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<blockquote data-quote="Balesir" data-source="post: 5624848" data-attributes="member: 27160"><p>I agree with those who say the 'end-of-turn-in-zone' damage model is much more controller-y (note that Warlock zones are still 'start-of-turn-in-zone' damage) and I consider this an overall positive change.</p><p></p><p>The problem, however, is that it does constitute a nerf to powers that didn't need it. Add onto that that it often seems to fail in its purpose; the damage/effects that happen at the end of the turn need to constitute an actual incentive for the targets to move. If a creature has a choice of move out and take an OA from a defender or stay put and take the zone effect, it should be a really hard choice. Either the damage should be increased for the end-of-turn effect, or statuses should be added. Stinking Cloud that does damage on entry and the same damage plus Daze if ending turn in the cloud might be effective, for example. Difficult terrain zones that Slow or damaging zones that Immobilise might also be handy. The choice would be either accept the area denial or take a really nasty penalty - sounds like good Control, to me.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5624848, member: 27160"] I agree with those who say the 'end-of-turn-in-zone' damage model is much more controller-y (note that Warlock zones are still 'start-of-turn-in-zone' damage) and I consider this an overall positive change. The problem, however, is that it does constitute a nerf to powers that didn't need it. Add onto that that it often seems to fail in its purpose; the damage/effects that happen at the end of the turn need to constitute an actual incentive for the targets to move. If a creature has a choice of move out and take an OA from a defender or stay put and take the zone effect, it should be a really hard choice. Either the damage should be increased for the end-of-turn effect, or statuses should be added. Stinking Cloud that does damage on entry and the same damage plus Daze if ending turn in the cloud might be effective, for example. Difficult terrain zones that Slow or damaging zones that Immobilise might also be handy. The choice would be either accept the area denial or take a really nasty penalty - sounds like good Control, to me. [/QUOTE]
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