Focusing particularly on the "they are needed at high levels" followed by "they are not broken"...I just cannot imagine how I could disagree with this more.
What this means is (hyperthetical conversation between two people)
Person 1 : "Design your character however you want...but make sure you stack him with multi attack powers, because they are needed"
Person 2 : "Hang on, you said design however I want...I dont want multi attack powers, they dont suite the character I am trying to put together"
Person 1 : "No-one is forcing you to take them, you just wont be much good later in the game"
Person 2 : "So I have the right to design an in feasible character?"
Person 1 : "Yep, great design huh!"
If it is was the case that you couldnt cope with the game unless you took certain options, that is a 100% guaranteed sign that something is wrong. How is it even possible to say
1 "You must have them"
and then
2 "There is no problem"?
Fair enough, which is why, if you read my first post you noted I suggested that if we wanted to make more options viable MONSTER HP NEEDED TO DROP, THEN MULTI-ATTACKS NERFED. When I say not broken, I mean they aren't over powered within the context of the game. Which is what everyone else is saying. Not that some people might find something wrong with the set-up. I suppose I could have been clearer.
[MENTION=66049]Psikus[/MENTION]: If I am reading your thread correctly, you ran a party against an equal level encounter twice, what should have been a relatively easy fight, and at least one character is down 40% of their surges. Furthermore, those surge percentage numbers are a little misleading. Almost all of these characters had higher than average healing surge numbers. You have three CON heavy characters, and the other two took durable. I understand why: you most likely had no other feats to take given the parameters of the test, but, still, those percentages are somewhat skewed, and despite that, you still showed a non-trivial reasource expediture on two easy encounters, at least for one character. This is why I said the test ignored the full context of the adventuring day. The fact that the party already has someone down to 40% surge lost tells me that this team might have a hard time getting through an additional L+2, L+3, and L+4 fight. Not garrunteed TPK hard time, but I think they'll be on the ropes by the end of it. This set-up is a not unreasonable adventure day. In all honesty it would be an even truer test if you did a level +5 at the end of it, say against Lolth, or Ogermooch with Backup. The system is meant to handle that type of conflict, or else we wouldn't have a whole series of Level 35 Solo-obviously-campaign-final-boss-monsters. Granted, if you did a sixth fight I would give them the resources they lost in the first test back. Five seems like a good number.