No, I don't think control must be absolute. But it needs to change the "math" of your choices - so that whatever would be the best option normally comes with additional cost that might not make worth doing anymore.I would even contest the punishing aspect. If they're still doing what they want, even at a cost, you're not controlling.
Isn't that how Defenders work, though? And why people see Defender and Controller as so similar?I would even contest the punishing aspect. If they're still doing what they want, even at a cost, you're not controlling.
The problem is, if you hard-deny all forms of soft control, then about half the Controller's stuff goes out the window too. Zones are no longer acceptable, because a zone is merely a punishment for entering it, excluding minions, and thus leaves a choice. Repositioning is no longer acceptable, because that's merely temporarily denying the ability to be located where they wish to be--they can choose to move back, or not. Summons and conjurations are right out, since those are even softer than soft control. Etc.I've heard it distinguished as "hard" and "soft" control.
And that is how Defenders work, and should be considered the functional difference between the roles -- a Defender will punish you for taking an action, but a Controller will prevent you from taking an action.
Well IMO that's the problem of the pre-4e Wizard's specialization being "literally anything magic except straight-up healing". But Controller AoE powers very frequently deal minimum damage, which makes them useful for minion-clearing and triggering effects that depend on certain kinds of stuff. It's part of why the Invoker's (generally) party-friendly powers have an advantage over the Wizard's (generally) party-unfriendly ones, as there's a risk-reward trade-off, where Invokers do less damage and have a smidge of buffing/aiding, while Wizards do more damage but have to either very carefully position their effects or accept friendly fire.Edit: To further elucidate, the Wizard's plethora of AoE in the PHB was presumably Control simply because it punished enemies for being too close together -- but does anybody really consider the PHB Fireball spell to be Control, or a comparable choice next to Web or Sleep?
Not exactly, but multi-target damage is definitely in the control sphere. A wizard will never compete with a barbarian for damage against a single boss, but against a swarm of minions, the wizard is much more valuable, at least for the first round or two. This is in keeping with other editions of D&D, even though those didn't have minions. When I played Steading of the Hill Giant Chief, my wizard did more damage in a round with fireball than the rest of my party combined. All this is as it should be.Does anybody really consider the PHB Fireball spell to be Control, or a comparable choice next to Web or Sleep?
I hear this sentiment a lot, that the roles are "rigid". Would you be willing to say what elements contribute to that feeling? I understand that feelings can't be debated, but this specific one always deeply confuses me, because my understanding of the roles is that they do only the following things:Not exactly, but multi-target damage is definitely in the control sphere. A wizard will never compete with a barbarian for damage against a single boss, but against a swarm of minions, the wizard is much more valuable, at least for the first round or two. This is in keeping with other editions of D&D, even though those didn't have minions. When I played Steading of the Hill Giant Chief, my wizard did more damage in a round with fireball than the rest of my party combined. All this is as it should be.
I don't actually have a problem with the "controller" role being more loosely defined. Although I like the 4e roles a lot, I always found them a bit too rigid. So I actually like things being more vague, especially for controllers. "Controller" is the most advanced role so it makes sense it's also the most subtle.