Regicide said:
Not quite. Being able to hit means more than just damage, WotC also piled effects onto all the to hit powers so making something easier to hit has more than a linear effect. The monster will be pushed more, stunned more, the paladin will gain temporary hitpoints more quickly. A 12 round fight that would have been bloody could easily be turned into a 6 round where the party doesn't even need healing surges.
They've balanced EVERYTHING on the to-hit roll, and then they go and unbalance it.
This is true. Let's consider the following--at low epic (level 21), the party Warlord has still not subbed out this power. She doesn't care about the damage--the morbidly high to-hit buff is where it's at. Other party members can help her land the blow, and the Leading the Attack bonus goes up. She started with 16 Int, so now she has 24. That means everyone gets +8 to hit that solo.
Now, fighting a solo (heck, let's say a normally incredibly difficult solo like the Purple Worm, 3 levels above the party), the party Warlock/DivineOracle/Demigod is going to attack its Will defense (twice, taking the highest roll, which DivineOracle can do whenever she wants) with that fun spell Delusions of Loyalty. Now, normally with her 26 Cha and +5 implement (level 21 item, so seems reasonabke), she needs a 12 to hit. She does roll twice though, so without the Warlord, she has an 84% chance to hit. With the Warlord? Now she needs a 4. Now she has a 97.75% chance to hit. The chance of failing is less than half the chance of failing to hit with a single roll that can only fail on a 1. And the fun part of Delusions of Loyalty? Well, it's a solo, so you're not going to get it to hit any allies.
But, in that case, it loses its standard action. And you can sustain as a Minor action as long as you keep hitting with the attack...which you will, 97.75% of the time. On average, the Warlock gives the entire team (including herself, since she's only using a Minor each round!) almost 50 rounds to whack on the thing unmolested. So with that one level 1 Daily and the Warlock's Encounter power (not even a daily! She can use this every fight), you can probably bring down the critter with at-wills--heck, the Warlock can probably kill it herself with Eyebite (if she's Fey) and her Curse up in that timeframe, so you really only need the Warlord and the Warlock. And if the Warlord started with an 18 Int instead of 16 due to a racial Int bonus? In that case, the Warlock now has a 99% chance to hit with her power and will grant the party 100 rounds on average. And if you throw in a few more enemies other than the solo? Well, in that case, you have to remember that Delusions of Loyalty doesn't just steal their Standard Action--it forces them to attack their allies who hit the Warlock, so the solo will actually be helping you kill its (likely much weaker) allies.
And this is against a solo 3 level higher than the party--any lower makes it even easier to kill.
It's tantamount to the +8 from Aid Another in Stalker0's Skill Challenge calculations that kept turning the Skill Challenges from impossible to incredibly easy. 4e math does not work well when a gigantic boost is allowed.