I'm curious...out of how many attempts to use them? And missing with a daily power for most classes still results in a benefit of some sort...just not nearly as good as one when you succeed. My fighter's daily power pulled the party's fat out of the fire more than once, turning a possible TPK in KOTS into a victory. My experience so far has been that folks can really hoard that daily, sometimes far more than they should.
We've been playing in game for approx ten days- so that's ten possible dailies, not a lot I know, Cleric= Avenging Flame, which when it misses does normal weapon damage, meh; Paladin= Paladin's Judgement, and the Healing Surge always comes in handy; Ranger= Jaws of the Wolf, half damage which was usually a ton, until he stopped playing the Ranger with Melee weapons, i.e. didn't draw his Scimitar for 6-7 sessions; Rogue= Trick Strike, a miss is a miss; Wizard= Flaming Sphere, which hits almost every time, as does Acid Arrow.
I think the dailies thing is something we became conscious of when people failed to hit repeatedly, and with their miss (Cleric) did something like 5 or 6 points of damage (more than once), or just allowed a Healing Surge (Paladin). As I say the players just seem to miss a lot with their dailies, although Avenging Flame nearly did for my recurring villain in the very first encounter. Dailies have gained a little bit of a stigma, except for the wizard who has hit I'd say nine out of ten, and with his Flaming Sphere incinerated dozens of minions to date. The Ranger seemed to hit a lot when he was using his melee weapons with Jaws of the Wolf, and do a tremedous amount of damage. The Paladin just sulks- she's still not hit with hers, although she uses it all the time- she's desperate to break her duck.
Well, I'm pleased that you're finding it better, obviously, but I am really confused as to why it's taking longer with 4e. Are players taking longer to decide which of their powers to use before rolling, compared to (for example) the 3e's fighter call of "I attack, I hit, 40 damage, next player"?
Yeah that's about it Tallarn, although we have no Fighter, see previous post for a fairly true reflection of one rounds play in 3e and 4e for my gang. Part of the problem is in 3e the action call for the characters was very simplified (and therefore less interesting), in 4e with a constantly changing board (it's a board game on MapTools) then the players become very conscious of what they're doing, movement is often counted out square by square, almost like a chess move even down to players stating I haven't taken my hand of the piece yet, meaning they go back to their starting square at any second. It's not that the players are dumb, many of them work out there play several moves in advance but are then thwarted by others actions (including the monsters). Other players are wont to offer suggestions, looking for combat advantage etc. this leads to hesitation, even players asking for suggestions. The tactical side of 4e has lead to a more measured approach, knowing that bonuses can be gained (like combat advantage) then the object becomes to provide the Rogue with the option every round, to leave the way open for the Wizards scorching blast. They are very conscious of this at times because the Paladin and Cleric as Defenders are taking hits and dealing much less damage (to monsters with up to ten times the HP they had in 3e), therefore it makes sense to present the Strikers (including Wizard) who do all of the chunky damage with the best opportunities.
If there's something we're missing then feel free to advise, more choices for my lot means more to be considered, and more time taken.