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Wow the good old days. Remember when anything and everything fun got nerfed out of existence? Instead of balancing something or making something slightly less powerful they'd just nerf it out of existence. Here's a short list.
Here's some pre holocron nerfs
Probot.
Admittedly it was over powered. Any noob had an uber tank with this thing. It ruled. SOE's answer? nerf it into a tin can that a noob would laugh at and not even consider owning. If they just slightly nerfed it they could have kept a useful droid.
Pistol whip
Ok, everyone and their grandma was pistol whipping when the game came out? Why? because it was overpowered and you could solo pretty much anything with it. For those who don't know. Pistol whip was a move that when you did it your target would fall down stunned for a long time. Essentially you could perma stun anything. Ridiculously overpowered. But again. Nerfed into a worthless pile. After the nerf a lot of people dropped pistoleer entirely. But a lot of us dropped that skill and kept a few others (the ones that gave +++ bonuses to pistol)
Respawning mobs
In the beginning you could essentially find some mob and camp it and pretty much get rad XP. So the dev's made it so stuff wouldn't respawn for a hella long time. This was good. However it had bad consequences. Such as the tuskan fort POI. No one went there ever again. And if they did go there they cursed themselves for wasting the time.
Revenge TEF.
Took the devs a couple months to figure out what it was. Basically it was how coverts could gank other overts or coverts. It ruled and led to a lot of med facility ganking/camping. They fixed this I think. But maybe they just screwed it up worse. I don't remember. I remember PVP kinda died after the revenge TEF fix.
creature babies STEALTH NERF.
This one was a shocker. No announcement on the forums. No announcement in the update notes. All of the sudden one day every baby of any good creature ceased to exist. Even after it happened the devs did not admit it. Eventually one of the CH devs admitted to it and boy was everyone pissed (unless you wanted CH nerfed in that case you were happy).
No xp for healing your pets!
This was a decent nerf. but IIRC you couldn't even heal your pets when this happened. Man I power leveled the few medic skills I wanted by flameshotting (don't remember that skill name) my pet's health down to all wounds then healing him over and over again. They nerfed this so you had to get someone else to damage your pet. Then they nerfed this... then they nerfed it again. Kept nerfing.
Baz Nitch?
Remember when everyone and their mother was doing Baz Nitch missions? You could rake in hella credits by doing these missions. And hella XP. Even when they nerfed them I was powerful enough to still do them. So guess what? nerfed again.
There's many more. I'd like to hear about some that I forgot???
Comments
My FAVORITE thing that got nerfed...
SWG: An Empire Divided.
My ability to choose....
Customizability a'la professions.
Everquest - 2000 - '02
Anarchy Online - '01-'02
Earth and Beyond - '02-'04
Star Wars Galaxies - '03-'06('07)
World of Warcraft - '04-'07
Age of Conan - '08 - shelved.
-Waiting on-
Star Trek Online
SW: The Old Republic
Man, i can't even tell were to begin. I will say the last straw was when NGE broke Bounty Hunter, so I could no longer wear my Full RSI suit. I had that and a pre-CU carbine, and i hunted Jedi. What a waste. Oh well.
Frank 'Spankybus' Mignone
www.spankybus.com
-3d Artist & Compositor
-Writer
-Professional Amature
snookems miss this most of all
I hated it when they nerfed the heck out of the game's population I believe they called it the NGE.
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Here Here !! kairaene Here here!! Pretty sad when u cant play a game u have paid for!
As for actual nerfs go I was really bummed with all of the early commando nerfs and broken weapons and broken SEAs. The entire profession was either nerfed or broken. Very sad for someone who spent all of their time as a commando.
Fav thing that got nerfed? SWG. Twice. CU first time, NGE the second. Screw $OE.
SWG Veteran and Refugee, Intrepid server
NGE free as of Nov. 22, 2005
Now Playing: World of Warcrack
Forum Terrorist
hmm.... the game?
"The Game" is a good answer.
For me though, the things that were specifically SWG and got nerfed, are what I miss the most about the game. These would be things like this:
HAMs and wounds, and healing in the med center... they could be annoying but the also lent a bit of realism to the game. Also provided good reason to socialize with non-combat classes.
Battle Fatigue and Entertainer healing. Provided a good reason to socialize with non-combat classes and led to some vibrant cantina communities.
Teaching each other -- getting "Apprentice Points" for teaching and using those to become master was great. Again it provided greater reasons to socialize and interact with other players.
Group size -- the 20 man groups we used to assemble were immensely fun. We could get practically the whole guild together for groups on some days, and we had just a huge blast. Especially for entertainment this was important, as an "8 man group" is not sufficient for a really good entertainer act (it takes 5 just to have one of each instrument, leaving only 3 dancer slots).
C
Enhancment diversification in CoH.
A repeat of many of the things already said...
--the game, in general
--Wounds and HAM bar (along with IDers...not that I was a master ID but once they could no longer adjust people's HAM bars I think many of them left the profession making them more difficult to find for other reasons...and now all ents are IDers; also some of the IDers were fun because one never knew what they would look like, I knew a couple of twi'lecks that changed their looks to match whatever outfit they were wearing)
-- group size dropping from 20 to 8
-- decrease of professions including the loss of many of my favorites
-- entertainer nerf; I imagine a good chunk of subscriptions lost during CU were alt accounts because entertainers became worthless during CU...loss of mind wounds, major nerf of buffs....supposedly entertainers have better buffs these days but guess that's just putting back some version of what they took out
-- doctor nerf; I know many people gripe about or do not miss the days of doctors being able to park themselves somewhere and buff/heal people but the removal of that took something out of the game....it gave another option for people who enjoy non-combat professions and it forced people to stop the grindfest long enough that one could meet others and have common meeting grounds (if one wanted to know where the areas of activity were one only needed to find the most popular cantina, med center, and/or shuttleport in the galaxy); funny thing is, with all the complaints about lag that having places like this caused, the only place I experienced lag regularly was "coro-lag" during pre-CU and I experienced lag out in the middle of nowhere once CU/NGE hit (I say "regularly" because game events that brought the masses caused lag too....I remember one crazy Tusken attack on some city - so many people showed up to the event that it was a regular lagfest making it difficult to even get away from the event, also remember participating in a base take down event combining forces from a few guilds - not sure if it was just the people participating or if we managed to mess up the whole server with that one, I remember that when we shuttled back to where we'd met for the starting point some people made it back and some of us found ourselves in emptiness with the people who'd made it back being able to see our bikes but not us and us not being able to see anything but what the area looked like pre-city until we totally logged out then logged back in)
Edit: another to add after reading another thread:
-- change of creature stats in CU; I'm probably not the only one that screwed up a pet by pushing the wrong button...remember the change the stats to match the level or change the level to match the stats? if I remember correctly had a pet end up being over level 100 and unusable as a result because I hit the wrong button
My favorite thing that got Nerfed was the game before the CU and the crapfest NGE.
You were hosed either way on this. Say you had a level 64 rancor -- highest allowed in the pre-CU game. If you adjusted his level to his stats, yes he became level 100+, and since level 80 was cap, you could not pull him out. But if you adjusted stats to level, he became a level 64 rancor, which made him just a level 64 "junk" pet. Since in CU everything was based on level, having anything but a level 80 pet out was useless. I used to have a "pet trio" that was quite effective pre-CU... post-CU they were useless... a trio could be max level 27 each. Again in pre-CU this was viable, because resistances mattered... They had huge kinetic resist, weak to all else, and thus were a great "pack" to use against enemy critters. In post-CU, level ruled all, and so resists were nil, and 3 level 27s would each be one-shotted by a level 40, let alone the level 80s that an MCH/M-whatever was going to fight.
Since you basically had to fight things your level, and since an MCH/M-whatever was level 80, pets below 70 were useless. I kept mine for nostalgia purposes only, and after a while just gave up and became MTK/Msword for just this reason -- since all pets were a level based "bag o' hit points", there was no point to having anything but a single level 80 pet, thus destroying the whole reason for being a CH (having lots of varied pets with varied purposes).
I kept all my pets in my datapad until canceling the account, but most of them could not be pulled. After I destroyed my Rancor trying to adjust stats to level, I realized what was going on and just left the rest of them in their pre-CU config, and thus un-callable.
This kind of crap is why SOE is so hated by so many people from pre-CU times... They did this without bothering to care or even think about the possibility that people might be 'attached' to their in game pets, and be unhappy with the fact that their old reliable friends were no longer usable. My "cat pack" was legendary in my guild, but after CU I couldn't even use 'em... and so on.
C
You were hosed either way on this. Say you had a level 64 rancor -- highest allowed in the pre-CU game. If you adjusted his level to his stats, yes he became level 100+, and since level 80 was cap, you could not pull him out. But if you adjusted stats to level, he became a level 64 rancor, which made him just a level 64 "junk" pet. Since in CU everything was based on level, having anything but a level 80 pet out was useless. I used to have a "pet trio" that was quite effective pre-CU... post-CU they were useless... a trio could be max level 27 each. Again in pre-CU this was viable, because resistances mattered... They had huge kinetic resist, weak to all else, and thus were a great "pack" to use against enemy critters. In post-CU, level ruled all, and so resists were nil, and 3 level 27s would each be one-shotted by a level 40, let alone the level 80s that an MCH/M-whatever was going to fight.
Since you basically had to fight things your level, and since an MCH/M-whatever was level 80, pets below 70 were useless. I kept mine for nostalgia purposes only, and after a while just gave up and became MTK/Msword for just this reason -- since all pets were a level based "bag o' hit points", there was no point to having anything but a single level 80 pet, thus destroying the whole reason for being a CH (having lots of varied pets with varied purposes).
I kept all my pets in my datapad until canceling the account, but most of them could not be pulled. After I destroyed my Rancor trying to adjust stats to level, I realized what was going on and just left the rest of them in their pre-CU config, and thus un-callable.
This kind of crap is why SOE is so hated by so many people from pre-CU times... They did this without bothering to care or even think about the possibility that people might be 'attached' to their in game pets, and be unhappy with the fact that their old reliable friends were no longer usable. My "cat pack" was legendary in my guild, but after CU I couldn't even use 'em... and so on.
C
I always had a special place for CH. I loved my Greater Sludge Panthers. Back in the day CH use to be alot of fun. Once they had nerfed pets in PvP they where fine. Then SOE had to nerf there effectiveness in pve. That was a very sad day. The first time I ever dropped every single skill box from a profession overnight. Anyone that played CH after the second series of nerfs to the profession knew the risk. SOE decided it hated its ch players. They weren't "star warzy" and therefore had to be wiped out.
my 15$ a month that now wow gets lol
hate wow but like swg my friends are there....
There were a bunch of Nerfs in SWG that really irked me. I'll list a few of them
* Star Wars Canon - SOE gleefully trounces on the setting of Star Wars, Pre-CU, CU, and of course in the NGE. This could easily fill out an entire thread in itself. As time progressed, anything and everything related to the Original Trilogy was cast aside for something else, i.e. Old Republic / Clone Wars crap, despite being set in the period of the Galactic Empire!
* Pre-CU Faction Armor - Pre-CU, the only faction armors were Stormtrooper and Rebel Marine Armors. In the Pre-CU days of 90% Resist Stun Composite Armor, Faction Armors, which could only be purchased from recruiters / officer NPCs, had 3-4 stats of 30% resist and tons of vulnerabilities. This really hurt Imperial players who wanted to fight actively (i.e. PVP) in Stormtrooper Armor. In a sci-fi world where there's supposed to be tons of Stormtrooper-esque armor, some armor set never, ever seen in the movies dominated the game. This was only rectified with the CU when all armor types could be made useful. The CU effectively killed "SWG Composite Clones." The CU also enabled the ever badass looking Scout Trooper Armor (but offset by the craptacular Shock Trooper Armor).
* Pre-NGE Commandos - This is very near and dear to my heart. Commando was the profession I stuck with for my main during the Pre-CU, the CU, and at the early stages of the NGE disaster before I left. I was loyal but holy jeez... Commandos had so many problems throughout most of its history.
Pre-CU Commandos
Consumeable Heavy Weapons like the original Heavy Particla Beam Cannon, Rocket Launcher, Acid Stream Launcher, etc. Time consuming & expensive to produce for Weaponsmiths. But they could have spectacular damage capabilities! They also had cool kneeling, aiming, firing animations, complete with disposal of the used weapon. It should have been great, right? Wrong! No matter how much Weaponsmiths tried to tweak them, Heavy Weapons were terribly inaccurate, despite being in the kneeling position, despite more mods towards accuracy, despite having the target laying dizzy on the ground, despite engaging from optimal ranges, you couldn't hit anyone. Maybe 1 out of 100 shots would hit... they averaged 30k-50k for a 35-40 use weapon. That's about 1k per shot, that in all likeliness would miss.
Crafted Grenades. Pre-CU, there were no "Grenade Specials." They could be as costly and time consuming to produce just like the Heavy Weapons. They were just as terribly inaccurate also. But here was the true insult. The Commando could lob a grenade 20m away to a target. The grenade 99% of the time will "Miss." But the target will run towards the Commando to engage in melee. Well, the way the system worked, that 6m blast radius of the grenade now somehow encompasses the Commando, and ALWAYS will hit him. It was insulting that Commandos were more likely to be killed or incapped by their own Grenades if they used them.
Flamethrowers. The Flamethrower was our ONLY effective, reliable weapon, but mitigated by 90% Composite. For PVP, the Fire Dot + Wounding was the main reason the weapon was semi-effective. However, it didn't help that Ranged Fighters had a defense penalty in melee fighting. And melee fighting isn't melee fighting in SWG. Melee'ers could have "lunges" that go out up to 20m. The same range as our Flamethrowers. Consider that the max range of blasters in SWG is 64m...
Commando Grenade Crafting. Yes, Commandos used to be able to craft their own grenades, but that ability was taken away looooonnggg ago.
CU-era Commando
Commandos were looking forward to the CU. The CU docs released by the devs had us and Swordsmen designated as the "Damage Dealers" and on a scale of 1 thru 5 on offensive power, both us and Swordsmen were "5" but sacrificing defenses. Fine by us! But it wasn't so when the CU came out. Commando damage output was mediocre, Heavy Weapons (no longer consumeable) put out pitiful damage, especially in contrast to Rifleman. Commandos put on status effects instead... WTF?!? We were supposed to be damage dealers, not debuffers!
To add insult to injury, Heavy Weapons had insanely huge AOE that aggro'd practically everything nearby. This wouldn't be as bad a problem if the Hvy Weapons at least did decent damage, but their damage output was low. You caught aggro for nothing.
Oh, and Grenades still sucked, and still suck even going into the early stages of the NGE.
It was bad in the CU. Older Commandos preferred the highly nerfed Pre-CU days since at least we had ONE reliable weapon we could live and die by, not NO reliable weapons. Because of the insane aggro ability of CU-Commandos with very little offensive power, it was not unusual to see something like:
"Bol hunting group forming, PST ____. No Commandos plz!"
It was a very, very trying time.
NGE-era Commando
After a patch or two in the NGE, Commandos finally became a force to be reckoned with. But due to the other issues of "principle" against SOE and the NGE, I still left SWG. From what I understand, Commandos are still power players. It's just too bad that it's in the NGE...
"I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)
The two and a half years I spent grinding up my Jedi from a noob frightened of getting killed by Worts to a Jedi Knight MLS, MDEF, Heal 2xx2 who could finally take on and win against the BHs who'd hunted him for twenty-four months.
I remember respecing to commander on one of my toons during this time to find that the majority of my weapons aggroed everything around. The question would come up "who used AOE attack?' or the statement "don't use AOE attack" to which my response would be "I didn't" until we figured out that the AOE was attached to the weapon. I think I had tried to have CM as my other profession with this one and the distance I needed to attack with one meant being damaged by the other. I respeced out of Commando in a hurry.
You were hosed either way on this. Say you had a level 64 rancor -- highest allowed in the pre-CU game. If you adjusted his level to his stats, yes he became level 100+, and since level 80 was cap, you could not pull him out. But if you adjusted stats to level, he became a level 64 rancor, which made him just a level 64 "junk" pet. Since in CU everything was based on level, having anything but a level 80 pet out was useless. I used to have a "pet trio" that was quite effective pre-CU... post-CU they were useless... a trio could be max level 27 each. Again in pre-CU this was viable, because resistances mattered... They had huge kinetic resist, weak to all else, and thus were a great "pack" to use against enemy critters. In post-CU, level ruled all, and so resists were nil, and 3 level 27s would each be one-shotted by a level 40, let alone the level 80s that an MCH/M-whatever was going to fight.
Since you basically had to fight things your level, and since an MCH/M-whatever was level 80, pets below 70 were useless. I kept mine for nostalgia purposes only, and after a while just gave up and became MTK/Msword for just this reason -- since all pets were a level based "bag o' hit points", there was no point to having anything but a single level 80 pet, thus destroying the whole reason for being a CH (having lots of varied pets with varied purposes).
I kept all my pets in my datapad until canceling the account, but most of them could not be pulled. After I destroyed my Rancor trying to adjust stats to level, I realized what was going on and just left the rest of them in their pre-CU config, and thus un-callable.
This kind of crap is why SOE is so hated by so many people from pre-CU times... They did this without bothering to care or even think about the possibility that people might be 'attached' to their in game pets, and be unhappy with the fact that their old reliable friends were no longer usable. My "cat pack" was legendary in my guild, but after CU I couldn't even use 'em... and so on.
C
Reminded me of another nerf....and why I never really realized the issue with pet levels:
-- Bio-engineers; in pre-cu there had been no levels for players (and the levels of spawned animals were not obvious until you tamed one), everything was skilled based but along comes CU and everything and everyone gets leveled...problem was the only way to get to level 80 was to have 2 combat professions, combat professions earned levels and noncombat professions didn't which is fine if you are crafter or entertainer that has no reason to have to leave town but not ok if you need to go about collecting DNA samples....as you said people need/want high level pets, even as a level 40 my BE/CH could equip level 80 pets but attempting to collect the high level DNA I needed was a pain: no one wants to group with someone trying to collect DNA because they want to kill the animal not stand there while someone samples, anytime one sampled any type of animal one risked aggro, one had to sample from whatever random spawns one could find because a level 40 isn't going to be able to pull high enough missions to get high level DNA from, and trying to sample from naturally aggro animals meant trying to find a solo one and sneak up close enough to start the sampling process without aggroing the thing...I think I even had a level 80 group with me one time as he went about killing his own lairs but I still did not survive the experience for long (if I recall right the animal that was being sampled was considered to be under one's control at that point which kept me from being able to have pets out while I sampled...and I only had novice pike for a weapon profession)
Woe to the Rangers!
Pre-CU - I was a Master Ranger/ Rifle Wok and I used a probot Droid to loot the dead. The droid was a Probot with the Max + to harvest. I never used it for combat just for harvesting. They made it so that I looted more than my Droid even if it was grouped with me. It was hard because normally i'd lay down at max range and conceal shot then send in the droid to loot, but since that change I had to get up and loot it myself. I sent in a ticket thinking it was a bug but I got a "+ to harvest does not work like that" even tho it had been working like that before.
CU - They made me take another line in rifles so I could no longer spend the points in healing. They said they were gonna change Rangers into that other style of play and give us all the Ranger skills as Master Hunters - i was gonna get healing back with a vengence but it never happened.
NGE - He was born to be a Master Ranger and the last time I logged him off he was a Master Ranger.
Aside from that i can't remember us taking too bad of a hit.
"The liberties and resulting economic prosperity that YOU take for granted were granted by those "dead guys"
SOE's way of fixing SWG was nerfs ... instead of trying to balance they just nerf everything and ofcourse those werent small nerfs they were huge,and by nerfing X ,Y would become overpowered ,then they would nerf Y and X would become overpowered.It was extremly stupid,and alot of nerfs were pointless ,abilities that were truly balances were nerfed for the sake of nerfing.
I liked the TEFs. It was fun when taking on the Empire, to be flagged as a possible pvp target for Imperial players. It felt more realistic.
I liked when Image Designers could adjust my stats. I really customized my character for optimal combat.
I liked the mind buff/battle fatigue system for entertainers. It was a good way to chill after a battle, and a good way to meet people, group up and prep for a battle.
Respawning tuskens at the fort. Had my funnest times in there.
Camping with pals at Amidala's beach and setting off fireworks. I hear camps are back now. I hope they're fun again.
Being able to assign skill points to new skills, and learning new skills by finding trainers. I enjoyed adding/dropping skills when I felt like trying new things. Finding the right trainer was fun too, I had them all waypointed and would share what I'd learned (through exploration) with friends.
Krayt hunts for rare drops with huge teams were really fun.
Gotta run, that's the short list
Back now lol, couple days later to add to my list:
I really enjoyed the animations I had as a TKM. I also liked my Katarn knuckler I got from hunting that beastie at the bottom of the Kashyyk trails. A good friend of mine also gave me a Necrosis Nightblade; that was my all time favourite in-game gift from another player. It was a shame when Teras Kasi was deleted from the game, the combat/meditate etc. animations were really awesome; and it was a sad day when my nightblade and katarn knuckler--hard to get rare loot items--became pretty much useless. The profession they were made for no longer existed.
I also liked trying to squeeze as many Mastered Professions as I could out of my skill points. I was a Master Brawler, Master TK and Master Doc. Yup just had enough for the triple master. That was just plain fun.
Later I assigned points to force enhancements. I thought it was cool to have force ehanced accuracy for example. You'd be part way done your training for Padawan, and noone needed to know you had all these enhanced abilities. I liked that.
I also really loved hunting Nightsisters with my probot. When the probot didn't sit directly in my line of sight that is (NGE parked the thing always right in your line of sight). I also enjoyed when I could give it an attack command, and it would keep attacking. That way I could focus on my own combat moves. NGE made it necessary to re-issue the attack command over and over again. What a pain in the buttocks.
I also loved shopping for stuff for myself and friends at those huge guild city malls, back when people lived in the guild cities, when crafting was useful. I loved weapon shopping best probably, and getting those temporary attachments for weapons to improve their performance. Also, stuff would wear out (realistically) and it paid to know a good crafter or 5 to keep yourself stocked and ready for action. I also used to like getting jewelry, outfits and equipment for friends.
Finding the best armour at the best price was also really fun, when I needed armour. When I got TKM I had that steel-hard skin though, so I gave my armour to some pals. Right after I did this, Teras Kasi was deleted of course, and I needed to buy all new armour, cuz my steel hard skin got deleted too. Aaaand the kind of armour that I liked couldn't be worn now due to the new armour certification system. So I went out and bought this butt-ugly stuff just to try to survive :P. Some times I still wonder how they could possibly screw sooo many things up with one move (NGE).
Had this really nice friend who used to make me bio-engineered bunny rabbits lol, that was cool.
I also liked how the various professions were designed to compliment one another during, before and after combat. That was pretty fun stuff.
More than anything I enjoyed the people I met, the city and guild we contributed to, the packed cantinas, the ever present hunting groups etc. It was a really good gig. There were a lot of good people, and a lot of us felt like we were living out some kind of childhood dream. That was the best. I've thanked the original game designers and developers for a lot of good times. I'm still thankful for those, and can enjoy a lot of those memories, in spite of what happened when the people making decisions about the game lost their way.
Arc