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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="FrogReaver" data-source="post: 9303387" data-attributes="member: 6795602"><p>Fully agreed. Though in practice that can be easier said than done. You need enemy knowledge, positional opportunity for the team to target and focus them enough, and even then big sacks of hp usually do strong damage such that the trade off for focusing on them vs splitting attacks amongst others isn’t usually clear, even if all the enemy numbers (attack/defense/hp/etc) are known, and definitely not when they are not. (Known minions being one of the clearest exceptions). </p><p></p><p>I don’t agree here. With a few rare exceptions a player using a power early in an encounter is almost always going to end the day as having been more effective than his ally that waits. As a quick example - Killing one enemy on round 1 is so much better than killing 2 enemies on round last. Yea the 2nd character may have done more ‘damage’, but effectiveness isn’t measured in damage. </p><p></p><p>Cooordination is better but it doesn’t have to be to that level. A player simply observing another player used his daily power this encounter, maybe I should save mine is fine. The key is realizing that using the power early in the fight almost always provides more benefit.</p><p></p><p>Depends on how one classifies control I guess. If you mean giving enemies debuffs outside marking, sure. If you mean fighters making multiple OA’s and stopping movement (maybe just marked enemy movement) on them then that’s a really specific build. Most defenders don’t do anything like that. </p><p></p><p>Its better, but not necessary IMO. Each player can act autonomously without any prior coordination and still end up with results nearly equaling planned coordination. That’s mostly because you can alter your plans after seeing what your ally did. </p><p></p><p>IMO. The thing to avoid is not altering your plans based on your ally’s and enemies actions.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9303387, member: 6795602"] Fully agreed. Though in practice that can be easier said than done. You need enemy knowledge, positional opportunity for the team to target and focus them enough, and even then big sacks of hp usually do strong damage such that the trade off for focusing on them vs splitting attacks amongst others isn’t usually clear, even if all the enemy numbers (attack/defense/hp/etc) are known, and definitely not when they are not. (Known minions being one of the clearest exceptions). I don’t agree here. With a few rare exceptions a player using a power early in an encounter is almost always going to end the day as having been more effective than his ally that waits. As a quick example - Killing one enemy on round 1 is so much better than killing 2 enemies on round last. Yea the 2nd character may have done more ‘damage’, but effectiveness isn’t measured in damage. Cooordination is better but it doesn’t have to be to that level. A player simply observing another player used his daily power this encounter, maybe I should save mine is fine. The key is realizing that using the power early in the fight almost always provides more benefit. Depends on how one classifies control I guess. If you mean giving enemies debuffs outside marking, sure. If you mean fighters making multiple OA’s and stopping movement (maybe just marked enemy movement) on them then that’s a really specific build. Most defenders don’t do anything like that. Its better, but not necessary IMO. Each player can act autonomously without any prior coordination and still end up with results nearly equaling planned coordination. That’s mostly because you can alter your plans after seeing what your ally did. IMO. The thing to avoid is not altering your plans based on your ally’s and enemies actions. [/QUOTE]
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