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* ''[[Ragnarok Online]]'' had the silver shotels, swords with 50% critical rates, when an assassin can wield them, they can practically hit anything but their aspd will be shot to hell. Not a true gamebreaker but very problematic.
** Gravity have recognised and dealt with Gamebreakers in the past, too. The most notable of them was the Dancer+Bard combination skill, Ragnarok, which currently languishes fully implemented, but disabled, as Gravity still can't work out how to stop it being broken without making it pointless. Basically the performance skill requires one bard, and one dancer, both built around very specific skill trees in order to attain the Ragnarok skill itself. Once activated, Ragnarok initiates one randomly selected type 1 (highest category) spell, from any type 1 spell in the game, every 2 seconds over the course of one minute, be it a healing spell or offensive spell. The performers are paralysed for the duration of the spell, but it will not end if they are killed, and it hits both enemies and allies alike.
* In ''[[Star Wars Galaxies (Video Game)|Star Wars Galaxies]]'' there have been SEVERAL instances of [[Game Breaker|Game Breaking]], both alleged and confirmed in the current iteration and versions past:
** Going clear back to Pre-CU! Of the three Damageable stats, only Mind could not be buffed by doctors. The relevant entertainer buffs were a small fraction of what the doc buffs were doing for the other six stats, and even with food and drinks thrown in you could only get sorta kinda close, and for a shorter duration. To top it off, mind was the only stat that couldn't be healed by the otherwise overpowered (like the doc buffs!) standard stimpacks. Now throw in the fact that each combat class could deliberately focus their attacks on a specific one of the three pools. The classes able to target mind generally ended up overpowered in PvP. Similarly for weapons with mind-affecting Damage over Time bonuses, particularly fire. For round two, throw in that the most common type of armor in the game could be, and was, readily made to have protection against all types of damage EXCEPT stun, which most profs couldn't use. Eventually Composite armor with protection against both kinetic and stun did emerge, but the stun protection was always the weakest and it tended to lose some on the other protections to boot... Now, wrap it up by having only ONE combination of profs that can use a stun weapon (Geonosian Sonic Pistol) with a mind-pool attack (Eye Shot). Care to guess how common Bounty Hunter/Pistoleers were? (The fact that people were pushing the crafting system as far as it would go to get ANY stun protection is a hint)
** An older example: Pistoleers had two specials called Knockdown Shot and Dizzy Shot. Many a player who did not know there was a pistoleer in their midst often found themselves attempting Knockdown Recovery, to no avail. The only message they would get on screen was "You cannot Knockdown Recovery while Dizzy."
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** It also has the Overload potions, which boost your stats by a huge amount and remain fully boosted for 5 minutes, ignoring anything that would normally lower your stats. There's also a potion that heals a huge amount of HP while lowering your stats, combine these two potions and you can kill the God wars bosses as many as [[Respawning Enemies|10 times in a row]] without much trouble.
** 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 [[Fan Nickname|Ancientspammers]] camping the respawn point.
* ''[[The Lord of the Rings Online (Video Game)|The Lord of the Rings Online]]'' 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 [[Pv MP]] 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.
* In [[Dream of Mirror Online]] 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.
* ''[[Dungeons and Dragons Online (Video Game)|Dungeons and Dragons Online]]'' 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 barring a merciful [[Random Number God]].
** 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.
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** 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 [[Squishy Wizard]] because of this.
*** Truth in MMO'ing: Not so much L12 neccessarily, thanks to [[D Ms]] 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.
* Entirely possible in ''[[LataleLa Tale]]'' thanks to super puzzles. Here's how it works-you can use puzzles to [[Socketed Equipment|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.
* In [[Toontown Online]], 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 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.
* [[Granado Espada]] 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.
* In ''[[Adventure Quest Worlds (Video Game)|Adventure Quest 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.
* ''[[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.
* In ''[[Kingdom of Loathing]]'':
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