Opinions happen and obviously when a game gets changed there will be detractors. So really this is about those changes to games that most people said had "fixed" the series from previous iterations (or "spiritual predecessors"), But changes your personally feel were either unnecessary or just pain didn't work.
I've personally got a few but I'll start with;
-Zelda; Link Between Worlds Item renting and dungeon design-
This one especially gets me simply because of how much praise it still gets. Zelda has often been criticised for it's formula of getting an item in a dungeon and then using it in said dungeon to unlock puzzles and doors. However this formula has been used so often because it works so well.
In a zelda game each dungeon starts out like a maze, with only a few places you can go, with rooms slowly opening up with the beating of puzzles and enemies with the halfway point usually being the acquisition of an item, this leads to the entire dungeon opening up as you explore it fully ending with a boss that you will need to work out how to use your new item on them.
Now What I described there is basically how each dungeon in Zelda is more akin to a small section of a Metroid game and the fun of progression with your new abilities or items.
But with the item rental/purchase system in LBW each dungeon starts at either a point you go in find you can't progress without an item, go grind for money, rent the item, go in and then you start at the mid point with your item unlocking the dungeon. This makes the dungeons lose a great deal of character as it's almost like buying a skeleton key for half the doors with the other half using the same wall-merging mechanic (interesting though it is). LBW was like a Zelda with cheat codes and codes that replaced clever design for rupee grinding, something famous for dragging down windwaker (one of the best 3D zeldas).
So, yes mechanics you feel were detrimental to a series but got a lot of praise.
I've personally got a few but I'll start with;
-Zelda; Link Between Worlds Item renting and dungeon design-
This one especially gets me simply because of how much praise it still gets. Zelda has often been criticised for it's formula of getting an item in a dungeon and then using it in said dungeon to unlock puzzles and doors. However this formula has been used so often because it works so well.
In a zelda game each dungeon starts out like a maze, with only a few places you can go, with rooms slowly opening up with the beating of puzzles and enemies with the halfway point usually being the acquisition of an item, this leads to the entire dungeon opening up as you explore it fully ending with a boss that you will need to work out how to use your new item on them.
Now What I described there is basically how each dungeon in Zelda is more akin to a small section of a Metroid game and the fun of progression with your new abilities or items.
But with the item rental/purchase system in LBW each dungeon starts at either a point you go in find you can't progress without an item, go grind for money, rent the item, go in and then you start at the mid point with your item unlocking the dungeon. This makes the dungeons lose a great deal of character as it's almost like buying a skeleton key for half the doors with the other half using the same wall-merging mechanic (interesting though it is). LBW was like a Zelda with cheat codes and codes that replaced clever design for rupee grinding, something famous for dragging down windwaker (one of the best 3D zeldas).
So, yes mechanics you feel were detrimental to a series but got a lot of praise.