debuff-limit

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  • WoW Archivist: The long fight for debuff rights

    by 
    Scott Andrews
    Scott Andrews
    11.09.2012

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Debuffs help us beat bosses, but not all debuffs are created equal. Over WoW's eight years, debuffs have dealt extra damage, prevented damage, healed us, given us mana, slowed boss attacks, sped up our own, and helped us to hit harder. Some are more powerful than others, but today those concerns are meaningless. Applying every possible debuff and keeping it active is a critical component to success. Believe it or not, however, there was a time when your raid leader would yell at you for doing exactly that. Your weaker debuffs weren't just considered useless -- using them was a dire liability. Eight is not enough Vanilla WoW had an interesting, longstanding, and highly criticized technical limitation. A raid of any size could only apply a maximum of eight debuffs to a boss. As you can imagine, forty-player raids had many, many debuffs at their disposal, but only eight could ever be active at one time. To make things worse, the game didn't differentiate between debuffs. The latest one that was applied would knock off the oldest one, regardless of type or power. It's not difficult to figure out how this could become a huge problem.

  • Debuff limit removed

    by 
    Adam Holisky
    Adam Holisky
    12.03.2008

    Previously you could only have 40 debuffs up on a single mob. That might seem like a lot, but when you got in a raid with 25 other people all putting up their own set of debuffs and dots, etc... things tended to get a little full.Daelo, the Lead Encounter Designer, announced today that the debuff limit has been removed*. This is a subtle yet important change for many raiding guilds.He notes that the default UI won't normally be able to show all the debuffs, but that's just a bug in the UI. The debuffs are still there and working. We don't have any verifiable information yet as to if custom mods can display an infinite number of debuffs.

  • Debuff Limit to Change in Expansion

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.14.2006

    Back at the dawn of time, the debuff limit was 8. That means only 8 debuffs could be on a monster at any given time - which lead to severe restrictions when you had 40 players attacking the same thing in a raid environment. (You would either always have important debuffs being bumped off or you would have very strict raid rules which only allowed certain debuffs to be used by certain players.) And warlocks, whose DOT spells actually made up good portion of their damage done, were reduced to shadowbolting machines. The debuff limit was later doubled, and currently sits at 16, which allows for a lot more flexibility. However, recently the CMs dropped what I consider to be quite the bombshell: in the expansion, in addition to smaller raid size, the debuff limit will be increased again - to 40. Combined with 25-player raids, that's a heck of a lot of debuffs...!

  • The Debuff Prioritization System

    by 
    Elizabeth Harper
    Elizabeth Harper
    06.19.2006

    There's a limited number of debuffs that can be placed on any target - currently, the maximum is 16.  This is enough where it's not usually problematic, but in a raid environment it's not difficult to hit that maximum, and when you do, the oldest debuff on the target is bumped off in favor of the new one.  This becomes a bit problematic when, for example, the short-lived "shadow vulnerability" debuff left by a warlock's improved shadow bolt talent starts bumping off more important things.  To fix this, Blizzard has long been working on a system that prioritizes debuffs and leaves the most important ones on, while letting the less useful ones get bumped off.   However, Tseric informs us that the "basic structure" of this prioritization system will be going live in patch 1.11 - to much rejoicing.