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* 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 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.

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* GranadoEspada VideoGame/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 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.
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** Again in EverQuest were the introduction of certain overpowered items that seemed balanced on paper, but ended up being far more powerful than anticipated.
*** The Mana Stone's ability to convert health into mana seemed balanced at first. After all, casters typically have way more mana than health, so the tradeoff comes in trying to avoid damaging yourself so badly that you risk death. Of course, with spells like Complete Healing that provide a '''huge''' amount of health for a relatively small casting cost, any cleric with a mana stone essentially ends up having near-infinite mana. Verant was reluctant to change the effect given the role the item played in the game's economy, so instead, they simply made it non-functional in any of the expansion zones.
*** The Moss-Covered Twig was another oversight. It had a damage of 3 with a delay of 11, making it swing very quickly but with little base damage. Again, comparing its damage/delay ratio to other weapons, it didn't seem particularly threatening. However, EverQuest's damage calculations for a melee character's main hand adds a flat amount of damage to each blow rather than a percentage-based increase, resulting in a very high minimum damage. This meant that at high levels, the twig's '''actual''' damage output dwarfed weapons obtained from much more powerful enemies since every rapid-fire swing was guaranteed to hit for the same minimum damage as any other melee weapon. It was eventually nerfed by making it off-hand only (as the left hand doesn't get the same minimum damage bonus) and was replaced with a 6/22 weapon, which is far less effective despite having the same ratio.
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*** The Smith's Tome, which is essentially a more-accessible version of the same mechanic that makes the imaginary hamster so powerful, but you can equip the gear from turn 1. And it does other stuff too, just to make sure. It's so powerful, many players credit it as the main reason for the "type69" ScrappyMechanic that prevents older limited-time content from being used in the current challenge path.
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** Another gamebreaker in terms of giving one class an unfair advantage: In the game's early years, the summoned minions of magicians and necromancers would use the delay attribute of equipped weapons, but would still inflict their normal damage, which was based on level. Furthermore, necromancers gained access to a spell called "Feign Death" which would effectively render them permanently untargetable by enemy NPCs. Cue necromancers equipping their minions with two high-speed daggers, then feigning death in a populated dungeon while patrolling enemies attack (and get obliterated by) the summoned minion due to its insane damage/delay ratio. It was not unheard of for players to regularly leave their characters logged in overnight and come back to see their characters several levels higher than when they went to bed.
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** The "Death Star" POS was this for some time. It is simply just a specific way to set up a station's defenses, but when a station is set up that way it became nearly unkillable. The dreadnought class of capital ships was added to the game originally just to take these down.

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Unexplained removal reverted per Ask The Tropers


*** Certain stances and other uninterruptable skills can alleviate this problem, but it's rather difficult to create a build that perfectly counters this and while still maintaining the ability to fulfill your combat role.

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*** Certain stances and other uninterruptable skills can alleviate this problem, but it's rather difficult to create a build that perfectly counters this and while still maintaining the ability to fulfill your combat role. role.
* ''VideoGame/TheLordOfTheRingsOnline'' 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.
** Also, Burglars have Reveal Weakness, which increases the amount of damage the target enemy receives. Also, it stacks with itself, allowing multiple burglars to use it at the same time, making burglars a viable DPS choice.
** Wardens are able to tank extremely well without a healer, healing themselves with their gambits. This way, they can solo or tank for group content without any healers.
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** Thanks to Generation Six, a Level 12 ''Anime/MobileSuitGundamSEED'' unit with N-Jammer Canceller becomes this. At Level 12, the unit gains a part that allows players to double jump without using extra boost. N-Jammer Canceller allows players to dash infinitely without running the risk of draining their boost meter. There's also a GoodBadBug which allows players to continuously jump into the air after melee attacking as it resets the jump counter. Thus, units like the Freedom Gundam and the Justice Gundam can essentially "kite" across the battlefield. The Infinite Justice Gundam makes this worse - he can dash infinitely across the sky, throwing beam boomerangs at his opponents without the threat of being hit ''once''. This has lead to a ''lot'' of RageQuit.
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* When first introduced ''EveOnline'''s Doomsday Devices (a massively damaging [=AoE=] attack[[hottip:* :dealing enough damage to instantly destroy any ship smaller than a Battleship, and even Battleships will fall if not specifically tanked against them]]) could be fired remotely, and imposed no penalties on the ship which fired them. This often resulted in battles being decided simply by which faction activated theirs first. One ObviousRulePatch later the ability to fire remotely was removed, and they now disabled the ships jump-drive for 10 minutes when fired, turning them into more balanced last-resort weapons.

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* When first introduced ''EveOnline'''s Doomsday Devices (a massively damaging [=AoE=] attack[[hottip:* :dealing attack[[note]]dealing enough damage to instantly destroy any ship smaller than a Battleship, and even Battleships will fall if not specifically tanked against them]]) them[[/note]]) could be fired remotely, and imposed no penalties on the ship which fired them. This often resulted in battles being decided simply by which faction activated theirs first. One ObviousRulePatch later the ability to fire remotely was removed, and they now disabled the ships jump-drive for 10 minutes when fired, turning them into more balanced last-resort weapons.
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** Speed was arguably even worse than Doomsdays. If a ship is fast enough it can outrun all incoming damage (short of [=AoE=] effects). Nanofiber modules and Polycarbon rigs which boosted speed and maneuverability were for a time de riguer in small-gang combat. Eventually CCP realized that when people's advice when fitting any cruiser was 'nano it' this might have broken the game somewhat. It remains possible to make your ship invulnerable by orbiting fast and close but only for frigates and the tactic can be countered very simply by not flying solo as your friends can easily pull range and nail the bastard.

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** Speed was arguably even worse than Doomsdays. If a ship is fast enough it can outrun all incoming damage (short of [=AoE=] effects). Nanofiber modules and Polycarbon rigs which boosted speed and maneuverability were for a time de riguer ''de rigueur'' in small-gang combat. Eventually CCP realized that when people's advice when fitting any cruiser was 'nano it' this might have broken the game somewhat. It remains possible to make your ship invulnerable by orbiting fast and close but only for frigates and the tactic can be countered very simply by not flying solo as your friends can easily pull range and nail the bastard.
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* ''VideoGame/SDGundamCapsuleFighter'' has the Enhanced Close-Range Protection, which increases your defenses from melee attacks and gain the ability to [[NoSell no-flinch]] attacks, meaning a unit could race in, attack you all they wanted, and you could turn around and smack them instead. Most PVP rooms, especially 1 on 1 melee rooms, outright ban units that use this.
** The Super/Hyper Modes used by certain ''Anime/MobileFighterGGundam'' units fit into this as well as they, too, had no-flinch properties.
** [[Anime/MobileSuitGundamWingEndlessWaltz Deathscythe Hell (EW)]] was a majorly notorious Game Breaker unit, especially prior to the Generation Six update. Its melee power was incredible and since one of its attacks rendered it invisible, all a [=DSHEW=] player had to do was turn invisible, race up to a unit from behind and nail one melee combo. Boom - the unit was dead.
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* ''VideoGame/TheLordOfTheRingsOnline'' 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.
** Also, Burglars have Reveal Weakness, which increases the amount of damage the target enemy receives. Also, it stacks with itself, allowing multiple burglars to use it at the same time, making burglars a viable DPS choice.
** Wardens are able to tank extremely well without a healer, healing themselves with their gambits. This way, they can solo or tank for group content without any healers.
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* In EverQuest, the Mana Burn ability given to wizards meant that you could take down any boss in the game simply by assembling enough wizards who had gained that ability, and all they had to do was be coordinated enough to all cast at roughly the same time. This was particularly game-breaking with respect to bosses whose difficulty was regeneration- or threat-based. Teams of Mana Burn wizards used to prowl for fun and profit, even working for hire. Point and shoot, effective one-hit-kill boss fights.

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* In EverQuest, the Mana Burn ability given to wizards meant that you could take down any boss in the game simply by assembling enough wizards who had gained that ability, and all they had to do was be coordinated enough to all cast at roughly the same time. This was particularly game-breaking with respect to bosses whose difficulty was regeneration- or threat-based. Teams of Mana Burn wizards used to prowl for fun and profit, even working for hire. Point and shoot, effective one-hit-kill boss fights. It didn't take very long at all before the nerf bat struck, and all designated raid bosses in the game, no matter what level, were given a 1 minute invulnerability to both Manaburn and the shadowknight's Harm Touch (both of which completely ignored all forms of damage mitigation and resistance, save for Divine Intervention.)
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** Players who use weapon-switching builds in PvP. A typical warrior weapon-switching build includes multiple hammer knockdowns in quick succession, sword interrupts, axe interrupts, multiple ranger interrupts, and back to hammer knockdowns again. Quite the gamebreaker when you consider there's very little anyone can do to stop the constant spam of knockdowns and interrupts. Against someone using this exploit, you're typically unable to cast spells, run away, move, attack, or ''do anything at all'' except die. Repeatedly. Another variation would be mixing assassin interrupts/knockdowns with warrior interrupts/knockdowns.

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** Players who use weapon-switching builds in PvP. A typical warrior weapon-switching build includes multiple hammer knockdowns in quick succession, succession mixed with sword interrupts, axe interrupts, multiple ranger bow interrupts, and back to hammer knockdowns again. Quite Breaks the gamebreaker when you consider game because there's very little anyone can do to stop the constant spam of knockdowns and interrupts. Against someone using this exploit, you're typically unable to cast spells, run away, move, attack, or ''do anything at all'' except die. Repeatedly. Another variation would be mixing assassin interrupts/knockdowns with warrior interrupts/knockdowns. The actual skills themselves usually do very little damage. However, since you're permanently paralyzed and unable to defend yourself, it basically amounts to CherryTapping an enemy to death.
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** Players who use weapon-switching builds in PvP. A typical warrior weapon-switching build includes multiple hammer knockdowns in quick succession, sword interrupts, axe interrupts, multiple ranger interrupts, and back to hammer knockdowns again. Quite the gamebreaker when you consider there's very little anyone can do to stop the constant spam of knockdowns and interrupts. Against someone using this exploit, you're typically unable to cast spells, run away, move, attack, or ''do anything at all'' except die. Repeatedly. Another variation would be mixing assassin interrupts/knockdowns with warrior interrupts/knockdowns.
*** Certain stances and other uninterruptable skills can alleviate this problem, but it's rather difficult to create a build that perfectly counters this and while still maintaining the ability to fulfill your combat role.
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*** 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.

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*** Truth in MMO'ing: Not so much L12 neccessarily, thanks to DMs [=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.
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* 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.

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* In DreamOfMirrorOnline ''VideoGame/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.
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** Wardens are able to tank extremely well without a healer, healing themselves with their gambits. This way, they can solo or tank for group content without any healers.
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* The main cause of the downfall of the original ''{{Planetside}}'' was the introduction of the infamous [[HumongousMecha BattleFrame Robotics]] in the ''Aftershock'' update. These things worked like big, stompy robots with the durability and the weapons of a heavy vehicle, but only requiring a single person manning it to get the most of it, whereas other vehicles required one person driving and other people manning the big guns. As a result, a single soldier piloting one of these could mow down lots of enemy soldiers and vehicles. This encouraged solo play and killed the entire point of the game. Players gradually abandoned ship after the introduction of these things.
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** Doomsdays are becoming a Game Breaker again for a different reason: one doomsday is survivable, a second is not. The Double Doomsday is now a common technique for obliterating sub-capital fleets. In a recent show of force, Goonswarm and allies set off 16 Doomsdays, enough to obliterate capital fleets as well.

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** Doomsdays are becoming a Game Breaker again for a different reason: one doomsday is survivable, a second is not. The Double Doomsday is now a common technique for obliterating sub-capital fleets. In a recent one show of force, Goonswarm and allies set off 16 Doomsdays, enough to obliterate capital fleets as well.



** A more recent example: Commandos are easily the most broken profession in the game to date: it is possible, with [[InfinityPlusOneSword endgame rewards]] to stack Block Chance over 60% and Block Value to ''over 1300'', giving Commandos the highest passive chance to block an attack (and also the highest amount of damage to passively block) in the game. Add to this an ability that can reduce incoming damage by 60% (75% if you spend more points in that expertise line) and you have the preferred tank (which is what a Light Side template Jedi is ''supposed'' to be). This would all be fine and dandy if Commandos werent' also the [[SuperpowerLottery ''hardest hitting [=AoE/DoT=] sustained damage dealers in the game'']]. Short of ganking a Commando (who is usually overbuffed for maximum WTF factor) in a group of at least FOUR OTHER PLAYERS, a Commando can completely wipe a player with next to no skill involved.
** Let's not forget about Spy, who can deal an INSANE amount of spike damage, starting with an attack FROM STEALTH (and if the spy is stacking Camouflage, you can bet your sweet ass you'll never see it coming) that not only results in a CriticalHit for upwards of 4000 damage, ALSO brands you with a debuff that lowers your healing potency, slaps you with a [=DoT=] effect (Burn or Bleed, pick your poison), and snares your character. Add that to the fact that while wearing [[InfinityPlusOneSword endgame rewards]] they cannot be snared themselves and that they have at least three stealth specials that they can use to escape combat and usually remain stealthed indefinitely, and you have the makings of a GameBreaker. Not even taken into account is the fact that it's nearly impossible to get your Detect Camouflage modifier high enough to pop a spy from stealth without using up modifier slots needed for FAR more important mods... unless you're a spy with points spent in the Reveal expertise lines. Pretty funny that it takes a spy to pop another one from stealth.

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** A more recent example: Commandos are easily the most broken profession in the game to date: it game. It is possible, with [[InfinityPlusOneSword endgame rewards]] to stack Block Chance over 60% and Block Value to ''over 1300'', giving Commandos the highest passive chance to block an attack (and also the highest amount of damage to passively block) in the game. Add to this an ability that can reduce incoming damage by 60% (75% if you spend more points in that expertise line) and you have the preferred tank (which is what a Light Side template Jedi is ''supposed'' to be). This would all be fine and dandy if Commandos werent' also the [[SuperpowerLottery ''hardest hitting [=AoE/DoT=] sustained damage dealers in the game'']]. Short of ganking a Commando (who is usually overbuffed for maximum WTF factor) in a group of at least FOUR OTHER PLAYERS, a Commando can completely wipe a player with next to no skill involved.
** Let's not forget about There's also the Spy, who can deal an INSANE amount of spike damage, starting with an attack FROM STEALTH (and if the spy is stacking Camouflage, you can bet your sweet ass you'll never see it coming) that not only results in a CriticalHit for upwards of 4000 damage, ALSO brands you with a debuff that lowers your healing potency, slaps you with a [=DoT=] effect (Burn or Bleed, pick your poison), and snares your character. Add that to the fact that while wearing [[InfinityPlusOneSword endgame rewards]] they cannot be snared themselves and that they have at least three stealth specials that they can use to escape combat and usually remain stealthed indefinitely, and you have the makings of a GameBreaker. Not even taken into account is the fact that it's nearly impossible to get your Detect Camouflage modifier high enough to pop a spy from stealth without using up modifier slots needed for FAR more important mods... unless you're a spy with points spent in the Reveal expertise lines. Pretty funny that it takes a spy to pop another one from stealth.



** The Turtle ring was designed as a "panic button" that boosts your defense to astronomical levels for a few seconds. However, up until recently, the ring would increase your defense so much that enemy attacks would deal negative damage, resulting in the player getting healed. One of the devs admitted that this was due to sloppy coding that could have easily been fixed at any time, but for whatever reason was left unchanged for so long.

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** The Turtle ring was designed as a "panic button" that boosts your defense to astronomical levels for a few seconds. However, up until recently, the ring would increase your defense so much that enemy attacks would deal negative damage, resulting in the player getting healed. One of the devs admitted that this was due to sloppy coding that could have easily been fixed at any time, but for whatever reason was left unchanged they didn't for so long.



*** Unfortunately, [[http://wiki.guildwars.com/wiki/Feedback:Game_updates/20100225 Shadow Form recently got a massive nerf]]. While it still protects you from spells, it not longer protects you from physical attacks. Meaning you are now vulnerable to interrupts, conditions, and knockdowns from foes. Not only it ends massive tanking, but it also made Raptor farming and boss farming in Hard Mode impossible. Cue [[{{Hatedom}} massive hate on ArenaNet]].

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*** Unfortunately, [[http://wiki.guildwars.com/wiki/Feedback:Game_updates/20100225 Shadow Form recently got a massive nerf]]. While it still protects you from spells, it not longer protects you from physical attacks. Meaning you are now vulnerable to interrupts, conditions, and knockdowns from foes. Not only it ends massive tanking, but it also made Raptor farming and boss farming in Hard Mode impossible. Cue [[{{Hatedom}} massive hate on ArenaNet]].



*** Don't forget that Blades also have the Berserk skill which further adds to their Attack and Attack Speed. It's ''supposed'' to have the downside of being unable to use skills while it's active. Skills can't Critical though, so Blades tend to just use self-buff skills.

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*** Don't forget that Blades also have the Berserk skill which further adds to their Attack and Attack Speed. It's ''supposed'' to have the downside of being unable to use skills while it's active. Skills can't Critical though, so Blades tend to just use self-buff skills.



** Several of the Mr. Store Item(s)-Of-The-Month (that is, special items that are usually bought with Mr. Accessories, which requires [[BribingYourWayToVictory donating]] $10 or more to get) are made of this, as they make the game exceedingly easy to speedrun (and acquire better ascension rewards as a result). In addition, while Mr. Accessories cannot be pulled from storage in a Hardcore run, they ''can'' be bought during said run, and provide +15 to all attributes for each one equipped. Some of the most powerful items include:
*** Boris' Helm, a helmet that can be used in the "Avatar of Boris" challenge path, even in Hardcore (currently the only equipment to do so for a Hardcore run) and gives massive stat gain boosts, monster level increases and weapon damage.
*** The Loathing Legion knife, a multitool that gives 20 different changeable benefits (including stat gains, item/meat drop boosts, doubled weapon damage, more rollover adventures and more combat initiative).
*** The Clan VIP invitation, which gives a player access to any clan's VIP Lounge, that (depending on how stocked it is) gives several helpful buffs each day, a free present every week, five free HP restores each day without consuming an adventure, a pool/shower that each give special items/equipment, a crane game that holds a unique familiar and enchanted equipment, and a fax machine that lets the player face any enemy that's ever been designed for the game (regardless of whether it can't be accessed normally anymore) and reap the rewards.
** Hodgman's imaginary familiar hamster, which can only be acquired if the Hobopolis clan dungeon is completed in 1100 turns or less. The process required to get this is [[GuideDangIt incomprehensible]] without a guide, and there isn't even a good chance you'll get it on your first or fifth try, but if you do, it can be combined with other pieces of Hodgman the Hoboverlord's gear to get the most item/meat drop increasers (and HP/MP regeneration) of any set in-game, allowing you to make massive amounts of cash in a short time, and trivialize the rest of the economy. The only downside is that the set requires you to have a minimum of 200 in all three of your stats before you can equip the outfit.

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** Several of the Mr. Store Item(s)-Of-The-Month (that is, Item(s)-Of-The-Month, special items that are usually bought with Mr. Accessories, which requires [[BribingYourWayToVictory donating]] $10 or more to get) get, are made of this, as they make the game exceedingly easy to speedrun (and speedrun, and acquire better ascension rewards as a result).result. In addition, while Mr. Accessories cannot be pulled from storage in a Hardcore run, they ''can'' be bought during said run, and provide +15 to all attributes for each one equipped. Some of the most powerful items include:
*** Boris' Helm, a helmet that can be used in the "Avatar of Boris" challenge path, even in Hardcore (currently the only first Mr. Store equipment to do so for be usable in a Hardcore run) run, and gives massive stat gain boosts, monster level increases and weapon damage.
*** The Loathing Legion knife, a multitool that gives 20 different changeable benefits (including benefits, including stat gains, item/meat drop boosts, doubled weapon damage, more rollover adventures and more combat initiative).
initiative.
*** The Clan VIP invitation, which gives a player access to any clan's VIP Lounge, that (depending that, depending on how stocked it is) the furniture contained within, gives several helpful buffs each day, a free present every week, five free HP restores each day without consuming an adventure, a pool/shower that each give special items/equipment, a crane game that holds a unique familiar and enchanted equipment, and a fax machine that lets the player face almost any enemy that's ever been designed for the game (regardless game, regardless of whether it can't be accessed normally anymore) and reap the rewards.
anymore.
** Hodgman's imaginary familiar hamster, which can only be acquired if the Hobopolis clan dungeon is completed in 1100 turns or less. The process required to get this is [[GuideDangIt incomprehensible]] without a guide, and there isn't even a good chance you'll get it on your first or fifth try, but if you do, it can be combined with other pieces of Hodgman the Hoboverlord's gear to get the most item/meat drop increasers (and and HP/MP regeneration) regeneration of any set in-game, allowing you to make massive amounts of cash in a short time, and trivialize the rest of the economy. The only downside is that the set requires you to have a minimum of 200 in all three of your stats before you can equip the outfit.
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** Also, Burglars have Reveal Weakness, which increases the amount of damage the target enemy receives. Also, it stacks with itself, allowing multiple burglars to use it at the same time, making burglars a viable DPS choice.
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The troper\'s memory was in fact correct. Removing the ambiguity.


** 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).

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** 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 fire Doomsdays (If memory serves).at them (or anything else).
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** In 2012, EVE introduced a new "ancillary" shield booster, powered by cap-booster batteries. It quickly proved immensely popular because a) it doesn't use a ship's capacitor energy, leaving that available for things like weapons, afterburners, tackle modules, etc.; and b) it's insanely overpowered for its price (as in: a medium ancillary booster runs one or two million ISK, and to find a standard booster of equivalent power, you have to look for faction or deadspace modules which each cost as much as a ''battleship''). The only drawback is that when it runs out of battery charges, it takes a full minute to reload ... which is why enterprising frigate pilots mount ''two'' of them.
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* ''[[StarTrekOnline Star Trek Online]]'', at the end of the "2800" Featured Episode arc, issued a reward for the final mission in the form of the final piece to a set, a Jem'Hadar shield with a passive brace for impact effect. The passive brace for impact inherited the percentage chance for a shield regeneration proc offered by slotting a shield distribution duty officer (or several), resulting in players attaining near-invulnerability and potentially lagging everyone in the instance to an unplayable standstill from taking too much fire. This has since been patched out.

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* ''[[StarTrekOnline Star Trek Online]]'', ''VideoGame/StarTrekOnline'', at the end of the "2800" Featured Episode arc, issued a reward for the final mission in the form of the final piece to a set, a Jem'Hadar shield with a passive brace for impact effect. The passive brace for impact inherited the percentage chance for a shield regeneration proc offered by slotting a shield distribution duty officer (or several), resulting in players attaining near-invulnerability and potentially lagging everyone in the instance to an unplayable standstill from taking too much fire. This has since been patched out.
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* In the early days of ''DarkAgeOfCamelot'', the [[NorseMythology Midgard]] realm's [[TheMedic Healer]] class had a line of crowd control spells that included a 'stun' spells which rendered a target or group of targets completely helpless for a short duration. At the time, the game rules allowed a player character to be stunned and stunned again while melee classes slaughtered them. This quickly lead to Midgard's complete dominance in [[PvP RvR]] combat until a subsequent patch added a timer to how soon a stunned character could be stunned again, and lead to this era in DAOC history being known as 'Stungard'.

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* In the early days of ''DarkAgeOfCamelot'', ''VideoGame/DarkAgeOfCamelot'', the [[NorseMythology Midgard]] realm's [[TheMedic Healer]] class had a line of crowd control spells that included a 'stun' spells which rendered a target or group of targets completely helpless for a short duration. At the time, the game rules allowed a player character to be stunned and stunned again while melee classes slaughtered them. This quickly lead to Midgard's complete dominance in [[PvP RvR]] combat until a subsequent patch added a timer to how soon a stunned character could be stunned again, and lead to this era in DAOC history being known as 'Stungard'.
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* In ''KingdomOfLoathing'':
** Several of the Mr. Store Item(s)-Of-The-Month (that is, special items that are usually bought with Mr. Accessories, which requires [[BribingYourWayToVictory donating]] $10 or more to get) are made of this, as they make the game exceedingly easy to speedrun (and acquire better ascension rewards as a result). In addition, while Mr. Accessories cannot be pulled from storage in a Hardcore run, they ''can'' be bought during said run, and provide +15 to all attributes for each one equipped. Some of the most powerful items include:
*** Boris' Helm, a helmet that can be used in the "Avatar of Boris" challenge path, even in Hardcore (currently the only equipment to do so for a Hardcore run) and gives massive stat gain boosts, monster level increases and weapon damage.
*** The Loathing Legion knife, a multitool that gives 20 different changeable benefits (including stat gains, item/meat drop boosts, doubled weapon damage, more rollover adventures and more combat initiative).
*** The Clan VIP invitation, which gives a player access to any clan's VIP Lounge, that (depending on how stocked it is) gives several helpful buffs each day, a free present every week, five free HP restores each day without consuming an adventure, a pool/shower that each give special items/equipment, a crane game that holds a unique familiar and enchanted equipment, and a fax machine that lets the player face any enemy that's ever been designed for the game (regardless of whether it can't be accessed normally anymore) and reap the rewards.
** Hodgman's imaginary familiar hamster, which can only be acquired if the Hobopolis clan dungeon is completed in 1100 turns or less. The process required to get this is [[GuideDangIt incomprehensible]] without a guide, and there isn't even a good chance you'll get it on your first or fifth try, but if you do, it can be combined with other pieces of Hodgman the Hoboverlord's gear to get the most item/meat drop increasers (and HP/MP regeneration) of any set in-game, allowing you to make massive amounts of cash in a short time, and trivialize the rest of the economy. The only downside is that the set requires you to have a minimum of 200 in all three of your stats before you can equip the outfit.
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* 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. Therefore, you would see groups of ~10 low-leveled mages +1 high-level mage INSTANTLY destroying a powerful boss mob, as seen [[http://www.youtube.com/watch?v=v7-uoyiIpKw here.]] Sadly, this got nerfed.

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* In {{AdventureQuest Worlds}}, ''VideoGame/{{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. Therefore, you would see groups of ~10 low-leveled mages +1 high-level mage INSTANTLY destroying a powerful boss mob, as seen [[http://www.youtube.com/watch?v=v7-uoyiIpKw here.]] Sadly, this got nerfed.
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sto example patched out, updated


* 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, as seen [[http://www.youtube.com/watch?v=v7-uoyiIpKw here.]] Sadly, this got nerfed.
* ''[[StarTrekOnline Star Trek Online]]'', as of the end of the "2800" Featured Episode arc, issued a reward for the final mission in the form of the final piece to a set, a Jem'Hadar shield with a passive brace for impact effect. Unfortunately, the passive brace for impact inherits the percentage chance for a shield regeneration proc offered by slotting a shield distribution duty officer (or several). Not only does this result in the effective near-invulnerability of the player, but when the player starts taking enough fire for it to proc constantly, it lags the instance (and everyone in it) to a complete, unplayable standstill. This troper recorded [[https://www.youtube.com/watch?v=I8sSzD0CmvI a video]] of the bug in action, with the lag starting around 4:30 in.

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* 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, Therefore, you would see groups of ~10 low-leveled mages +1 high-level mage INSTANTLY destroying a powerful boss mob, as seen [[http://www.youtube.com/watch?v=v7-uoyiIpKw here.]] Sadly, this got nerfed.
* ''[[StarTrekOnline Star Trek Online]]'', as of at the end of the "2800" Featured Episode arc, issued a reward for the final mission in the form of the final piece to a set, a Jem'Hadar shield with a passive brace for impact effect. Unfortunately, the The passive brace for impact inherits inherited the percentage chance for a shield regeneration proc offered by slotting a shield distribution duty officer (or several). Not only does this result several), resulting in the effective players attaining near-invulnerability of the player, but when the player starts taking enough fire for it to proc constantly, it lags and potentially lagging everyone in the instance (and everyone in it) to a complete, an unplayable standstill. standstill from taking too much fire. This troper recorded [[https://www.youtube.com/watch?v=I8sSzD0CmvI a video]] of the bug in action, with the lag starting around 4:30 in.has since been patched out.
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star trek online jem\'hadar shield invulnerability example

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* ''[[StarTrekOnline Star Trek Online]]'', as of the end of the "2800" Featured Episode arc, issued a reward for the final mission in the form of the final piece to a set, a Jem'Hadar shield with a passive brace for impact effect. Unfortunately, the passive brace for impact inherits the percentage chance for a shield regeneration proc offered by slotting a shield distribution duty officer (or several). Not only does this result in the effective near-invulnerability of the player, but when the player starts taking enough fire for it to proc constantly, it lags the instance (and everyone in it) to a complete, unplayable standstill. This troper recorded [[https://www.youtube.com/watch?v=I8sSzD0CmvI a video]] of the bug in action, with the lag starting around 4:30 in.
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* ''DungeonsAndDragonsOnline'' has so many of these that the PvP system is sometimes considered balanced by its imbalances. Favorites include:

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* ''DungeonsAndDragonsOnline'' ''VideoGame/DungeonsAndDragonsOnline'' has so many of these that the PvP system is sometimes considered balanced by its imbalances. Favorites include:
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* ''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.

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* ''LordOfTheRingsOnline'' ''VideoGame/TheLordOfTheRingsOnline'' 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.

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