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* The infamous "Reckoning Bomb." Reckoning was an ability which gave an extra attack on the next swing after getting hit with a critical attack. Like most sane and reasonable people: Blizzard assumed that players were not going to stand in one spot getting crit for hours just to go one-hit a raid boss. So, they didn't put any cap on the number of stacks the ability could have, and thus the number of extra attacks the player could get. But, the class which had this ability-the paladin-was also the most annoying to level. So anyone who leveled it to 60 (which took months) was exactly the sort of person who ''would'' intentionally get crit thousands of times just to one-hit a raid boss. All the thousands of Reckoning charges would be emptied out instantly in one hit, [[https://www.youtube.com/watch?v=6xhgvouRprw killing the boss on the spot.]] This was patched within hours of being used.

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* The infamous "Reckoning Bomb." Reckoning was an a paladin ability which gave an extra attack on the next swing after getting hit with a critical attack. Like most sane and reasonable people: Problem is Blizzard assumed that players were not going forgot to stand put a cap on the number of charges you could accumulate. That is to say, a paladin could spend a few hours doing nothing but standing in one spot getting crit for hours just to while someone healed him, then go one-hit a raid boss. So, they didn't put any cap on the number of stacks the ability could have, and thus the number of extra attacks the player could get. But, the class which had this ability-the paladin-was also the most annoying to level. So anyone who leveled it to 60 (which took months) was exactly the sort of person who ''would'' intentionally get crit thousands of times just to one-hit hit a raid boss. All the thousands of Reckoning charges would be emptied out instantly in one hit, [[https://www.youtube.com/watch?v=6xhgvouRprw killing the boss on the spot.]] This was patched within hours of being used.
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[[folder:Dragonflight]]
* Patch 10.1.5 introduced a new spec to the game: Augmentation Evoker, along with major redesigns to Holy Paladin and Fire Mage, with some tweaks for Guardian Druid and Shadow Priest. Top-end Mythic+ players quickly discovered that these five specializations in particular had ''multiplicative'' synergies, such as feeding the Fire Mage the Augmentation Evoker's Ebon Might, Shadow Priest's Power Infusion, Guardian Druid's Mark of the Wild, and Holy Paladin's Blessing of Seasons simultaneously, in addition to the group composition covering all the necessary group utility and buffs. Thus the [[Franchise/YuGiOh Exodia]]/God group composition was born, and it quickly dominated the M+ leaderboards in a way no other group composition has in the history of M+, with the vast majority of the top ''500'' runs using that exact composition. Each spec received multiple nerfs, but the damage was already done to the point that Blizzard made the unprecedented step of nerfing M+ dungeon scaling after +20 order in order for the season to remain competitive.
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* Soul Leech, a Warlock talent, was the undisputed best talent for the class for two patches. It granted Warlocks and their minions damage absorption based on a percentage of the damage they dealt and maxed out at 100% of their maximum health. For a time, Warlocks outright ignored boss mechanics as their "bubble" absorbed all the damage they should've taken and would be swiftly refilled in less than twenty seconds. Patch 5.4 nerfed it into the ground until it maxed out at a trivial 15% of their maximum health.
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** Shamans can stack Bottle of Swirling Maelstrom to massively boost the damage of their Earth Shock and Earthquake, sometimes to the point it can one-shot lesser enemies. Then they can give their Earth Elemental a permanent Earthquake effect, which is also boosted. Adding two reduction cooldowns allows 100% uptime on the Elemental, effectively giving the Shaman a permanent pet tank surrounded by a constantly pulsing [=AoE=] one-shotting enemies.
*** Shamans also have various Bloodlust-focused abilities which can stack together. One increases the duration, one increases the Haste buff, and another gives a short burst of Bloodlust every time a totem is dropped.
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* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull[[labelnote: explanation]]For those who don't know how tanking works: generally speaking, most tank damage will be melee hits, which can be parried, and with 75% parry it makes the dk tank almost untouchable, especially since DK blood can easly self-heal back to full health before the next melee connects[[/labelnote]]. In raids, Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.

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* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible possibly the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon history, especially in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , legendary. With it, you can potentially keep a '''70%-100% uptime''' of DRW, Dancing Rune Weapon[[labelnote:explanation]]summons a copy weapon that repeats the DK's abilities used and increase its parry by 40% for the duration of the spell[[/labelnote]], especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull[[labelnote: explanation]]For those who don't know how tanking works: generally speaking, most tank damage will be melee hits, which can be parried, and with 75% parry it makes the dk tank almost untouchable, especially since DK blood can easly self-heal back to full health before the next melee connects[[/labelnote]]. In raids, Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.
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* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull[[labelnote: explanation]]For those who don't know how tanking works: generally speaking, most tank damage will be melee hits, which can be parried, and with 75% parry it makes the dk tank almost untouchable, especially since DK blood can easly self-heal back to full health before the next melee connects[[/labelnote]]. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.

to:

* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull[[labelnote: explanation]]For those who don't know how tanking works: generally speaking, most tank damage will be melee hits, which can be parried, and with 75% parry it makes the dk tank almost untouchable, especially since DK blood can easly self-heal back to full health before the next melee connects[[/labelnote]]. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.
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* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull[[labelnote: explanation]]For those who don't know how tanking works: generally speaking, most tank damage will be melee hits, which can be parried, and with 75% parry it makes the dk tank almost untouchable, especially since DK blood can easly self-heal back to full before the next melee connects[[/labelnote]]. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.

to:

* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull[[labelnote: explanation]]For those who don't know how tanking works: generally speaking, most tank damage will be melee hits, which can be parried, and with 75% parry it makes the dk tank almost untouchable, especially since DK blood can easly self-heal back to full health before the next melee connects[[/labelnote]]. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.
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* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.

to:

* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry during most, if not the entire pull.pull[[labelnote: explanation]]For those who don't know how tanking works: generally speaking, most tank damage will be melee hits, which can be parried, and with 75% parry it makes the dk tank almost untouchable, especially since DK blood can easly self-heal back to full before the next melee connects[[/labelnote]]. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.
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* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry potentially the full pull. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.

to:

* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry potentially during most, if not the full entire pull. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.
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* Out of all the tier sets introduced in Season 3 of SL, which carried over into season 4, the [[https://www.wowhead.com/item-set=1500/the-first-eidolons-soulsteel Death Knight tank one]] is possible the single most overpowered in the game's history. By using Heart Strike during Dancing Rune Weapon in combination with [[https://www.wowhead.com/spell=334525/crimson-rune-weapon Crimson Rune Weapon]] legendary , you can potentially keep a '''70%-100% uptime''' of DRW, especially if you are tanking the entire pull. You read that right, a DK tank can easly keep 75% parry potentially the full pull. In raids, it means Dk Tanks can have the most survival out of any tanks as well as damage and self-heal. In M+, it means Blood Dk is [[ComplacentGamingSyndrome the only tank used]] in challenging keys due to its unrivaled tank survival and tank damage. It goes to the point most raid or M+ groups will use at least 1 DK as their main tank, and every other tank looks like a joke by virtue of being unable to match the survival and dps of a DK tank.
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** Another unassumingly powerful Anima Power for a specific Mage spec is Highly-Polished Handmirror. This makes Mirror Images stop staying in place and cast only Frostbolt and instead move around and use a set of abilities that depend on your active specialization. Arcane and Frost Mages can find some utility in this Power, but the fact Mirror Images no longer draw aggro from you makes you lose significant defensive utility from what is often used as a defensive spell. Fire Mages, on the other hand, will quickly realize that the Mirror Images gain the ability to cast '''Greater Pyroblast''' of all things, turning Mirror Image from a defensive to your main attacking spell; it also helps that the Mirror Images might cast Dragon's Breath which works as another Interrupt effect. Even if Mirror Image is in cooldown, Highly-Polished Handmirror also affects the Mirror Images generated when you Blink or Shimmer when you have the Clouded Diamond Anima Power.

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** Another unassumingly powerful Anima Power for a specific Mage spec is Highly-Polished Handmirror. This makes Mirror Images stop staying in place and cast only Frostbolt and instead move around and use a set of abilities that depend on your active specialization. Arcane and Frost Mages can find some utility in this Power, but the fact Mirror Images no longer draw aggro from you makes you lose significant defensive utility from what is often used as a defensive spell. Fire Mages, on the other hand, will quickly realize that the Mirror Images gain the ability to cast '''Greater Pyroblast''' of all things, turning Mirror Image from a defensive to your main attacking spell; spell, and Anima Powers that increase health to also increase your DPS[[note]]Against [=NPCs=], Greater Pyroblast deals damage equal to 35% of your own health[[/note]]; it also helps that the Mirror Images might cast Dragon's Breath which works as another Interrupt effect. Even if Mirror Image is in cooldown, Highly-Polished Handmirror also affects the Mirror Images generated when you Blink or Shimmer when you have the Clouded Diamond Anima Power.

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** Another unassumingly powerful Anima Power for a specific Mage spec is Highly-Polished Handmirror. This makes Mirror Images stop staying in place and cast only Frostbolt and instead move around and use a set of abilities that depend on your active specialization. Arcane and Frost Mages can find some utility in this Power, but the fact Mirror Images no longer draw aggro from you makes you lose significant defensive utility from what is often used as a defensive spell. Fire Mages, on the other hand, will quickly realize that the Mirror Images gain the ability to cast '''Greater Pyroblast''' of all things, turning Mirror Image from a defensive to your main attacking spell; it also helps that the Mirror Images might cast Dragon's Breath which works as another Interrupt effect. Even if Mirror Image is in cooldown, Highly-Polished Handmirror also affects the Mirror Images generated when you Blink or Shimmer when you have the Clouded Diamond Anima Power.



* Druids who pick the Night Fae Covenant get the Class Ability Convoke the Spirits, which makes them cast 16 random spells in 4 seconds of channeling. While the spell is, in itself, very reliant on RNG and can be easily interrupted, when neither thing is a problem, it becomes ridiculously powerful. Balance Druids in particular were incredibly difficult to deal with without a timely interrupt, as a series of Starsurges or Full Moons could easily kill a full-health player before they could react; this is without mentioning the chance of casting Renewal or Restoration for a heavy heal-over-time effect. Blizzard eventually prevented Convoke the Spirits from casting Full Moon when fighting against enemy players... but only for the Balance specialization, which caused two problems: first, that it doesn't fix the problem of getting hit by multiple Starsurges in a row, and second, that other specializations can still get Full Moons if they have the Balance Affinity Talent.

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* Druids who pick the Night Fae Covenant get the Class Ability Convoke the Spirits, which makes them cast 16 random spells in 4 seconds of channeling. While the spell is, in itself, very reliant on RNG and can be easily interrupted, when neither thing is a problem, it becomes ridiculously powerful. Balance Druids in particular were incredibly difficult to deal with without a timely interrupt, as a series of Starsurges or Full Moons could easily kill a full-health player before they could react; this is without mentioning the chance of casting Renewal or Restoration for a heavy heal-over-time effect. Blizzard eventually prevented Convoke the Spirits from casting Full Moon when fighting against enemy players... but only for the Balance specialization, which caused two problems: first, that it doesn't fix the problem of getting hit by multiple Starsurges in a row, and second, that other specializations can still get Full Moons if they have the Balance Affinity Talent. This took until Patch 9.0.5 to be fixed so that Convoke the Spirits cannot use Full Moon (or Feral Frenzy) on [=PvP=].

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