More control in controller encounter powers

Minigiant

Legend
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What do you think of this house rule:

Controller normal-class encounter attack power hits that do more than just damage now deal no damage. All effects that end at the end of a turn are now ended by a saving throw. All forced movement increased by 2 sqaures. Enemies knocked prone are dealt 1d10 damage.
 

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This makes controllers way too powerful in my opinion. It also kind of screws over classes like the warden, that do substantially less damage than a striker, but have many many powers that have controller type effects.

This will not end well. Simply because conditions become way too powerful in many situations.
 

I think there is room for creativity in this but avoid going too far... ( Arguably having effects totally by pass your enemies luck and skill and energy... like they were already defeated is ummm... not very fair. ;-) )

That said how about this Feat Idea...
Spell Bind reduce the damage of a power by d4, spend a minor action and force the enemy to make a save or have a spell that normally ends at the beginning of next round to last another round.

Take a few hints from the bloodmage paragon path... and make a Life Force Weaver. You can take hit point loss (spending your life force) as a cost to ummm bind the magic over who can spend hit points to bind the spell into a save ends effect?

Add in features from the Invoker where their effects have a negative implication... for instance you are dazed until the end of your next turn... you can taint your magic to have an after effect of the enemy being dazed till the following turn (is that too powerful).

Note there is something that increases controlleriness of a mages spells by reducing there damage. The expand spell from arcane power ... reduce damage 2 and increase blast/burst size 1 (it is well worth the cost of the feat). That value is worth noting.

ie if you had another feat as an enabler ... it might help keep this improved controller ability under ummm control ;-)

Shrug... multi round effects compound with one another ... could somebody explain the dangers of orb mages for me?
 

What do you think of this house rule:

Controller normal-class encounter attack power hits that do more than just damage now deal no damage. All effects that end at the end of a turn are now ended by a saving throw. All forced movement increased by 2 sqaures. Enemies knocked prone are dealt 1d10 damage.

Is there a problem you are having with controllers?

I think that these are all kind of bad ideas. If a power does damage + effect, removing the damage really tones down the power. Effects that last until the end of a turn are sometimes better than those ended by a saving throw, at least when used against pcs or anyone with a way to get an early save.

Increasing forced movement might help offset the loss of damage in some cases, but really, there are plenty of damage + non-forced movement effects that are getting hosed here.

As for damage when knocked prone, are you going to apply this to pcs being knocked prone as well? If it always applies, suddenly a 10' fall deals 2d10 damage instead of 1d10.

Overall, I think your idea will increase grind and make controllers less fun and less effective to play. However, if there is an issue that you're trying to address, I might feel differently about it.
 

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