keterys
First Post
As a second rule: powers always last until the end of your next turn if a miss entry says that, even if the save at the end of turn was successfull.
Err, why? So that missing is better than hitting?
As a second rule: powers always last until the end of your next turn if a miss entry says that, even if the save at the end of turn was successfull.
Err, why? So that missing is better than hitting?
In practice, however, it can be weaker in two possible ways. For one, while it has the potential to go longer, if they do make their initial save, the condition may be gone by your next turn. (So you don't benefit from any Combat Advantage or other boons it might offer you.)
For another, (Save Ends) effects have a lot more counters than ones that do not allow a save.
Thus, in order to fix the problem, one needs to make it so that enemies that can counter (Save Ends) can also counter Until the End of Your Next Turn, while also making it so there is never a circumstance in which (Save Ends) is a shorter duration than Until the End of Your Next Turn.
No that's already the case (or so it feels sometimes). He's trying to make hitting at least as good as missing, but sometimes better. So, if a power says "Hit: Dazed (save ends); Miss: Dazed until the end of your next turn", then even if the target makes their save, they would still continue to be dazed until the end of your next turn. One way to do this would be to change the miss line to an effect line.
That is an absolutely terrible fix.
Honestly, solos need to be able to save against action denial effects by paragon and especially epic to maintain their challenge. That's just sort of the reality here. The fix shouldn't be so unfair or extreme though that daze and stun etc are useless. It should though provide a fair and reasonable way for a solo to prevent being completely locked down by these effects - because right now stacking them turn by turn cannot be prevented in any manner. They've become better than save ends effects because of this - there is no need to make an entirely new problem by making save ends effects just as broken.
Edit: Mengu the problem with simplistic numbers like that as applied to a solo is a solo is five monsters. A stun is therefore in an encounter removing five monsters (or 100% if it is by itself) worth of creatures from the encounter. Solos have to disproportionately deal with save ends effects and until end of next turn effects - as they are worth much more total experience overall in the encounter. Letting one power shut down the entire encounter or the majority of it is the inherent problem with solo monsters.
Edit2: For the record this "fix" if any should be targeted where it matters in either paragon or epic tier. By this point PCs have a lot of daze, stun, dominate and similar "Until end of next turn" lockdown effects. It's the cumulative effect of having about two billion of these to constantly throw on a solo ensuring it never has an action that is another part of the problem. If these effects weren't so prevelent and 4E stuck to mostly save ends effects, it wouldn't be so bad.