It seems a large number of nerf topics have cropped up recently targeting a variety of traditionally controversial (in the most literal sense of the word) mechanics. A lot of the same anecdotal and subjective arguments come up again and again and people forget the reason FFG nerfs things.
I cannot remember FFG ever nerfing anything for being flat out too powerful. FFG nerfs ships, cards and mechanics that distort the metagame.
The first nerf was the TIE phantom: the decloak window was changed.
- The TIE phantom was a beatable list but it was a diamond-hard counter to anything that didn't tech against it. Falcons could deal with them with little problems and very skilled blockers could take them down with a swarm but anything else it could essentially solo. It wasn't the top list but its existence killed off so many strategies that the game started to devolve into Fat Falcon versus Phantom: few lists could deal with both.
- To reiterate, the TIE phantom's statistical balance wasn't the issue: Falcons could easily deal with them. The problem was that they single-handedly killed off an enormous number of strategies, namely anything not dedicated to Wave 4 ghostbusting.
- The TIE phantom wasn't made statistically weaker by the change but its ability to hard counter inferior arced PS was hugely reduced.
The second was Tactician.
- This was a pre-emptive nerf: Tactician was made limited to stop a triple Tactician stack on the YV-666. This list would have killed off anything action dependent with a huge denial zone: you enter Range 2 of a 180 degree firing arc and you get triple stressed.
The third was Half Points For Huge Ships.
- The rise of super tanky large based turrets to deal with the TIE phantom led to the discovery of Point Forts: a 60 point ship loses those all in one go. Therefore, if a Falcon started to lose it could just run away: provided it and its escort killed 52 points of the enemy squad it'd get a full win even if it was the last ship left on one hit point surrounded by the enemy. It was even more extreme with the Aggressor: provided neither died, even if they had a single hit point left each they counted as if they were completely undamaged.
- This also helped with tiebreakers in large tournaments: dropping very little MoV is generally a good thing.
- This encouraged killing a small part of the enemy list then turtling to time, distorting tournament gameplay by discouraging engaging the opponent and playing the game. While the Point Forts weren't more effective in untimed games their ability to cede none of their points unless completely destroyed made them more effective in Swiss than other lists.
- The result was that they were changed to drop half their points at half health. This effectively killed point forting.
The fourth was Deadeye.
- The TorpScout was a similar situation to the TIE phantom: a tailored list could kill it fairly reliably but the vast majority of strategies couldn't cope with its alpha strike. As a result, a huge amount of strategies were killed off and those strategies and builds couldn't keep other builds in check. You chase off all the cats with dogs and you get a mouse infestation.
- The TorpScout was killed to enable other strategies, not to nerf its power.
To conclude, things get nerfed because they distort the metagame: not because they're damaging to balance but because they're damaging to diversity. Things get errata nerfs if they're killing off a large number of strategies and builds that would otherwise be viable. Powerful generalist builds that don't hard counter things out of the meta tend to be dealt with by new releases rather than rule changes.
Edited by Blue Five