Follow TV Tropes

Following

History GameBreaker / MassivelyMultiplayerOnlineGames

Go To

OR

Is there an issue? Send a MessageReason:
Namespace shift


* In ''StarWarsGalaxies'' there have been SEVERAL instances of [[GameBreaker Game Breaking]], both alleged and confirmed in the current iteration and versions past:

to:

* In ''StarWarsGalaxies'' ''VideoGame/StarWarsGalaxies'' there have been SEVERAL instances of [[GameBreaker Game Breaking]], both alleged and confirmed in the current iteration and versions past:
Is there an issue? Send a MessageReason:
None


* In {{AdventureQuest Worlds}}, there used to be a bug regarding the mage class. It had an ability called infusion, which regened some mana for each hit on the target monster. But the mage also had an ability called explosion, where the damage doubled for each cast of infusion on the monster. Therefor, you would see groups of ~10 low-leveled mages +1 high-level mage INSTANTLY destroying a powerful boss mob. Sadly, this got nerfed.

to:

* In {{AdventureQuest Worlds}}, there used to be a bug regarding the mage class. It had an ability called infusion, which regened some mana for each hit on the target monster. But the mage also had an ability called explosion, where the damage doubled for each cast of infusion on the monster. Therefor, you would see groups of ~10 low-leveled mages +1 high-level mage INSTANTLY destroying a powerful boss mob. mob, as seen [[http://www.youtube.com/watch?v=v7-uoyiIpKw here.]] Sadly, this got nerfed.
Is there an issue? Send a MessageReason:
added info from aqworlds

Added DiffLines:

*In {{AdventureQuest Worlds}}, there used to be a bug regarding the mage class. It had an ability called infusion, which regened some mana for each hit on the target monster. But the mage also had an ability called explosion, where the damage doubled for each cast of infusion on the monster. Therefor, you would see groups of ~10 low-leveled mages +1 high-level mage INSTANTLY destroying a powerful boss mob. Sadly, this got nerfed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In EverQuest 2, one of the level 70 top raid mobs dropped a fighter item. A leather pair of boots with a proc on them that had a chance to make the wearer immune to damage for one hit. On their own they were good but not overpowered, but then came along AA's which boosted proc chance and procs that also boosted proc chance and they became the best boots in the game to raid tank on, selling for hundreds of dollars. Then came the nerfbat, changing the proc to only be once every 10 seconds, stopping infinite stoneskins.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Buff, debuff, and status effects in ''City of Heroes'' are much stronger than is typical for an MMO, and most buffs don't affect the caster. A single support character on his own is typically fairly weak; a team consisting of eight of them and nothing else is stupidly overpowered. People unfamiliar with the game often suggest "ultimate teams" of seven support characters and a tank, the standard response to which is to inquire as to why the support types should carry around the dead weight.
*** A popular example is a team of eight [[CombatMedic Empathy Defenders]]: a Empath's minor defense buffs stacked eight times gives more defense than a tank, the rapid HP recovery of an Empath stacks so far that if it can't kill you in twelve seconds, it can't kill you at all, stacked recharge boosts mean all the powers involved recharge before their effects wear off, and the damage buffs stack to the point where a Defender's normally-weak attacks are best described as a rolling nuclear barrage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

**Fucking. Ice. Barrage. It's Aoe, Can be rapidly cast from offscreen, does 300 damage or more, and the absoloute worst part: It immobilises people for ''20 seconds''. Some pvp games can actually be successfully locked out by three [[FanNickname Ancientspammers]] camping the respawn point.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

***Truth in MMO'ing: Not so much L12 neccessarily, thanks to DMs each having their own style of treasure distribution, but, in the double digits any precision based class (Rogues being the most prominent example) in the tabletop version of D&D become useless as almost every major monster/PC/NPC is either naturally immune or easily makes themselves immune to their primary form of damage.

Added: 325

Changed: 147

Is there an issue? Send a MessageReason:
None


* Entirely possible in ''{{Latale}}'' thanks to super puzzles. Here's how it works-you can use puzzles to [[SocketedEquipment add additional stats to your equipment,]] and cubes to reduce those stats. Puzzles reduce your equipment's durability, while cubes increase it, though by not nearly the same amount, if you're looking for some extra durability on a piece of equipment you just found. But super puzzles can have the potential to boost the stat by 50% more than a normal puzzle and have a lower cap durability that they can remove, just 10 compared to a normal puzzle's 15. So you can just keep using super puzzles...and then once you can't use any more, cube the item, which will only reduce the stat by the amount of a normal puzzle, and then ''enchant it again.'' Before super puzzles came out, it was rare to see an enchantment reach 40. After super puzzles, high end players focus on getting enchantments over 100.

to:

* Entirely possible in ''{{Latale}}'' thanks to super puzzles. Here's how it works-you can use puzzles to [[SocketedEquipment add additional stats to your equipment,]] and cubes to reduce those stats. Puzzles reduce your equipment's durability, while cubes increase it, though by not nearly the same amount, if you're looking for some extra durability on a piece of equipment you just found. But super puzzles can have the potential to boost the stat by 50% more than a normal puzzle and have a lower cap durability that they can remove, just 10 compared to a normal puzzle's 15. So you can just keep using super puzzles...and then once you can't use any more, cube the item, which will only reduce the stat by the amount of a normal puzzle, and then ''enchant it again.'' Before super puzzles came out, it was rare to see an enchantment reach 40. After super puzzles, high end players focus on getting enchantments over 100. Of course the only real way to do this is to shell out real money for a mask and a TON of Ely for a Title to increase you enchanting level to 100%
** Prime EXP Potions in the US version of the game increases the exp you gain from monsters by 500%. as long as you know what to grind on, at the least you'll gain about 5-20 levels in an HOUR. and this is possible all the way up to Lv. 193
** YMMV, but combinations of Function Sets(fashion with stats) are this to an extent.
Is there an issue? Send a MessageReason:
None


* GranadoEspada has the expert stance Shadow Sting, exclusive to Calyce. It hits twice per attack cycle (technically hits twice as fast than once-per-attack-cycle attacks), as hard as the omnipresent Flintlock (the stance of choice for DPS), as far as it as well. Then the skills, Eagle Eye can be used with Cat's Eye, to make your Penetration stat shoot up to 100+, which kills 100+ of your Target's DEF, and practically makes both Block and Evasion useless (1 Penetration kills 1 Block and 1 Evasion, and since both Block and Evasion has a ceiling and Penetration doesn't). Heart Breaker inflicts Drain, which drains your HP very fast. Back Step Inferno ignores 40 more DEF, and inflict Burn (making him unable to attack). Bolt Sequence is Back Step Inferno, minus the Burn but hurts a lot more. And then there's Shadow Dawn, the tank killer, has a 175% multiplier on anyone that's wearing Metal armor, and when coupled with the veteran stance Sagitta skill Silent Move, it's damage will be boosted up to double. But then again, a bare Shadow Dawn will be enough to kill any target that has below 50k HP. And the worse part about this stance? All skills are fast cast, and can be used in tandem with Silent Move, which means you'll never know when and where Calyce will hit you.

to:

* GranadoEspada has the expert stance Shadow Sting, exclusive to Calyce. It hits twice per attack cycle (technically hits twice as fast than once-per-attack-cycle attacks), as hard as the omnipresent Flintlock (the stance of choice for DPS), as far as it as well. Then the skills, Eagle Eye can be used with Cat's Eye, to make your Penetration stat shoot up to 100+, which kills 100+ of your Target's DEF, and practically makes both Block and Evasion useless (1 Penetration kills 1 Block and 1 Evasion, and since both Block and Evasion has a ceiling and Penetration doesn't). Heart Breaker inflicts Drain, which drains your HP very fast. Back Step Inferno ignores 40 more DEF, hits multiple targets, and inflict inflicts Burn (making him unable to attack). Bolt Sequence is Back Step Inferno, minus the Burn but hurts a lot more. And then there's Shadow Dawn, the tank killer, has a 175% multiplier on anyone that's wearing Metal armor, and when coupled with the veteran stance Sagitta skill Silent Move, it's damage will be boosted up to double. But then again, a bare Shadow Dawn will be enough to kill any target that has below 50k HP. And the worse part about this stance? All skills are fast cast, and can be used in tandem with Silent Move, which means you'll never know when and where Calyce will hit you.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GranadoEspada has the expert stance Shadow Sting, exclusive to Calyce. It hits twice per attack cycle (technically hits twice as fast than once-per-attack-cycle attacks), as hard as the omnipresent Flintlock (the stance of choice for DPS), as far as it as well. Then the skills, Eagle Eye can be used with Cat's Eye, to make your Penetration stat shoot up to 100+, which kills 100+ of your Target's DEF, and practically makes both Block and Evasion useless (1 Penetration kills 1 Block and 1 Evasion, and since both Block and Evasion has a ceiling and Penetration doesn't). Heart Breaker inflicts Drain, which drains your HP very fast. Back Step Inferno ignores 40 more DEF, and inflict Burn (making him unable to attack). Bolt Sequence is Back Step Inferno, minus the Burn but hurts a lot more. And then there's Shadow Dawn, the tank killer, has a 175% multiplier on anyone that's wearing Metal armor, and when coupled with the veteran stance Sagitta skill Silent Move, it's damage will be boosted up to double. But then again, a bare Shadow Dawn will be enough to kill any target that has below 50k HP. And the worse part about this stance? All skills are fast cast, and can be used in tandem with Silent Move, which means you'll never know when and where Calyce will hit you.
Is there an issue? Send a MessageReason:
None


* In ToontownOnline, the Sound gag track has become a borderline example. If all four people in a battle have access to it, they have the ability to destroy a whole team of the most powerful enemies instantly because of the bonus damage that comes from more than one player using the same track, as well as the high accuracy of the track. The gags are extremely weak compared to other gag tracks' gags of the same level, so this strategy only works if all four have it. It can be done almost as well with only three, but there are lots of impatient players that only want to do anything if they can blast their way through it as fast as possible. This game-breaking tactic is actually more popular than playing with any kind of strategy, so people who don't like to play this way (or who can't play this way) will actually have to let everyone else know and worry about being rejected because of it.

to:

* In ToontownOnline, the Sound gag track has become a borderline example. If all four people in a battle have access to it, they have the ability to destroy a whole team of the most powerful enemies instantly because of the bonus damage that comes from more than one player using the same track, as well as the high accuracy of the track. The gags are extremely weak compared to other gag tracks' gags of the same level, so this strategy only works if all four have it. It can be done almost as well with only three, but there are lots of impatient players that only want to do anything if they can blast their way through it as fast as possible. This game-breaking tactic is actually more popular than playing with any kind of strategy, so people who don't like to play this way (or who can't play this way) way due to either not having the Sound track or not having the three most powerful gags in it) will actually have to let everyone else know and worry about being rejected because of it.
Is there an issue? Send a MessageReason:
None


* In ToontownOnline, the Sound gag track has become a borderline example. If all four people in a battle have access to it, they have the ability to destroy a whole team of the most powerful Cogs instantly because of the bonus damage that comes from more than one player using the same track, as well as the high accuracy of the track. The gags are extremely weak compared to other gag tracks' gags of the same level, so this strategy only works if all four have it. It can be done almost as well with only three, but there are lots of impatient players that only want to do anything if they can blast their way through it as fast as possible. This game-breaking tactic is actually more popular than playing with any kind of strategy, so people who don't like to play this way (or who can't play this way) will actually have to let everyone else know and worry about being rejected because of it.

to:

* In ToontownOnline, the Sound gag track has become a borderline example. If all four people in a battle have access to it, they have the ability to destroy a whole team of the most powerful Cogs enemies instantly because of the bonus damage that comes from more than one player using the same track, as well as the high accuracy of the track. The gags are extremely weak compared to other gag tracks' gags of the same level, so this strategy only works if all four have it. It can be done almost as well with only three, but there are lots of impatient players that only want to do anything if they can blast their way through it as fast as possible. This game-breaking tactic is actually more popular than playing with any kind of strategy, so people who don't like to play this way (or who can't play this way) will actually have to let everyone else know and worry about being rejected because of it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ToontownOnline, the Sound gag track has become a borderline example. If all four people in a battle have access to it, they have the ability to destroy a whole team of the most powerful Cogs instantly because of the bonus damage that comes from more than one player using the same track, as well as the high accuracy of the track. The gags are extremely weak compared to other gag tracks' gags of the same level, so this strategy only works if all four have it. It can be done almost as well with only three, but there are lots of impatient players that only want to do anything if they can blast their way through it as fast as possible. This game-breaking tactic is actually more popular than playing with any kind of strategy, so people who don't like to play this way (or who can't play this way) will actually have to let everyone else know and worry about being rejected because of it.
Is there an issue? Send a MessageReason:
None


* ''WorldOfWarcraft'' has had a number of them, mostly in PvP content. However there have been a few PvE ones. Zul'Aman was also famous for creative ways to use certain skills to subvert major parts of the dungeon's challenges; pulling enemies using pets to get past walls, preventing them from summoning GoddamnedBats, certainly helped, but when the challenge of one boss is that it is a 5-man team, and you could (now fixed) literally make all but the "leader" despawn using a creative trick involving a frost trap and a naked Blood Elf (at least, it was invariably Blood Elves the way my guild did it)...
*** For a while there was the "Reckoning Bomb", which gave an extra attack on the next swing after getting critted, and could stack infinitely. That is to say, a paladin could spend a few hours doing nothing but standing in one spot getting hit, then go ahead and hit a raid boss. All the Reckoning charges would be emptied out instantly, giving the Paladin thousands of extra attacks in one hit, [[http://www.youtube.com/watch?v=6xhgvouRprw killing the boss on the spot.]] Needless to say, the nerfbat was quick in the coming.
** A different kind of GameBreaker back at release was the fact that you could kill enemy flight path masters, which just shut down transportation. Blizzard allowed this, but punished people who did this by automatically giving them hated reputation with their own faction, so your own faction NPCs will be hostile and attack you, making it virtually impossible to quest, shop, etc. on that character. They realized how stupid this idea was when some rogues began killing enemy flight path masters, then snuck back into their own faction cities and killed their own bankers, auction house masters, flight path masters, quest masters, etc.
** On the PvP front rogues at one point enjoyed the possibility of "stunlocks" in PlayerVersusPlayer, which meant they could use their various stunning/disabling skills to make an enemy completely unable to defend themselves for an unlimited amount of time. This was counteracted by so-called Diminishing Returns in [=PvP=], which make such abilities less and less effective the more they are used against the same opponent in a certain timeframe, as well as special [=PvP=] equipment that allows players to break free of one such effect every few minutes.
** The infamous 'World of Roguecraft' series of videos featured a player using stun locks along with the Eviscerate move which at the time did static damage no matter what the user's attack stats were to kill players while ''naked''.
** For a long time after the game was released (nerfed now, thankfully), Night Elf Hunters could charge up an Aimed Shot while invisible by using Shadow Meld. With decent gear, an Aimed Shot crit could almost kill a cloth wearer in one hit.
** Although currently eliminated from the [=PvP=] metagame, a common [=PvP=] Priest build used to involve acquiring as much armor as possible, leading to a damage reduction similar to mail and a shield, rendering them nigh unkillable healers. Paladins, who have even more armor and defensive abilities, also had their moments of glory.
** Lets not forget Warrior during the heyday of season 3 arena. Plate Wearing juggernauts that can take off a quarter of your life on a crit (that's if you were also in plate, god help you if you were in leather or cloth) while reducing any healing you get by half. If you try to slow or snare them they will fly across the field at you, if you try to stun them they will actually heal themselves. There was a reason 9/10 of the top 2v2 teams were Warrior/x.
** In classic vanilla, warlocks were often considered underpowered and and quite weak in PvP, and was often only brought along for specific PvE encounters. Cue the buff to death coil, making it an instant fear, heal and nuke on a relatively short CD, massive buffs to talent trees and the introduction of better +damage gear skyrocketing the DPS output of DoTS and warlock nukes. Suddenly a single affliction warlock could have DoTS doing 4000+ damage in battlegrounds, usually far more than the average health pools of anything but tanky warriors or paladins in the day, and even the ROGUES were complaining that death coil, slows and instant fears basically made warlocks invulnerable in 1v1.
** Even Druids had their moments. Restoration Druids were the undisputed kings of PvP healing for a while thanks to Lifebloom, a very effective instant cast that heals over time and even if the opponent could dispel it, it would only heal * more* . They also have a very useful spell in Cyclone, which doesn't last as long as other control spells, but is nearly impossible to break.
*** Early Wrath Starfall gave Moonkins the very useful (but unintended) ability to break enemy rogues out of stealth in a huge area, along with a chance to stun. It didn't last long however, and the spell became very underwhelming without these traits.
** Patch 2.4 and 3.0, before Wrath was released to the mainstream public, gave paladins level 80 abilities and damage at level 70. This patch was known as "Wrath of the Retadin". This was considered blasphemy to many other players, and it wasn't uncommon to see a battleground 3/4 or more full of Paladins. (Prior to this time, Retribution-build Paladins were considered leveling only builds, useless in Endgame Raids unless they respec'd as healers or tanks.) Although the developers intended to make Inscription and the level 80 skills available to players and for the game to balance out as the characters were leveled, the outrage and forum outcry was enough that Blizzard took the nerfbat to Paladins in 3.0.2 - making them vastly underpowered even compared with before. Retribution-build paladins weren't fixed until the Secrets of Ulduar patch rebalanced the skills of every class.
*** To put this in perspective - a Season 2 Geared Paladin could walk into the middle of a group of cloth and leather wearers in PVP with Seal of the Crusader on, do a Consecrate and Divine Storm, and kill or severely hurt anyone in a close proximity who were hostile. T6 geared paladins could solo a heroic instance at level 70 - something hard to do for even all but the most heavily geared 80s at this point.
*** Paladins were called as primary targets for months after the patch was fixed on Battlegrounds.
** As a matter of fact, whenever Blizzard introduces a new spell, it is guaranteed that it will be either unanimously considered useless, or someone somewhere will call it a game breaker. The balance of WoW is to avoid having any one class staying a game breaker for too long.

Added: 1721

Changed: 834

Removed: 2104

Is there an issue? Send a MessageReason:
Separated Pv E and Pv P examples, particularly since many of the Pv P ones are debatable.


* ''WorldOfWarcraft'' rogues at one point enjoyed the possibility of "stunlocks" in PlayerVersusPlayer, which meant they could use their various stunning/disabling skills to make an enemy completely unable to defend themselves for an unlimited amount of time. This was counteracted by so-called Diminishing Returns in [=PvP=], which make such abilities less and less effective the more they are used against the same opponent in a certain timeframe, as well as special [=PvP=] equipment that allows players to break free of one such effect every few minutes.

to:

* ''WorldOfWarcraft'' has had a number of them, mostly in PvP content. However there have been a few PvE ones. Zul'Aman was also famous for creative ways to use certain skills to subvert major parts of the dungeon's challenges; pulling enemies using pets to get past walls, preventing them from summoning GoddamnedBats, certainly helped, but when the challenge of one boss is that it is a 5-man team, and you could (now fixed) literally make all but the "leader" despawn using a creative trick involving a frost trap and a naked Blood Elf (at least, it was invariably Blood Elves the way my guild did it)...
*** For a while there was the "Reckoning Bomb", which gave an extra attack on the next swing after getting critted, and could stack infinitely. That is to say, a paladin could spend a few hours doing nothing but standing in one spot getting hit, then go ahead and hit a raid boss. All the Reckoning charges would be emptied out instantly, giving the Paladin thousands of extra attacks in one hit, [[http://www.youtube.com/watch?v=6xhgvouRprw killing the boss on the spot.]] Needless to say, the nerfbat was quick in the coming.
** A different kind of GameBreaker back at release was the fact that you could kill enemy flight path masters, which just shut down transportation. Blizzard allowed this, but punished people who did this by automatically giving them hated reputation with their own faction, so your own faction NPCs will be hostile and attack you, making it virtually impossible to quest, shop, etc. on that character. They realized how stupid this idea was when some rogues began killing enemy flight path masters, then snuck back into their own faction cities and killed their own bankers, auction house masters, flight path masters, quest masters, etc.
** On the PvP front
rogues at one point enjoyed the possibility of "stunlocks" in PlayerVersusPlayer, which meant they could use their various stunning/disabling skills to make an enemy completely unable to defend themselves for an unlimited amount of time. This was counteracted by so-called Diminishing Returns in [=PvP=], which make such abilities less and less effective the more they are used against the same opponent in a certain timeframe, as well as special [=PvP=] equipment that allows players to break free of one such effect every few minutes.



** Stunlocking is still an issue in [=PvP=], and if a rogue keeps you alive long enough for you to trinket out more than once or for diminishing returns to set in, then that rogue simply isn't a ''good'' one.



** Zul'Aman was also famous for creative ways to use certain skills to subvert major parts of the dungeon's challenges; pulling enemies using pets to get past walls, preventing them from summoning GoddamnedBats, certainly helped, but when the challenge of one boss is that it is a 5-man team, and you could (now fixed) literally make all but the "leader" despawn using a creative trick involving a frost trap and a naked Blood Elf (at least, it was invariably Blood Elves the way my guild did it)...



** In ''Wrath of the Lich King'', both Death Knights and Paladins have had their UNSTOPPABLE RAMPAGE moments. Holy/Unholy was a great [=PvP=] comp for a while. Now it's Unholy/Ret, and Resto Druid/Arms Warrior is coming back.



*** To put this in perspective - a Season 2 Geared Paladin could walk into the middle of a group of cloth and leather wearers in PVP with Seal of the Crusader on, do a Consecrate and Divine Storm, and kill or severely hurt anyone in a close proximity who were hosile. T6 geared paladins could solo a heroic instance at level 70 - something hard to do for even all but the most heavily geared 80s at this point.

to:

*** To put this in perspective - a Season 2 Geared Paladin could walk into the middle of a group of cloth and leather wearers in PVP with Seal of the Crusader on, do a Consecrate and Divine Storm, and kill or severely hurt anyone in a close proximity who were hosile.hostile. T6 geared paladins could solo a heroic instance at level 70 - something hard to do for even all but the most heavily geared 80s at this point.



*** And let's not forget, a long time ago, that Reckoning, which gave an extra attack on the next swing after getting critted, could stack infinitely. That is to say, a paladin could spend a few hours doing nothing but standing in one spot getting hit, then go ahead and hit a raid boss. All the Reckoning charges would be emptied out instantly, giving the Paladin thousands of extra attacks in one hit, [[http://www.youtube.com/watch?v=6xhgvouRprw killing the boss on the spot.]] Needless to say, the nerfbat was quick in the coming.



** A different kind of GameBreaker back at release was the fact that you could kill enemy flight path masters, which just shut down transportation. Blizzard allowed this, but punished people who did this by automatically giving them hated reputation with their own faction, so your own faction NPCs will be hostile and attack you, making it virtually impossible to quest, shop, etc. on that character. They realized how stupid this idea was when some rogues began killing enemy flight path masters, then snuck back into their own faction cities and killed their own bankers, auction house masters, flight path masters, quest masters, etc.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** And let's not forget, a long time ago, that Reckoning, which gave an extra attack on the next swing after getting critted, could stack infinitely. That is to say, a paladin could spend a few hours doing nothing but standing in one spot getting hit, then go ahead and hit a raid boss. All the Reckoning charges would be emptied out instantly, giving the Paladin thousands of extra attacks in one hit, [[http://www.youtube.com/watch?v=6xhgvouRprw killing the boss on the spot.]] Needless to say, the nerfbat was quick in the coming.
** As a matter of fact, whenever Blizzard introduces a new spell, it is guaranteed that it will be either unanimously considered useless, or someone somewhere will call it a game breaker. The balance of WoW is to avoid having any one class staying a game breaker for too long.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Entirely possible in ''{{Latale}}'' thanks to super puzzles. Here's how it works-you can use puzzles to [[SocketedEquipment add additional stats to your equipment,]] and cubes to reduce those stats. Puzzles reduce your equipment's durability, while cubes increase it, though by not nearly the same amount, if you're looking for some extra durability on a piece of equipment you just found. But super puzzles can have the potential to boost the stat by 50% more than a normal puzzle and have a lower cap durability that they can remove, just 10 compared to a normal puzzle's 15. So you can just keep using super puzzles...and then once you can't use any more, cube the item, which will only reduce the stat by the amount of a normal puzzle, and then ''enchant it again.'' Before super puzzles came out, it was rare to see an enchantment reach 40. After super puzzles, high end players focus on getting enchantments over 100.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Who can forget the brief reign of the Falcon, which was capable of using its ECM to reliably jam multiple battleships from extreme range while using its cloaking ability to hide until needed and its range to stay out of trouble? Mitigated with a patch that severely reduced the range of ECM-dedicated ships to a distance where they're likely to take some returning fire.
Is there an issue? Send a MessageReason:
None


** An Arcane Archer combining Arrow of Slaying (500 points of unblockable damage on a natural 20 that's confirmed as a critical hit) with Manyshot (Up to 4 shots per attack, each rolled differently) will result in 20 seconds of mass murder.
** Fighters and Barbarians combining True Sight (Negates all concealment, granting a 100% hit rate against any non-AC build, which is most of them) with Improved Trip (Which has a DC so high only pure-Str or pure-Dex builds have any hope of saving) and Stunning Blow to stunlock people.
** People abusing Sap (Paralyzes its victim for 18 seconds with no save and a cooldown shorter than its duration) for an even more reliable stunlock.

to:

** An Arcane Archer combining Arrow of Slaying (500 points of unblockable damage on a natural 20 that's confirmed as a critical hit) with Manyshot (Up to 4 shots per attack, each rolled differently) will result in 20 seconds of mass murder.murder barring a merciful RandomNumberGod.
** Fighters and Barbarians combining True Sight (Negates all concealment, effectively granting a 100% hit rate against any non-AC build, which is most of them) with Improved Trip (Which has a DC so high only pure-Str or pure-Dex builds have any hope of saving) and Stunning Blow to stunlock people.
** People abusing Sap (Paralyzes its victim for 18 seconds with or until they take damage, has no save and a cooldown shorter than its duration) for an even more reliable stunlock.to keep people stuck in one spot until they get bored.



** Spellcasters get the best of them, though - Not only do they get Irresistible Dance, but they also get Meteor Swarm (Deals Fire and Physical damage, the latter of which cannot be Evaded), Power Word Stun (Less than 450 hitpoints and you can't move for a few seconds, no save), Flesh to Stone (Failed Fort save holds you in place for 30 seconds or so, no protection from it), and the oddity that is Chain Missile. Chain Missile is blocked by Shield and Nightshield just like all Magic Missile-based spells, but only if it's fired at the victim directly. This is handy as it deals Force damage, which there is no way for a player to reduce or resist once it gets through. However, Chain Missile deals splash damage that is *not* blocked, so a common tactic was to have a Shielded friend run up next to the intended target, then fire Chain Missiles at the friend. The friend's Shield would block the Chain Missile but the splash damage would go through the target's Shield and damage them normally. Firing it into a group of enemies had the same effect, though weaker since the splash damage spreads out. Of course, Wizards get a Reincarnation feat that lets them use a Magic Missile spell-like ability that bypasses Shield/Nightshield directly.

to:

** Spellcasters get the best of them, though - Not only do they get Irresistible Dance, but they also get Meteor Swarm (Deals Fire and Physical damage, the latter of which cannot be Evaded), Power Word Stun (Less than 450 current hitpoints and you can't move for a few seconds, no save), Flesh to Stone (Failed Fort save holds you in place for 30 seconds or so, no protection from it), and the oddity that is Chain Missile. Chain Missile is blocked by Shield and Nightshield just like all Magic Missile-based spells, but only if it's fired at the victim directly. This is handy as it deals Force damage, which there is no way for a player to reduce or resist once it gets through. However, Chain Missile deals splash damage that is *not* blocked, so a common tactic was to have a Shielded friend run up next to the intended target, then fire Chain Missiles at the friend. The friend's Shield would block the Chain Missile but the splash damage would go through the target's Shield and damage them normally. Firing it into a group of enemies had the same effect, though weaker since the splash damage spreads out. Of course, Wizards get a Reincarnation feat that lets them use a Magic Missile spell-like ability that bypasses Shield/Nightshield directly. Usually followed up with Power Word Stun.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Heavy Fortification, an item property that grants immunity to critical hits and sneak attacks, is something every character is expected to have by level 12. This makes sneak-based rogues completely useless in PvP, as every competent player is immune to sneak attacks and hiding doesn't work in combat areas. It is not unknown for them to lose a straight melee with a SquishyWizard because of this.
Is there an issue? Send a MessageReason:
Added Dungeons and Dragons Online

Added DiffLines:

* ''DungeonsAndDragonsOnline'' has so many of these that the PvP system is sometimes considered balanced by its imbalances. Favorites include:
** An Arcane Archer combining Arrow of Slaying (500 points of unblockable damage on a natural 20 that's confirmed as a critical hit) with Manyshot (Up to 4 shots per attack, each rolled differently) will result in 20 seconds of mass murder.
** Fighters and Barbarians combining True Sight (Negates all concealment, granting a 100% hit rate against any non-AC build, which is most of them) with Improved Trip (Which has a DC so high only pure-Str or pure-Dex builds have any hope of saving) and Stunning Blow to stunlock people.
** People abusing Sap (Paralyzes its victim for 18 seconds with no save and a cooldown shorter than its duration) for an even more reliable stunlock.
** Clerics combining heightened Sound Burst (Stuns on a failed Fort save) and Cometfall (Massive damage on a failed Reflex save, Trips on a failed Str/Dex check) for more of the same.
** This is to say nothing of the Bard's Fascinate (Requires a nigh-unattainable Will save to avoid being held if the bard has good Perform and lasts for nearly five minutes) and Irresistible Dance (No save, 24-60 seconds of helplessness) combo, combined with their typical inability to actually kill the people they lock up, which often makes the sound of a Fascinate being played enough to make everyone in a brawling pit immediately hunt down and kill the bard.
** Spellcasters get the best of them, though - Not only do they get Irresistible Dance, but they also get Meteor Swarm (Deals Fire and Physical damage, the latter of which cannot be Evaded), Power Word Stun (Less than 450 hitpoints and you can't move for a few seconds, no save), Flesh to Stone (Failed Fort save holds you in place for 30 seconds or so, no protection from it), and the oddity that is Chain Missile. Chain Missile is blocked by Shield and Nightshield just like all Magic Missile-based spells, but only if it's fired at the victim directly. This is handy as it deals Force damage, which there is no way for a player to reduce or resist once it gets through. However, Chain Missile deals splash damage that is *not* blocked, so a common tactic was to have a Shielded friend run up next to the intended target, then fire Chain Missiles at the friend. The friend's Shield would block the Chain Missile but the splash damage would go through the target's Shield and damage them normally. Firing it into a group of enemies had the same effect, though weaker since the splash damage spreads out. Of course, Wizards get a Reincarnation feat that lets them use a Magic Missile spell-like ability that bypasses Shield/Nightshield directly.
Is there an issue? Send a MessageReason:
Added example

Added DiffLines:

** Motherships/Supercarriers are straying into this territory now. Groups of them are virtually unkillable due to their remote-repair abilities, and they can still deal massive damage while doing this due to their fighter-bombers, which will automatically follow a target that warps off. They also cost significantly less than Titans do and use skills any competent carrier pilot likely has already, making them much more common. Doubly so in low-security space where they're even harder to hold down and Titans can't hit them with their Doomsdays (If memory serves).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In classic vanilla, warlocks were often considered underpowered and and quite weak in PvP, and was often only brought along for specific PvE encounters. Cue the buff to death coil, making it an instant fear, heal and nuke on a relatively short CD, massive buffs to talent trees and the introduction of better +damage gear skyrocketing the DPS output of DoTS and warlock nukes. Suddenly a single affliction warlock could have DoTS doing 4000+ damage in battlegrounds, usually far more than the average health pools of anything but tanky warriors or paladins in the day, and even the ROGUES were complaining that death coil, slows and instant fears basically made warlocks invulnerable in 1v1.

Added: 382

Changed: 1

Is there an issue? Send a MessageReason:
None


*''LordOfTheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.

to:

*''LordOfTheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless. defenseless.
*In DreamOfMirrorOnline the "Sara Nurse" is a pet that you can summon in addition to your regular pet, and spams healing and buffers to the owner. It's blamed to be the single reason of the reducing number of teams in favor of solo players, and borderline cheating. It doesn't help that Saras have been promoted for a long time, making them really common amongst high level players.
Is there an issue? Send a MessageReason:
None


*''LordoftheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.

to:

*''LordoftheRingsOnline'' *''LordOfTheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.
Is there an issue? Send a MessageReason:
None


*''LotRO'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.

to:

*''LotRO'' *''LordoftheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.
Is there an issue? Send a MessageReason:
None


*''Lordofthe RingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.

to:

*''Lordofthe RingsOnline'' *''LotRO'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.
Is there an issue? Send a MessageReason:
None


*''LordOfTheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.

to:

*''LordOfTheRingsOnline'' *''Lordofthe RingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.
Is there an issue? Send a MessageReason:
None


*''LordoftheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.

to:

*''LordoftheRingsOnline'' *''LordOfTheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*''LordoftheRingsOnline'' has a Burglar's Trick:Dust in the Eyes, this debuff lowers a targets chance to hit and movement speed by 20%. While this is fairly balanced in PVE (where the effects don't stack and have attacks that ignore accuracy), in PvMP no such failsafes are in place. This means that as little as two Burglars can make make a target miss 80% of the time, with 3 or more making even PC controlled Troll's completely and utterly defenseless.

Top