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* Initially mages had a talent which caused them to increase their damage if they absorbed from a damage shield like Mana Shield. Mages also at max level got a spell which lets them steal a buff from an enemy for up to 2 minutes. One of the [[NonPlayerCharacter NPCs]] in the first raid instance would occasionally give themselves a million point damage shield. Cue a mage who steals this spell and keeps stealing it again before it wares off to be pretty much invulnerable and powerful enough to solo a boss meant for 25 people by dragging the [=NPCs=] to the boss. This was quickly fixed by making the spell not stealable, and also making the talent have a limit to how much bonus damage you could get. At least one player showing off got banned for doing this exploit.

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* Initially mages had a talent which caused them to increase their damage if they absorbed from a damage shield like Mana Shield. Mages also at max level got a spell which lets them steal a buff from an enemy for up to 2 minutes. One of the [[NonPlayerCharacter NPCs]] in the first raid instance would occasionally give themselves a million point damage shield. Cue a mage who steals this spell and keeps stealing it again before it wares wears off to be pretty much invulnerable and powerful enough to solo a boss meant for 25 people by dragging the [=NPCs=] to the boss. This was quickly fixed by making the spell not stealable, and also making the talent have a limit to how much bonus damage you could get. At least one player showing off got banned for doing this exploit.

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* Speaking of Undead, the release of ''VideoGame/HeroesOfTheStorm'' in 2015 coincided with a promotional: Earn account level 20 in HotS, gain the battle pet Graves, an undead Bone Golem with a slew of similar abilities. First is Skull Toss with ''even more'' base damage than Vicious Slice. It's second was BONESTORM, a self damaging move that dealt a small amount of damage to the entire enemy team, which is generally rare as an effect, but is topped by Grave Destruction which is nearly identical except dealing more damage, doesn't recoil, destroys objects, only shares those properties with 7 other moves in the game, is one of the highest damaging of those moves, and is only obtainable by Graves. His third is the aforementioned clobber, though he doesn't gain any synergy like Grommloc, and both his 4th and 6th are heals, the first being Consume, which isn't as great as other life leech abilities but still holds its own, and the second being Consume Corpse, which is a 50% heal usable once for each dead pet. Importantly, that last one ''works on a Haunting Valk'yr.'' Combined with being H/P this turns Graves into one of the most insanely unkillable tanks who can pretty reliably take down pets that aren't even in play. The only saving grace is the promotional hasn't ended.


* As part of the ([[LostForever now removed]]) Legendary Ring quest, players teamed up with Khadgar and Chromie to defeat the spirit of the Bronze Dragon Kairozdormu. The three of you form the usual DamagerHealerTank trio, and if the player is DPS, Chromie takes on the healer role; it turns out she's terrible at it, but is a much better DPS. A decent DPS player could take the healer role, and with theirs and Chromie's combined DPS, burn down Kairozdormu before the lack of healing becomes a problem.
** Or you could mark him with the "[[http://www.wowhead.com/item=115530/n-u-k-u-l-a-r-target-painter N.U.K.U.L.A.R. Target Painter]]" and [[OneHitKill one shot him]].

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* As part of the ([[LostForever ([[TemporaryOnlineContent now removed]]) Legendary Ring quest, players teamed up with Khadgar and Chromie to defeat the spirit of the Bronze Dragon Kairozdormu. The three of you form the usual DamagerHealerTank trio, and if the player is DPS, Chromie takes on the healer role; it turns out she's terrible at it, but is a much better DPS. A decent DPS player could take the healer role, and with theirs and Chromie's combined DPS, burn down Kairozdormu before the lack of healing becomes a problem.
**
problem. Or you could mark him with the "[[http://www.wowhead.com/item=115530/n-u-k-u-l-a-r-target-painter N.U.K.U.L.A.R. Target Painter]]" and [[OneHitKill one shot him]].

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[[folder:Warlords of Draenor]]
* As part of the ([[LostForever now removed]]) Legendary Ring quest, players teamed up with Khadgar and Chromie to defeat the spirit of the Bronze Dragon Kairozdormu. The three of you form the usual DamagerHealerTank trio, and if the player is DPS, Chromie takes on the healer role; it turns out she's terrible at it, but is a much better DPS. A decent DPS player could take the healer role, and with theirs and Chromie's combined DPS, burn down Kairozdormu before the lack of healing becomes a problem.
** Or you could mark him with the "[[http://www.wowhead.com/item=115530/n-u-k-u-l-a-r-target-painter N.U.K.U.L.A.R. Target Painter]]" and [[OneHitKill one shot him]].
[[/folder]]

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* During patch 4.3, a hotfix patch for the Dragon Soul raid had the unintentional effect of causing the Censure DOT from the Retribution Paladin spell Seal of Truth to start exponentially reapplying versions of itself, allowing Ret Paladins to start doing so much damage that they could solo raid bosses, and hitting other players in PVP with so much damage that it would ''disconnect them from the server''. Fortunately, it only lasted for five hours before it was fixed.


* Initially mages had a talent which caused them to increase their damage if they absorbed from a damage shield like Mana Shield. Mages also at max level got a spell which lets them steal a buff from an enemy for up to 2 minutes. One of the NPCs in the first raid instance would occasionally give themselves a million point damage shield. Cue a mage who steals this spell and keeps stealing it again before it wares off to be pretty much invulnerable and powerful enough to solo a boss meant for 25 people by dragging the NPCs to the boss. This was quickly fixed by making the spell not stealable, and also making the talent have a limit to how much bonus damage you could get. At least one player showing off got banned for doing this exploit.

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* Initially mages had a talent which caused them to increase their damage if they absorbed from a damage shield like Mana Shield. Mages also at max level got a spell which lets them steal a buff from an enemy for up to 2 minutes. One of the NPCs [[NonPlayerCharacter NPCs]] in the first raid instance would occasionally give themselves a million point damage shield. Cue a mage who steals this spell and keeps stealing it again before it wares off to be pretty much invulnerable and powerful enough to solo a boss meant for 25 people by dragging the NPCs [=NPCs=] to the boss. This was quickly fixed by making the spell not stealable, and also making the talent have a limit to how much bonus damage you could get. At least one player showing off got banned for doing this exploit.


* In classic vanilla, Warlocks were often considered underpowered and quite weak in [=PvP=], and were often only brought along for specific [=PvE=] encounters. Come expansion time, massive buffs skyrocketed warlocks to top damage dealers in [=PvE=], and they became close to invincible in 1v1 [=PvP=] except against other warlocks. They were eventually balanced.


* The Tol Barad [=PvP=] zone was originally grossly imbalanced in favor of the defending force. (This was the developers' intention, to make players value holding it instead of relying on them having it within a few battles.) The goal of the zone is to capture three fortifications, which form a triangle around a central point. The defenders spawn in the middle. Here's the problem: In order to cap the flags, the attackers need to outnumber the defenders. Fair enough, except that in order to win the attackers need to have all three forts capped at the same time. The attackers respawn right outside the closest fort they're trying to cap, whereas the defenders respawn in the middle of the map. This means that the defenders are ''equidistant'' from all flags, while the attackers are closer to the fort they're trying to capture and further away from those they aren't. This resulted in a merry-go-round with the attackers desperately trying to capture the forts in front of them while the defenders simply retook the bases they just left. Blizzard eventually fixed it, mostly by altering how fast the keeps convert - the more forts capped, the faster they covert, meaning once you already have 2 forts, the third caps incredibly fast.

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* The Tol Barad [=PvP=] zone was originally grossly imbalanced in favor of the defending force. (This was the developers' intention, to make players value holding it instead of relying on them having it within a few battles.) The goal of the zone is to capture three fortifications, which form a triangle around a central point. The defenders spawn in the middle. Here's the problem: In order to cap the flags, the attackers need to outnumber the defenders. Fair enough, except that in order to win the attackers need to have all three forts capped at the same time. The attackers respawn right outside the closest fort they're trying to cap, whereas the defenders respawn in the middle of the map. This means that the defenders are ''equidistant'' from all flags, while the attackers are closer to the fort they're trying to capture and further away from those they aren't. This resulted in a merry-go-round with the attackers desperately trying to capture the forts in front of them while the defenders simply retook the bases they just left. Blizzard eventually fixed it, mostly by altering how fast the keeps convert - the more forts capped, the faster they covert, meaning once you already have 2 forts, the third caps incredibly quite fast.



* Beast Mastery Hunters due to one, incredibly great skill. [[http://www.wowhead.com/spell=121818/stampede Stampede]] which summoned out 6 pets for the hunter and increased their damage by 75%. The math for this? 175x6x0.5 (how much the pet is doing x how many pets x % of the hunter's damage) is '''''525%''''' damage. The Hunter could then pop Deterrence and become literally invulnerable while his pets tore his opponent apart. Has gone through a lot of tweaking to be balanced yet faithful to the concept.

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* Beast Mastery Hunters due to one, incredibly great skill. [[http://www.wowhead.com/spell=121818/stampede Stampede]] which summoned out 6 pets for the hunter and increased their damage by 75%. The math for this? 175x6x0.5 (how much the pet is doing x how many pets x % of the hunter's damage) is '''''525%''''' 525% damage. The Hunter could then pop Deterrence and become literally invulnerable while his pets tore his opponent apart. Has gone through a lot of tweaking to be balanced yet faithful to the concept.


* Grommloc, the [=BlizzCon=] 2014 murloc pet that's dressed as Grom Hellscream and fights with a minature Gorehowl. His first ability Vicious Slice does so much damage even at early levels that it might also qualify as a DiscOneNuke, while his second is Clobber, which is a stun, and his third is Giant's Blood, which is both a heal and a damage buff, the former effect overlapping with the Humanoid type's ability to regenerate health when it deals damage and giving him serious longevity, and the latter making Vicious Slice hurt even more. If you need a Beast attack he later learns Smash at 10, if you need a harder hitting Humanoid move he learns Mighty Charge at 15, or you can keep using Clobber for when he learns Takedown at 20, which deals double damage against stunned opponents. The fact that he has lower than average health won't matter when you're destroying most pets without a good Undead move.

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* Grommloc, the [=BlizzCon=] 2014 murloc pet that's dressed as Grom Hellscream and fights with a minature Gorehowl. His first ability Vicious Slice does so much damage even at early levels that it might also qualify as a DiscOneNuke, while his second is Clobber, which is a stun, and his third is Giant's Blood, which is both a heal and a damage buff, the former effect overlapping with the Humanoid type's ability to regenerate health when it deals damage and giving him serious longevity, and the latter making Vicious Slice hurt even more. If you need a Beast attack he later learns Smash at 10, if you need a harder hitting Humanoid move he learns Mighty Charge at 15, or you can keep using Clobber for when he learns Takedown at 20, which deals double damage against stunned opponents. The fact that he has lower than average health won't matter when you're destroying most pets without a good great Undead move.


* Beast Mastery Hunters due to one, incredibly broken skill. [[http://www.wowhead.com/spell=121818/stampede Stampede]] which summoned out 6 pets for the hunter and increased their damage by 75%. The math for this? 175x6x0.5 (how much the pet is doing x how many pets x % of the hunter's damage) is '''''525%''''' damage. The Hunter could then pop Deterrence and become literally invulnerable while his pets tore his opponent apart. Has gone through a lot of tweaking to be balanced yet faithful to the concept.

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* Beast Mastery Hunters due to one, incredibly broken great skill. [[http://www.wowhead.com/spell=121818/stampede Stampede]] which summoned out 6 pets for the hunter and increased their damage by 75%. The math for this? 175x6x0.5 (how much the pet is doing x how many pets x % of the hunter's damage) is '''''525%''''' damage. The Hunter could then pop Deterrence and become literally invulnerable while his pets tore his opponent apart. Has gone through a lot of tweaking to be balanced yet faithful to the concept.

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* Initially mages had a talent which caused them to increase their damage if they absorbed from a damage shield like Mana Shield. Mages also at max level got a spell which lets them steal a buff from an enemy for up to 2 minutes. One of the NPCs in the first raid instance would occasionally give themselves a million point damage shield. Cue a mage who steals this spell and keeps stealing it again before it wares off to be pretty much invulnerable and powerful enough to solo a boss meant for 25 people by dragging the NPCs to the boss. This was quickly fixed by making the spell not stealable, and also making the talent have a limit to how much bonus damage you could get. At least one player showing off got banned for doing this exploit.


** On the Horde side this manifested in the Shaman's "Windfury" ability, which gave each autoattack a chance to provide an extra strike, except that the ability could trigger ''off its own extra attack.'' While not as bad as the Reckoning Bomb, a Windfury shaman could easily one-shot somebody if he got lucky. Both Reckoning Bomb and Windfury were highly typical of early ''World of Warcraft'', when moves existed where depending on RNG you could find yourself instantly killed with nothing you could do about it.

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** On the Horde side this manifested in the Shaman's "Windfury" ability, which gave each autoattack a chance to provide an extra strike, except that the ability could trigger ''off its own extra attack.attacks.'' While not as bad as the Reckoning Bomb, a Windfury shaman could easily one-shot somebody if he got lucky. Both Reckoning Bomb and Windfury were highly typical of early ''World of Warcraft'', when moves existed where depending on RNG you could find yourself instantly killed with nothing you could do about it.


* 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. If a rogue caught you alone, you were dead - end of story. 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'', using the weakest dagger in the game. 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. Players could similarly use Fear spells to permanently lock down players until the implementation of diminishing returns.

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* 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. If a rogue caught you alone, you were dead - end of story. The infamous 'World of Roguecraft' series of videos featured a player using stun locks stunlocks 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'', using the weakest dagger in the game. 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. Players could similarly use Fear spells to permanently lock down players until the implementation of diminishing returns.


* 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. If a rogue caught you alone, you were dead - end of story. 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'', using the weakest dagger in the game. 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. Fear spells suffered from a similar drawback prior to the implementation of diminishing returns.

to:

* 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. If a rogue caught you alone, you were dead - end of story. 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'', using the weakest dagger in the game. 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. Players could similarly use Fear spells suffered from a similar drawback prior to permanently lock down players until the implementation of diminishing returns.


* 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. Once a rogue caught you, you were dead - end of story. 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'', using the weakest dagger in the game. 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. Fear spells suffered from a similar drawback prior to the implementation of diminishing returns.

to:

* 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. Once If a rogue caught you, you alone, you were dead - end of story. 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'', using the weakest dagger in the game. 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. Fear spells suffered from a similar drawback prior to the implementation of diminishing returns.

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