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General Tabletop Discussion
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Mearls on Controller design and At-Will balance
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<blockquote data-quote="eprieur" data-source="post: 4594527" data-attributes="member: 81191"><p>Even if it doesn't his idea is still good. In fact I was thinking about that lately. Possibly in another thread but here is a quick rundown of the "problem".</p><p></p><p>In short the whole system is balanced between roles. Everyone is able to do a base attack that use their stats and they all have something. </p><p></p><p>-Strikers have their 1D6 they add to damage.</p><p>-Healers have their heals twice per encounter as minor actions.</p><p>-Defenders have their mark with their own flavor.</p><p></p><p>To be of that "role", you need to do have these features. So what do controllers have? Nothing really special at least for the ones I saw (didn't check the druid yet).</p><p></p><p>I'm sure the dev toyed with the ideas but overall, if you think striker you could have something like a minor status effect each time you connect with a spell at least one per round. Say a wizard could "knock" someone over once per round.</p><p></p><p>So basically in this version a controller would replace the 1d6 striker effect once per round with a "control" effect. It could be a push. It could have more flavor, be more detailed, etc. </p><p></p><p>Another option would be to have a "strong" status effect as a minor action, twice per encounter (similar to heals). So a controller could try to immobilize (root) or stun a target twice per encounter with a minor action. </p><p></p><p>You can combine the 2, have the minor knock back on hit with any spell once per round and twice per encounter you can "upgrade" that effect to a stun or immobilize, etc.</p><p></p><p>If controller had something like that they would probably at least feel a bit like that they are actually controlling something.</p><p></p><p>I think it's a problem in class design that they don't have anything special while all the other roles do. And that was why the dev originally touched on in his posts I think.</p></blockquote><p></p>
[QUOTE="eprieur, post: 4594527, member: 81191"] Even if it doesn't his idea is still good. In fact I was thinking about that lately. Possibly in another thread but here is a quick rundown of the "problem". In short the whole system is balanced between roles. Everyone is able to do a base attack that use their stats and they all have something. -Strikers have their 1D6 they add to damage. -Healers have their heals twice per encounter as minor actions. -Defenders have their mark with their own flavor. To be of that "role", you need to do have these features. So what do controllers have? Nothing really special at least for the ones I saw (didn't check the druid yet). I'm sure the dev toyed with the ideas but overall, if you think striker you could have something like a minor status effect each time you connect with a spell at least one per round. Say a wizard could "knock" someone over once per round. So basically in this version a controller would replace the 1d6 striker effect once per round with a "control" effect. It could be a push. It could have more flavor, be more detailed, etc. Another option would be to have a "strong" status effect as a minor action, twice per encounter (similar to heals). So a controller could try to immobilize (root) or stun a target twice per encounter with a minor action. You can combine the 2, have the minor knock back on hit with any spell once per round and twice per encounter you can "upgrade" that effect to a stun or immobilize, etc. If controller had something like that they would probably at least feel a bit like that they are actually controlling something. I think it's a problem in class design that they don't have anything special while all the other roles do. And that was why the dev originally touched on in his posts I think. [/QUOTE]
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