; it mostly confirmed that every attempt to abuse the Grey Knights' powers was legal.

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** The 2011 Grey Knights codex received an impressively negative reaction for going the other way; the Grey Knights were always liked by fans and considered overpriced before the new codex. The update included some atrocious fluff such as Grey Knights killing Sisters of Battle to use their blood as a holy oil to a chapter master who single-handed managed to [[DidYouJustPunchOutCthulhu bitchslap dozens of Cthulhus]] without trouble. Add in some absolutely appallingly powerful units, some confusing rules interactions, and models many gamers simply disliked (the baby-carrier Dreadknight) and the cries of MartyStu and GameBreaker are far louder than those who approve. The errata did not help; it mostly confirmed that every attempt to abuse the Grey Knights' powers was legal.
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*** Ironically, the [[Main/LogicalWeakness supposed underdog]] Method of Special Summoning, the Ritual Summons[[note]]As both the spell you need to summon the monster and the monster itself go on the main deck, they're pretty hard to become available, unlike their extra deck counterparts.[[/note]], were largely unaffected by both changes. ([[labelnote:Why?]]Because they don't rely on Extra Deck, Extra Monster Zones changes mean nothing to them, and since they can be summoned using materials from the hand (save a few exceptions), Pendulum Summoning never benefited them much in the first place.[[/labelnote]])

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*** Ironically, the [[Main/LogicalWeakness supposed underdog]] Method of Special Summoning, the Ritual Summons[[note]]As both the spell you need to summon the monster and the monster itself go on the main deck, they're pretty hard to become available, unlike their extra deck counterparts.[[/note]], were largely unaffected by both changes. ([[labelnote:Why?]]Because ([[labelnote:Why?]] Because, as they don't rely on Extra Deck, Extra Monster Zones Zone changes mean nothing to them, and since they can be summoned using materials from the hand (save a few exceptions), Pendulum Summoning never benefited them much in the first place.[[/labelnote]])
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Adding Yu-Gi-Oh! stuff

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* ''TabletopGame/YuGiOh'' suffered from this twice now:
** First, at the introduction of Pendulum Monsters, that lead to A LOT of monster spamming, and ridiculously accelerated the game, allowing for Synchro or Xyz summons on first turn, or powerful monsters being summoned without tributes.
***For more information, [[labelnote:Here's how they work]]The field was redesigned to add two of a extra card zone, the "Pendulum Zones", and Pendulum Monsters are a mix of a Magic Card and a Monster of any possible kind (Normal, Effect, even special types like Synchro and Xyz) and they have a number that is their "Pendulum Scale". Also, instead of moving from field to Graveyard, they instead go face-up to the Extra Deck. Once two Pendulum Cards are set in the Pendulum Zones, once per turn, you can summon as many cards as you have free monster zones available from your hand or face-up on your extra deck, as long as their levels are between the scales of the cards in Pendulum Zones. Xyz Pendulum monsters usually have a special condition for Pendulum Summon, as they have Rank instead of Level[[/labelnote]].
**Game got so ridiculously fast Konami invented the Link Monsters to balance it: Since they changed the Extra Deck Rules, they've not only nerfed Pendulum Monsters to the point of near uselessness, but also were made obligatory in order to play any decks that relied on Fusion, Synchro and Xyz Monsters as well (which are almost every deck in the game). Since they're recent, they're still not available for most archetypes, meaning they'll integrate poorly in the deck. But it's either that, or forgetting about using your [[Main/TheAce Ace]] Extra Deck Monster...
*** Their rules are also a bit complex, but anyway, [[labelnote:Here's how they work]]The field changed again, no more Pendulum Zones (they got merged to the first and fifth Spell & Trap Zones), but now, between yours and your rival fields, there are two Extra Monster Zones: Any monster coming from the Extra Deck HAS to be summoned in one of these zones. The Link monsters themselves have no Levels (or Ranks) and 8 arrowhead placeholders around the artwork, a number of them (until now, up to four) are filled depending on the card. Instead of a Defense number, they have a Link Number (that is the number of filled arrowheads the card has), and as such, they can't be played in defense mode (as to not alter the arrowheads locations). They require a number of "Link Materials" to be summoned, specified by their Link Number and by the conditions printed on the card, (just like Synchros, but instead of matching the level, you need to match the Link Number). But here's the catch: Any Main Monster Zone their arrowhead points to becomes a Extra Monster Zone as well. Also, most of them have effects that affect monsters linked (monsters targeted by an arrow) by them, no matter if it's a ally or enemy monster[[/labelnote]].
*** Also Link Monsters themselves made NOTHING to slow down the game, many people feel it got even faster since their introduction. It's so bad there's a [[Main/WildMassGuessing Wild Mass Guess]] about their [[Anime/YuGiOhVRAINS advertising anime]]'s motto: "Let's step forward and try", doesn't mean "Don't give up if things don't initially work" as intended, instead it probably means "Don't drop the card game without at least TRYING a Link Summon".
*** Ironically, the [[Main/LogicalWeakness supposed underdog]] Method of Special Summoning, the Ritual Summons[[note]]As both the spell you need to summon the monster and the monster itself go on the main deck, they're pretty hard to become available, unlike their extra deck counterparts.[[/note]], were largely unaffected by both changes. ([[labelnote:Why?]]Because they don't rely on Extra Deck, Extra Monster Zones changes mean nothing to them, and since they can be summoned using materials from the hand (save a few exceptions), Pendulum Summoning never benefited them much in the first place.[[/labelnote]])
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* Among more legitimate complaints, this comes up a lot when ''TabletopGame/DungeonsAndDragons'' editions are discussed. The base is not so much {{broken|Base}} as it is shattered into a billion tiny splinters. Every single edition changed it and it sucked every single time. Not just Editions. Errata. Adjustments and changes to how powers work can set the forums exploding with "Class X is worthless now!" Complaining about nerfs to characters, in which people might have invested a lot of time is perfectly legitimate. Particularly as, depending on the edition, many/all builds rely on a very limited array of tricks and nerfing even one of them can push a character below the ability that the game assumes to be appropriate for his level. The trend from AD&D through 4E has always been about where to sacrifice verisimilitude to accommodate game-playability. Barring [[GameBreaker poor testing]], the later editions are more mechanically balanced at the cost of things actually making sense from an in-game perspective. The feud is always about how far in either direction is "too far", with most people siding with whichever edition they started with. This trope combined with BrokenBase makes D&D less a game system and more a collection of games with similar concepts but are ultimately separate in reality. The announcement that work is being done on writing future a 5th edition that will have modular rules as its selling point seems to be a case of WizardsOfTheCoast attempting to capitalize on this division. One specific D&D-related example: [[http://www.enworld.org/forum/en-world-official-reviews/312638-review-heroes-neverwinter-facebook-app-atari.html This review]] of the D&D-based Facebook app ''Heroes of Neverwinter''. Many of the comments call the reviewer on it.

to:

* Among more legitimate complaints, this comes up a lot when ''TabletopGame/DungeonsAndDragons'' editions are discussed. The base is not so much {{broken|Base}} as it is shattered into a billion tiny splinters. Every single edition changed it and it sucked every single time. Not just Editions. Errata. Adjustments and changes to how powers work can set the forums exploding with "Class X is worthless now!" Complaining about nerfs to characters, in which people might have invested a lot of time is perfectly legitimate. Particularly as, depending on the edition, many/all builds rely on a very limited array of tricks and nerfing even one of them can push a character below the ability that the game assumes to be appropriate for his level. The trend from AD&D through 4E has always been about where to sacrifice verisimilitude to accommodate game-playability. Barring [[GameBreaker poor testing]], the later editions are more mechanically balanced at the cost of things actually making sense from an in-game perspective. The feud is always about how far in either direction is "too far", with most people siding with whichever edition they started with. This trope combined with BrokenBase makes D&D less a game system and more a collection of games with similar concepts but are ultimately separate in reality. The announcement that work is being done on writing future a 5th edition that will have modular rules as its selling point seems to be a case of WizardsOfTheCoast Creator/WizardsOfTheCoast attempting to capitalize on this division. One specific D&D-related example: [[http://www.enworld.org/forum/en-world-official-reviews/312638-review-heroes-neverwinter-facebook-app-atari.html This review]] of the D&D-based Facebook app ''Heroes of Neverwinter''. Many of the comments call the reviewer on it.
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* ''{{Earthdawn}}'''s Second Edition had this happen to it as well; in principle the changes to the system were instituted to fix the various broken things in the first release - ED players were subsequently upset that the update broke off backwards compatibility with said First Edition. "Show me the Lightbringers!"

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* ''{{Earthdawn}}'''s ''TabletopGame/{{Earthdawn}}'''s Second Edition had this happen to it as well; in principle the changes to the system were instituted to fix the various broken things in the first release - ED players were subsequently upset that the update broke off backwards compatibility with said First Edition. "Show me the Lightbringers!"
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** Inverted with the changes to Standard rotation...in 2014, at least. At the height of one of the most monotonous Standard formats in years, Wizards of the Coast announced that the way sets were released and how Standard was managed were changing. Citing Standard formats that were solved (i.e. the best decks were identified and refined) much faster than in the pre-Internet days the schedule was developed in and the tendency for each 3 set block to have 1 set that made the block's Limited environment worse rather than better, blocks would move from 3 to 2 sets and Standard would move from 8 to 6, rotating ''twice'' a year instead of in the fall. Core Sets were also discontinued for being too complex for new players and too simple for established ones. This went over shockingly well, with lead designer Mark Rosewater even releasing a ''Tales From the Pit'' comic about how shocked everyone at Wizards was that they'd made a decision the fanbase seemed universally in favor of.
** This trope came to pass when the first shortened rotation happened. The lands included in the existing ''Khans of Tarkir'' expansion and new ''Battle for Zendikar'' expansion synergized perfectly, meaning that running 4 or even 5 colors (over the usual 2 or 3) wasn't just possible, it was easy. The format was now a mere 5 sets and had near-perfect mana, meaning that all of Standard was fighting over the same few cards that were the best in the format. Deck prices doubled, the reigning champ coming in at over ''$700,'' with the chase card of the format topping out north of $90 each, an unheard-of price for an in-print card. As a result of Standard becoming so massively expensive ''and'' expiring faster, attendance plummeted. It would take almost two years of rebuilding, including reverting the rotation change and canning the two set block formula for Standard to recover the massive player count lost over what was nominally a welcome change.
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** Imperial Guard and Dark Eldar seem to have evaded this in part because the IG were the buttmonkey for the previous 2 decades and their new codex gave them teeth without being overpowered, and the Dark Eldar codex was 14 years out of date and really didn't change anything significant it just made them consistent with 5th edition rules and more playable but still the hardest faction, that is until the Sisters received their infamous update.

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** Imperial Guard and Dark Eldar seem to have evaded this in part because the IG were the buttmonkey ButtMonkey for the previous 2 decades and their new codex gave them teeth without being overpowered, and the Dark Eldar codex was 14 years out of date and really didn't change anything significant it just made them consistent with 5th edition rules and more playable but still the hardest faction, that is until the Sisters received their infamous update.



** Other players are also frustrated by the removal of the force organisation chart that originally bound army compositions. Now, players receive a bonus for adhering to the chart, but are otherwise 'unbound', allowing some players to simply field columns of tanks or titans against their opponents. Needless to say, cries of Pay-to-win are not few and far between.

to:

** Other players are also frustrated by the removal of the force organisation chart that originally bound army compositions. Now, players receive a bonus for adhering to the chart, but are otherwise 'unbound', allowing some players to simply field columns of tanks or titans against their opponents. Needless to say, cries of Pay-to-win are not few and far between.between, and cries of joy where heard when 8th ditched this for a large variety of force organization charts as well as "Open Play" based on relative power levels between units.

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