Seen it already. While buffing should be preferred, sometimes, games designers get drunk and put retarded things in their game, like R8 in csgo. While extremely powerful stuff for everyone may create a higher skill celling in some cases, it often lowers the skill floor significantly, allowing people to get high rewards without any kind of proper in-game experience. The latest CoD is a prime example, from the short footage I saw, the TTK is so low (for all weapons) and with so little recoil for the weapons it screams "casual". Same goes for SW: Battlefront, the weapons have endless ammo, characters regenerate entirely in 1 second after they are out of the fight for 5 seconds or something, and they got overpowered gadgets as well as a grenade to throw every 10 seconds with little fuse time and a super short animation. The funniest example of what I mean is BF1, where a couple of weapons have more than 70% of the usage time, and the rest are used like 3 to 5% of the time. Sure, the underused weapons could use a buff, but I wonder how weird the game would become with every weapon being as overpowered as the automatico (900RPM smg, in WW1 era where most of the guns don't scratch above 600 RPM). You just can't buff everything until it gets broken, otherwise it's a casual fest as a described earlier. The only exception I see to that are tactical shooters as Squad or Insurgency, with extremely fast TTK, but that's another story, since it takes in account other parameters such as map balance for example.
For me though, cRPG had an almost perfect balance in 2012, where almost every build and class was potent enough to be used well, and had their counters for the most part. Then the devs kept blanket nerfing everything that wasn't pure melee infantry with a good load of agility, effectively killing the game for many people who either saw their favorite playstyle nerfed, couldn't be arsed to trade their useless items on the marketplace or to grind for more gear.