AbdulAlhazred
Legend
I don't fully understand where this "striker" damage thing is coming from. Wizards have never been crossing over into the striker territory. The Wizard plays it role to the "T", you don't need to change something for the sake of change and that is what was done.
It's pure and simple:
Before: Initial damage + more damage(monsters turn) then monster decides what to do.
After: Initial damage + no damage + monster can do anything it wants + avoids any effects due to simple movement.
Using the Flaming Sphere example. Let's say your Wizard drops the Flaming Sphere on a group of enemies. If you use the nerf the goblins take initial damage and most likely no damage at the end of their next turn because they move. Okay your Wizard uses a minor action to sustain it and a move action to move it towards the enemies that moved. Well their next turn comes around and they move again before the end of their turn and they take no damage. All you are doing is just causing them to use a move action that they would normally take anyway.
The old way. Same as above but each time their turn came up they would take damage.
Yes, you are correct, but you are committing a fundamental error. You are theorycrafting. The situation you describe is a BLANK SLATE battlefield where there is no terrain, no circumstances which might make the goblins desire to be HERE instead of THERE, etc. This is simply not a useful line of reasoning. All you'll end up with is the conclusion that all controllers are crap and everyone should just play a striker instead. Again, this is correct for your 'marble world' theorycrafting scenario. No wizard will be worth squat compared to a striker who can just lay in the damage that has to be done anyway. (actually even in marble world this isn't ENTIRELY true, and some powers will still work relatively well, but they aren't generally movable zones).
The point is that in the real world when the goblins are trying to crowd through the door that lets them flank the fighter in his covered position then dropping a flaming sphere in that area and chasing the goblins away ain't a bad idea and can be VASTLY more tactically advantageous than just trying to kill them outright.
Now, consider a situation where a bunch of artillery monsters are bombing the party from a position you cannot get to. The old Flaming Sphere really does nothing here. The DM is going to just leave the monsters in their relatively secure location knowing that moving them is pointless. With the NEW Flaming Sphere the DM has a meaningful choice, stand around in the inaccessible location and take damage or move and risk being engaged by the party melee characters. In this case the NEW FS may actually perform better. It won't be much worse in any case.
Notice that this also conforms with what Balesir is saying too, if you move damage to EOT and you WANT to keep the power at the same level then you'd be advised to increase the damage or add some other effect. In truth FS was rather awesome and a bit of a nerf probably won't hurt it. However the 2nd consideration still exists, the damage may simply not be enough to ever motivate the enemy to move at all, but there's no general way to determine that. FS is unlikely to exert much control at higher levels as 1d4+int damage may be trivial (even with some boosts), but then again it is a level 1 daily and isn't intended to be a go-to spell at higher levels. Chances are you'll swap it out at the first power swap and may even retrain it sooner than that.