Why Nerfs Suck - and Should Rarely Be Used

Nerfs are just awful design decisions, that developers put in when they feel they cannot buff other mechanics or systems or abilities to match the 'problematic' thing. No matter what game or series nerfs are applied to, they always end up feeling horrible for players, and end up making the game or series less enjoyable overall.

For example, the most poignant example of unwarranted nerfs (in my opinion) has to be the Pokemon series, especially going from Black/White 2 (on the DS) to X/Y (on the 3DS). A number of needless changes were made, including:
  • The Base Power of a lot of special moves was reduced slightly, but noticeably. For example, special moves with 95 Base Power (Ice Beam, Thunderbolt, Flamethrower, Surf, etc.) were dropped to 90. Special moves with 120 Base Power (Hydro Pump, Blizzard, Thunder, Fire Blast) were reduced to 110. Special moves with 140 Base Power, which also have the drawback of reducing the user's Sp. Atk by two stages after each use (Leaf Storm, Overheat, Draco Meteor) were dropped to 130 - with the exception of Psycho Boost. There was NO reason for this; no-one ever complained about these moves. They were far from being "broken" or "overpowered".
  • When Fairy was added as a new eighteenth type, the type chart was also altered so Steel lost its long-time resistances to Ghost and Dark. Not only was Steel far from being "overpowered" in terms of its tanking potential (its three weaknesses - Fire, Fighting and Ground - are all very common, and many Steel-types lack reliable recovery), it meant that many Steel-types now had to fear the now-insanely-buffed Knock Off, and Pursuit. This was especially true for Steel/Psychic-types, like Metagross, Jirachi and Bronzong, since instead of taking neutral, regular damage from Dark- and Ghost-type moves they were now unfairly weak to them. The new Aegislash - which was far from being unbeatable due to lacking reliable recovery and King's Shield not blocking Will-O-Wisp and other status moves and doing nothing to scare off special attackers - was also subject to this unexpected and frankly idiotic change.
  • No additional features like the Pokemon World Tournament, Challenge Mode, Key System, Black Tower/White Treehollow, Hidden Grottoes, seasons. Also no VS Seeker from FireRed/LeafGreen and Diamond/Pearl/Platinum.
  • Additionally, weather-inducing Abilities (Sand Stream, Snow Warning, Drizzle, Drought) were altered to be identical to the standard moves (Sandstorm, Hail, Rain Dance, Sunny Day) by limiting them to 5 turns (or eight, if the correct held item is held) instead of infinite duration- this one, however, was somewhat justified because the Generation V competitive scene became almost solely centred around "weather wars", thanks to non-Legendary Pokemon getting access to the two most potent weathers (rain and sun - Politoed and Ninetales). Still felt horrible, and practically killed off the Abilities' usability.
Then going from Omega Ruby/Alpha Sapphire to Sun/Moon, the National Dex listing was removed, and Gale Wings was altered to stop working when not at full HP (all but murdering Talonflame, its sole user, since the bird lacks any powerful physical Fire-type moves outside of the recoil-inducing Flare Blitz, and its only usable Flying-type attack is Acrobatics - which is weakened significantly if the user is holding an item like practically everyone does. Roost, Talonflame's only reliable recovery, is also moot now that it doesn't get priority).

As for going from Ultra Sun/Moon to Sword/Shield...significant reduction in number of usable Pokemon, no EXP Share key item to turn off party-wide EXP gain, the first time a Pokemon has had its base stats reduced (Aegislash), King's Shield having its special effect weakened (if the user is attacked by a physical move, the attacker used to have its Attack stat reduced by two stages; it's now only one stage), the four Terrains having their type-buffing effects reduced from 50% buff to 30%, and some others I believe. Y'know, despite moves being introduced to play around Terrains and Defog being buffed yet again to remove Terrains.

Very few of the above changes were ever justified, and Game Freak have never provided reasons as to why they nerfed things between Generations. They all result in a significantly less-enjoyable experience than what should be the case.


Another game that has seen nerfs, that I have played, is Bloons Tower Defense 6 - a primarily singleplayer game that had multiplayer tacked-on months after release, from a series that is primarily singleplayer. These nerfs can range from a tower's purchase price, or an upgrade's purchase price (the more common of the two), being increased; attack or effect speed being reduced; how many Bloons a tower or upgrade can pop being reduced; and more.
In my experience, Bloons Tower Defense 6 is and has always been a rather difficult game, due to just how expensive upgrades can get, and how relentless Bloon waves can become, along with the new "3D vision cone" gimmick (if there's an environmental detail blocking a unit's radius, the unit can no longer fire despite it, unlike all five previous games). Not to mention bloody CHIMPS mode. So when prices are increased, the game just becomes less fun and far more frustrating - and one of the things I truly loathe is frustration and resulting rage.
Back in the day, the Spike Factory's "Perma-spike" upgrade was a reliable - though obscenely expensive - 'mopping up' tool since its spikes lasted two rounds before automatically disappearing, could pop a large number of Bloons each, and the Factory spewed them out at a rather quick rate. The only problem was that obscene price, making it damn-near impossible to earn it a lot of the time. What did Ninja Kiwi do to the Spike Factory's Perma-spike upgrade in update 2.0, a few months after launch? Why, they bloody well increased the stupid price (from 22,500 to 25,000), and reduced spawning speed by 66%!

That was just the first sign that told me BTD6 was overall inferior to its predecessor, BTD5. Since then, many other nerfs have occurred, and I haven't touched the game much at all, whereas BTD5 has seen plenty of love and attention. STOP NERFING YOUR SINGLEPLAYER GAMES!
  • Like
Reactions: 3 people

Comments

I fully agree; nerfs are just flat-out stupid, and do not serve to make a game better in any way. Look at Anthem, where loot desperately needed to be buffed, but the two times it accidentally was they nerfed it back down again. Or that new Outriders game; the update brought nothing but nerfs, and people bloody hate it.
Or how Minecraft nerfed its ENTIRE COMBAT SYSTEM into the ground back in 1.9, and has done nothing to make it better since - those occasional "Combat Snapshots" don't fix it, instead breaking more things (like weapon/tool attack values and hunger bar mechanics) in the misguided belief it will "balance" the borked attackSpeed attribute. No, it's that bloody worthless attribute that needs to be expunged, you major Mojang Microsoft morons!

Nerfs should be retired permanently.
 
  • Like
Reactions: 1 person
I thought you were talking about nerf guns. lol.

But yeah, nerfs in single player games is pretty idiotic. Considering that if a player feels that it's too overpowered (whatever it is) and harms the games fun for them, just don't do it.
 
  • Like
Reactions: 3 people
I agree. If you make a game too balanced, it's just lame imo. An exception I can think of is if an exploit/glitch was found that makes a character/move INSANELY OP. I'm talking game-breakingly OP. Otherwise, too many nerfs ruin a game completely. A once good character can be reduced to nothing from 1 or 2 nerfs.
 
  • Like
Reactions: 2 people
I always preferred softair guns over nerf guns, but the best ones still shoot paintballs.

Oh wait, wrong thread. :wacko:

Since I prefer singleplayer content (and apply make my very own nerfs) and since the only time I really excelled at a multiplayer game was when I played the roller in Splatoon, I can't really argue here. So... paintballs it is, I guess.
 
  • Like
Reactions: 2 people
@seany1990 There's a difference between a multiplayer-focused (or -only) game having nerfs, and a singleplayer-focused game getting them. With the former, power creep is much more of a concern since part of the appeal is having a range of usable options available; counter-play on top on counter-play, A beats B but loses to D and G but E is neutral against A but great against C and loses to M.

With singleplayer games, power creep isn't as much of a concern since the player should be free to do whatever the hell they want. Mod it? Action Replay/Cheat Engine it? Edit saves? All should be freely possible. Therefore, nerfing components of the game compared to previous instalments just feels a lot more cheap and unsatisfying compared to multiplayer games, since you're not really going to be facing other humans, but instead the AI.

For example, Super Smash Bros. 4 and Ultimate receive(d) plenty of updates, that nerf some characters and buff others - and that series is mainly multiplayer with tacked-on singleplayer. I don't mind those nerfs as much as BTD6 or Pokemon nerfs, especially since the SSB nerfs are nowhere near as obvious as "raised price number" or "lower Base Power number" or "my Steel-type took more damage than it should have, and there's no 'Not very effective...' message" or "why is this tower shooting slower?" and similar thoughts.
 
@AkiraKurusu Because MUGEN had and I assume still has no bounds when it comes to creativity. Let's just say there are more...tantalizing games made in MUGEN that make the way girls dress in DOA5 Ultimate look modest by comparison! XD

For real tho, a lot of creations made in MUGEN, especially the better quality characters, tend to be made in countries other than the USA. Like the most SF3 Third Strike-Arcade-Accurate recreations of a lot of that game's cast were made by some guy in Japan, along with a few Guilty Gear characters iirc.

(As for the picture, it's probably the fact that there's a lot of OP Hakurei Reimu edits, and the fact that the Orochi edit here was known for destroying a LOT of OP characters back in the day)
 
HEY YOU FORGOT ABOUT THE ALOLA POTION NERF, DINGUS!

In short, Sun/Moon altered the effectiveness of Hyper Potions, Fresh Water, Soda Pop, and Lemonade. Before Sun/Moon, these healing items restored 200, 50, 60 and 80 HP respectively; in the four Alola games (and maybe even the Switch games), they instead healed a disappointing 120, 30, 50 and 70 HP each.
Not sure why they decided to reduce their usability, when they were far from being overpowered, but Game Freak idiotically did.
 
  • Like
Reactions: 1 person
They also weirdly made the Super Potion more potent, a rise from 50 HP to 60 HP, but that's the only good thing they did.
 
  • Like
Reactions: 1 person
@AkiraKurusu Oh, right, yeah, I did forget about that. In my (poor) defense, I haven't played a Gen VII game in quite some time, and Potions becoming shit just slipped my mind compared to the type chart and move power.
 

Blog entry information

Author
RichardTheKing
Views
611
Comments
36
Last update

More entries in Personal Blogs

More entries from RichardTheKing

General chit-chat
Help Users
  • No one is chatting at the moment.
  • K3Nv2 @ K3Nv2:
    I'll reformat and have a 3tb raid0 m. 2 at least
    +1
  • K3Nv2 @ K3Nv2:
    Lmao that sold out fast
    +1
  • Veho @ Veho:
    Yeet the cat.
    +1
  • K3Nv2 @ K3Nv2:
    Good idea
    +1
  • The Real Jdbye @ The Real Jdbye:
    i thought everybody knew cocktails are like 75% ice
  • Veho @ Veho:
    Yeah but not like this.
  • Veho @ Veho:
    It's not like they're complaining that their Slurpee is 99% ice or something, but if the cocktail calls for "shot of vodka, shot of vermouth, shot of gin, shot of Campari, three shots of juice, squirt of lemon" and ends up being a thimbleful of booze, that's a problem.
  • The Real Jdbye @ The Real Jdbye:
    the funny thing is cocktails in norway are only allowed to have 1 20ml shot of booze
  • The Real Jdbye @ The Real Jdbye:
    so..... yeah
  • The Real Jdbye @ The Real Jdbye:
    we're used to only having a thimbleful of booze
  • Veho @ Veho:
    Booo.
  • The Real Jdbye @ The Real Jdbye:
    same thing if you want whisky on the rocks or something, you can't get a double
  • The Real Jdbye @ The Real Jdbye:
    but you could buy as many shots of whisky (or anything else) as you want and ask for a glass of ice and pour them in
  • The Real Jdbye @ The Real Jdbye:
    it's dumb
  • Veho @ Veho:
    Maybe.
  • Veho @ Veho:
    There was a comparison of the number of Ibuprofen poisonings before and after they limited the maximum dosage per box or per pill (i'll look that up). No limit on the number of boxes you can still buy as many as you want, so people argued it was pointless.
  • Veho @ Veho:
    But the number of (accidental) poisonings dropped because drinking an entire package of ibuprofen pills went from "I need a new liver" to "I need a new box of Ibuprofen".
  • Veho @ Veho:
    Here we have ketoprofen that used to be prescription-only because of the risk of toxic dosages, but then they halved the dose per pill and sell them in bottles of six pills apiece instead of twenty and it doesn't need a prescription any more. Yes you can buy more than one bottle but people simply don't.
  • Psionic Roshambo @ Psionic Roshambo:
    Usually accidentally overdose of ibuprofen here is from people taking like cold medicine then ibuprofen for a headache and the combination is over what they need
    Veho @ Veho: https://imgur.com/gallery/QQkYnQu