How did you come to that conclusion? Casting silence isn't worth much now, true. Timing dimensional anchor? Last time I checked it's duration is long enough with a large margin for a combat. Cast it the first round if you feel like it. Spreading out is worth doing now too.Derren said:Unless of course the Players are smart enough to have tactics above "charge and swing" and try to formulate plans how to avoid some of the abilities of the Pit Fiend like spreading out, casting silence, timing the dimensional anchors correctly, etc.
4E Pit Fiends only require fire protection and then you can charge and trade blows till someone drops. Yeah, thats really tactical, isn't it?
What is much harder now than before is that the pit fiend can react to spreading out; by moving around it's allies it can take the fight to the PCs whatever they want it or not. So it creates a problem for the PCs; if we stick together the pit fiend can use it's fire aura and area effects against them all but if they spread out the pit fiend can take them on one at a time, both personally and by teleporting it's allies.
The old pit fiend has serious fire power but in a point-and-click way to a larger degree compared to the new pit fiend. Also, the teleportation as a move also is much more interesting than flying around (using old school teleportation as a move during a combat is almost never worth it since you essentially use a full round to move). Especially with the fire aura; if the pit fiend teleports 20 ft above a group of opponents it will deal 15 damage to them and it's fear aura will affect them.
Honestly, it seems like you are complaining about the new pit fiend's lack of firepower more than the lack of tactical options.