Who said anything about bullrush? Enemy controllers have slides/pushes/pulls/fear effects. Solos basically always have them, especially these days. A four square push/slide/pull+a melee monster moving up next to the Cleric so it has to provoke an OA (minimum) to save the zone is hardly an unusual occurrence (bonus points, use a minion to grab the Cleric: Immobilize... at-will, yeah, that is super rare, and against a Wis/Cha Cleric's weakest NAD). Unless for some strange reason as a DM you are building encounters with zero monster synergy and zero control (in which case any competent party will steamroll your encounters no matter what powers they pick, but that isn't the powers fault).
People only think Consecrated Ground is "overpowered" (ugh) because they don't understand how fragile it is.
This will only be an issue for a well designed party a few times. Then they will take abilities to work around it.
Clerics, especially strength Clerics, can easily get Athletics as a background or multiclass skill or even just picked up as a skill feat. Grab can also be defeated by a plethora of slide ally powers that now exist.
Teleport (ally or self) can also get a Cleric back into the zone before the end of his turn.
I think you are over-emphasizing the abilities of a small handful of monsters that do not show up in most encounters, and underestimating the abilities of a well designed group of PCs who will work to shore up any weaknesses that they perceive.
Sure, the DM can be a rat bastard DM and have multiple NPC ways to counter Consecrated Ground in every single encounter of n+2 or stronger when it might be used, but that's lame and illustrates the point of how potent Consecrated Ground actually is.
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