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<blockquote data-quote="Keenath" data-source="post: 4412099" data-attributes="member: 59792"><p>So it's situationally good. Huzzah, just like everything else in the game! Sounds like a balanced system to me...</p><p></p><p>I mean, we're talking about mostly encounter powers here, right? Surely you can find one time during a fight when the 'extra fiddly bits' are in place! Most conditions require some tactical thinking to get the best use out of them, so I don't see the issue with knockdown being the same.</p><p></p><p>For that matter, how is "slow" useful without "extra fiddly bits"? Slow is most useful when the monster is more than 2 squares away or needs to escape. Just like how prone is most useful when the enemy is going to act after the melee guys or is exactly one square away from its target or what have you.</p><p></p><p>It seems to me that stun and daze are particularly GOOD condition effects, and that's why they're pretty hard to find outside of daily powers.</p></blockquote><p></p>
[QUOTE="Keenath, post: 4412099, member: 59792"] So it's situationally good. Huzzah, just like everything else in the game! Sounds like a balanced system to me... I mean, we're talking about mostly encounter powers here, right? Surely you can find one time during a fight when the 'extra fiddly bits' are in place! Most conditions require some tactical thinking to get the best use out of them, so I don't see the issue with knockdown being the same. For that matter, how is "slow" useful without "extra fiddly bits"? Slow is most useful when the monster is more than 2 squares away or needs to escape. Just like how prone is most useful when the enemy is going to act after the melee guys or is exactly one square away from its target or what have you. It seems to me that stun and daze are particularly GOOD condition effects, and that's why they're pretty hard to find outside of daily powers. [/QUOTE]
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