How do you design/balance encounters with world buffs?
If you don’t take them in consideration, content will be way too easy for guild that gather full world buffs, making certain mechanics irrelevant and so on.
If you balance encounters with full world buffs in consideration, what happens when you wipe and loose your buffs? Then the encounter might become impossible? Or you have to gather new buffs?
Possible solution:
Make each world buff some kind of quest chain/reward like rend as an example. Then one you completed it, you gain it as a spell in your spell book or something similar, which you are free to use(maybe a small cd that resets on wipe like lust or only usable outside combat or something to avoid some abuse)
Then with each new tier/raid, you start of by allowing you to have 1 active world buff week 1.
Then after x amount of time, to keep it simple in this example, week 2 you allow 2 world buffs. week 3 you allow 3 world buffs and so on.
This makes it so you can tune content without the need to take world buffs in consideration or even with a specific world buff in mind.
E.g. a DPS check type of fight, you’d use the DMF buff or an encounter with lots of movement, you’d use some movement speed world buff ect.
This allows for new content to be challenging at the start without it having to be super over tuned to keep world buffs from destroying/skipping all mechanics. But also allows for progression with(out/limited) world buffs after wiping.
This gradually makes content easier for guilds that struggle and at the same time allows guilds to challenge themselves with “speed running” or just helps to quickly clear content that is “on farm”.
It does make dying much less punishing and you do loose the high risk/high reward kind of play style.