dimensional said:
Well in Arcana of steamworks and magicka obscura
Arcan
um. And there is an easier way to break the game - just play a melee specialist and rise your dexterity and strength. You need a single spell, or 2 at most - the one that rises your dexterity (conveniently, the first one in the Fire school, so you don't need much to qualify for it) and maybe the one that rises your strength (also the first one but in earth). Dexterity makes you a fucking god in combat - with 20+ (easy with the spell on) you'll be always going first and with a fast weapon you'll destroy your opponents before they manage to act at all. Oh, for extra oomph, get backstab - it's a simple matter to get behind an opponent with so much speed, and in which case, you'll annihilate them even faster.
And I second
Kahunaburger for Morrowind. It's not even hard to go OP. I managed to reach that state by accident, when playing an enchanter (among others). See, enchanting is used to make enchanted items (duh) and use them more effectively. Now if you specialise in this, it makes the game ridiculously easy - straight from the start, you can enchant yourself some rings - I call them Flamebite, Snowflake, and Spark, they do a small amount of elemental damage, respectively fire, frost and shock. Something like 2-6 at range or so (depends on your enchanting ability but just tweak it so it takes a single charge per casting). Once you have that, you now have three extremely rapid casting spells to employ on your enemies, and you can cast them up to 100-150 times each at a single time. Well done, now these rings are useful for pretty much the whole game. Oh and mages are stuck with casting a handful of spells before needing a potion or rest - your rings recharge automatically (albeit slowly) but you can also charge them by
killing stuff.
Leaving aside the other game breaking enchantments that actually make you invulnerable (Sanctuary 100%, reflect/absorb/resist magic 100%, chameleon 100%, etc) this is something you can do straight from the start and own the game with little to no intention to do so.
Then there is Heroes of Might and Magic 3 (not saying the others are exactly balanced). It's mostly but the title is misleading, you only need "Magic". Seriously. Go for at least two out of Air, Earth, and Water magic. Fire is still useful but not as much.
Air magic gives you mass Haste, which is ridiculously useful for such a small mana cost and is also a first level spell. You also have Lightning bolt - the highest damaging spell you'll have for a quite while, Chain Lightning, for when you want more of it, Fly, because fuck walking, and Dimension Door which is officially banned for how powerful it is - a hero with Dimension Door and expert Air magic can teleport 4 times (as opposed to 1 time with no skill) and each is half a screen away. They can easily cover 3-4 times their normal movement or even more if they just teleport over obstacles.
Earth magic, is almost a must. It gives you such goodies as mass Slow, the opposite of Haste, just not in how useful it is). Then there is Shield which is seriously all right through most of the game. Anti magic, if you're feeling adventurous - complete immunity to all spells. And then there is Resurrect - with no skill in Earth magic, your resurrected troops don't stay with you after battle...but when they do, you're automatically cutting your losses majorly. oh and there is Rise Dead - which is the necromantic version of resurrect, it's just that you don't need any mastery to retain the risen troops...however, it will help you rise
more of them, which is always good. And Town Portal. If this was the only spell in this school, it would still be totally worth taking it. Finally, you get to the highest level spells and there is Implosion,
the most damaging spell in the entire game. It can easily dish out 5k damage and then just grow.
Water magic - two spells that make it totally worth it - Cure and Bless. With expert Water magic, you get the mass versions of them - remove all negative effects off your creatures (as well as heal them) and make them
deal metric shitloads of damage. Seriously, Bless is too good to be true - it makes your creatures do
more than their maximum damage - always good. Too bad it doesn't work on the undead, though, the necromancers can skip Water magic. Well, for when those pesky enemy archers annoy you, just use Forgetfulness and laugh as they cannot shoot any more.
A good mage will always trump over an enemy army. It's just magic > might all the way.
Speaking of that - Dragon Age: Origins. The mages are ridiculously OP compared to...anybody else. That's before even taking Blood Mage which gives them so much more power that they start laughing at any mortal they come across. Let's put it this way, there is a spell that is a giant AOE, DOT and also stuns all
enemies in the radius, with them standing there being helpless even as you proceed to beat the shit out of them. Did I mention that it works on like 95% of the enemies with no save possible? But that's nothinc compared to the Arcane Warrior specialisation, which makes mages totally and legitimately better than everybody else - tanking, melee, damage.But since this is, DA:O, you can have two specialisations, so taking BM and AW, makes you one of the higher gods (as opposed to just a god).
And going even further - D&D. Because it is the granddaddy of all that is OP in games. The system is really easy to exploit and break. The short version is - magic. Magic makes everything that isn't magic pale in comparison. The CharOp boards and discussions have given us amazingly broken builds but Pun-Pun stands out as the patron saint of the imba. For those unfamiliar, Pun-Pun is a kobold ('cuz it's funny), a theoretical character who is so optimised (with legitimate rules in D&D materials) that manages to ascend to godhood. At level 1. After a short prep work, his power level is not over 9000. Calling it that would be such a vast understatement, that it's like comparing a drop of water to swimming in the ocean. Pun-Pun's power level doesn't rise exponentially either, ith just straight hits "infinity" and then rises. But no (sane) DM will allow Pun-Pun in a game, but that's alright, since you can just roll a
legitimate character and own the game anyway - wizard. Wizards just rule. One simple rule to follow (if you don't want to look into it even more) - don't pick any damaging spells. Damage is for losers, why try to hurt enemies, when you can just use Sleep and end the encounter outright? Or if that boss is giving you trouble, turn them into stone. Done. But wizards aren't the only ones who win the game, there is the so called CoDzilla, where CoD stands for not shooting but Cleric or Druid. These two classes are so powerful that they even have a term for themselves - think about it.