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<blockquote data-quote="Riastlin" data-source="post: 5624471" data-attributes="member: 94022"><p>I don't have a problem with them trying to keep wizards from doing striker level (or greater) damage. After all, they're controllers, not strikers. What I am more concerned about though is nerfing effects like stun, daze, etc. From what it sounds like (I have not had a chance to read the article yet), this is in part what was done with the play test.</p><p> </p><p>My problem with this is that while stunlocking solos leads to very boring and trivialized encounters, stunlocking a standard critter is not such a big deal. Sure, it sucks for the bad guys but they can manage it if need be and this sort of thing <em>is exactly what controllers were supposed to do.</em> By reacting to the problem with solos with an across the board nerf, they've pretty much eliminated the appeal to these types of powers.</p><p> </p><p>What's worse is that most DMs worth their salt (at least if they had even a modicum of time to prep encounters rather than being forced to run published encounters only, and only as they are written) are already taking care of the problem with stunlocking solos. We are using a variety of methods from a) giving them an immediate saving throw when hit with the effect (even if a save would not normally end the effect) to b) giving them powers to remove one effect (even if they might not be able to otherwise act) to c) giving them saves at the start of their turns to d) having stun treat them as dazed and dazed cause them to lose 1 action to e) just flat out making them immune to stun and/or daze. In other words, solos are getting better able to handle the stunlocking by DMs spending just a bit of time to give them an added trait or two. </p><p> </p><p>DMs who have done this have enabled the powers to retain their strength against standard (and even elite) critters while reducing (though not necessarily eliminating) their effect on solos. It seems to me a pretty good compromise. With as long as combats are anyway, and with as long as turns can take, I don't even really mind if that brute gets stunned for a round or two. It just seems like good tactics. Now it could be that I just have not yet seen how obscene these powers can get even against standard critters, but it just seems to me that if we give solos a defense against them then it should usually be fine for the rest.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5624471, member: 94022"] I don't have a problem with them trying to keep wizards from doing striker level (or greater) damage. After all, they're controllers, not strikers. What I am more concerned about though is nerfing effects like stun, daze, etc. From what it sounds like (I have not had a chance to read the article yet), this is in part what was done with the play test. My problem with this is that while stunlocking solos leads to very boring and trivialized encounters, stunlocking a standard critter is not such a big deal. Sure, it sucks for the bad guys but they can manage it if need be and this sort of thing [I]is exactly what controllers were supposed to do.[/I] By reacting to the problem with solos with an across the board nerf, they've pretty much eliminated the appeal to these types of powers. What's worse is that most DMs worth their salt (at least if they had even a modicum of time to prep encounters rather than being forced to run published encounters only, and only as they are written) are already taking care of the problem with stunlocking solos. We are using a variety of methods from a) giving them an immediate saving throw when hit with the effect (even if a save would not normally end the effect) to b) giving them powers to remove one effect (even if they might not be able to otherwise act) to c) giving them saves at the start of their turns to d) having stun treat them as dazed and dazed cause them to lose 1 action to e) just flat out making them immune to stun and/or daze. In other words, solos are getting better able to handle the stunlocking by DMs spending just a bit of time to give them an added trait or two. DMs who have done this have enabled the powers to retain their strength against standard (and even elite) critters while reducing (though not necessarily eliminating) their effect on solos. It seems to me a pretty good compromise. With as long as combats are anyway, and with as long as turns can take, I don't even really mind if that brute gets stunned for a round or two. It just seems like good tactics. Now it could be that I just have not yet seen how obscene these powers can get even against standard critters, but it just seems to me that if we give solos a defense against them then it should usually be fine for the rest. [/QUOTE]
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