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<blockquote data-quote="Balesir" data-source="post: 5625172" data-attributes="member: 27160"><p>Rubbish. Especially if, as you darned well ought to be with 4E, you are acting as a coordinated party instead of some bunch of prima donna solo assassins. What the monster should get "control" over is whether to get the heck out of your zone (preferably taking OA and/or CS strikes en route) or get hit. On that last score I do agree with one of your points - but the answer isn't 'start-of-turn-in-zone' damage, either way.</p><p></p><p>So, the monster is expected to spend a move action on the off-chance you won't have one next turn? I know some monsters are pretty dumb, but not all of them are this stupid.</p><p></p><p>The original flaming sphere is a nice power, but it does damage, and that's all it does.</p><p></p><p>Yawn, yes I have heard this all ways to Christmas. And it's true within its own bounds, of course - most especially if you are acting as a lone operator against the monsters. But well coordinated parties in 4E should be greater than the sum of their parts. The Wizard <em>should</em> be working with Strikers and Defenders to give monsters in zones some <em>really</em> killer (literally) choices. Lone guns will always work on a basic level; one of the real joys of 4E, though, is rising above that through party synergies.</p><p></p><p>Or should be - and this is where I think you have a point...</p><p></p><p>Right - absolutely. Which is why the effects that are moved to the end-of-turn-in-zone should be boosted, either with more damage or, preferably, with statuses.</p><p></p><p>Flaming sphere zone damage, for example, could be ongoing. This not only works well in a fluff sense - if you just stand next to a ball of fire you <em>catch</em> fire - but it also gives a more serious incentive to move away, even if doing so will get you belted by a defender you are adjacent to.</p><p></p><p>The old Flaming Sphere does more damage, but almost no control. The playtest version <em>almost</em> manages control, but really needs a harsher penalty for ignoring it.</p><p></p><p>And, as a final comment on the suggestion that zones should be ally-friendly: heavens, no! Allies have the option to move away, too, and if they are careless enough to get shoved into a zone they just need to look out more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Balesir, post: 5625172, member: 27160"] Rubbish. Especially if, as you darned well ought to be with 4E, you are acting as a coordinated party instead of some bunch of prima donna solo assassins. What the monster should get "control" over is whether to get the heck out of your zone (preferably taking OA and/or CS strikes en route) or get hit. On that last score I do agree with one of your points - but the answer isn't 'start-of-turn-in-zone' damage, either way. So, the monster is expected to spend a move action on the off-chance you won't have one next turn? I know some monsters are pretty dumb, but not all of them are this stupid. The original flaming sphere is a nice power, but it does damage, and that's all it does. Yawn, yes I have heard this all ways to Christmas. And it's true within its own bounds, of course - most especially if you are acting as a lone operator against the monsters. But well coordinated parties in 4E should be greater than the sum of their parts. The Wizard [I]should[/I] be working with Strikers and Defenders to give monsters in zones some [I]really[/I] killer (literally) choices. Lone guns will always work on a basic level; one of the real joys of 4E, though, is rising above that through party synergies. Or should be - and this is where I think you have a point... Right - absolutely. Which is why the effects that are moved to the end-of-turn-in-zone should be boosted, either with more damage or, preferably, with statuses. Flaming sphere zone damage, for example, could be ongoing. This not only works well in a fluff sense - if you just stand next to a ball of fire you [I]catch[/I] fire - but it also gives a more serious incentive to move away, even if doing so will get you belted by a defender you are adjacent to. The old Flaming Sphere does more damage, but almost no control. The playtest version [I]almost[/I] manages control, but really needs a harsher penalty for ignoring it. And, as a final comment on the suggestion that zones should be ally-friendly: heavens, no! Allies have the option to move away, too, and if they are careless enough to get shoved into a zone they just need to look out more ;) [/QUOTE]
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