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<blockquote data-quote="TwinBahamut" data-source="post: 4213539" data-attributes="member: 32536"><p>The problem with ignoring the "Misses don't affect Minions" rule is that it really messes with a lot of other strategies other than "Fireball them all".</p><p></p><p>For example, look at two known Fighter at-will powers: Cleave and the one that automatically deals damage on a miss. With the "misses don't affect Minions" rule in place, the latter power is no different than a basic attack, and Cleave is a much better choice. Without that rule, the latter power becomes a guaranteed kill whenever you target a minion, something that might be much better than Cleave because of its reliability (even though Cleave seems designed to be the Fighter's best way to take down minions). The latter power is already the superior one for fighting powerful single foes, it should not be comparable to Cleave when fighting large groups.</p><p></p><p>The other issue is that is just too powerful for anyone to have the power to just be able to automatically kill something just by targeting them. This is <em>especially</em> true for effects like Fireball that hit a large area. Just giving minions more hitpoints will never be enough to make up for a fireball without turning them into something more than a mere minion. At the very least, giving them enough hitpoints so that they have more than 1 but less than the amount so they can survive a full Fireball seems like needless complication when the current rules give the same results. I think it is a lot better if the Wizard simply kills two-thirds of the minions with a Fireball, and there are still possibly some standing that the Fighter or Ranger can kill. No need for one class to have all of the fun...</p><p></p><p>Besides, shouldn't Wizard Daily powers be saved for groups of enemies that are actually a threat, rather than groups of minions?</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4213539, member: 32536"] The problem with ignoring the "Misses don't affect Minions" rule is that it really messes with a lot of other strategies other than "Fireball them all". For example, look at two known Fighter at-will powers: Cleave and the one that automatically deals damage on a miss. With the "misses don't affect Minions" rule in place, the latter power is no different than a basic attack, and Cleave is a much better choice. Without that rule, the latter power becomes a guaranteed kill whenever you target a minion, something that might be much better than Cleave because of its reliability (even though Cleave seems designed to be the Fighter's best way to take down minions). The latter power is already the superior one for fighting powerful single foes, it should not be comparable to Cleave when fighting large groups. The other issue is that is just too powerful for anyone to have the power to just be able to automatically kill something just by targeting them. This is [i]especially[/i] true for effects like Fireball that hit a large area. Just giving minions more hitpoints will never be enough to make up for a fireball without turning them into something more than a mere minion. At the very least, giving them enough hitpoints so that they have more than 1 but less than the amount so they can survive a full Fireball seems like needless complication when the current rules give the same results. I think it is a lot better if the Wizard simply kills two-thirds of the minions with a Fireball, and there are still possibly some standing that the Fighter or Ranger can kill. No need for one class to have all of the fun... Besides, shouldn't Wizard Daily powers be saved for groups of enemies that are actually a threat, rather than groups of minions? [/QUOTE]
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