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The grindyness of 4e combat: anyone tried a solo monster yet?
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<blockquote data-quote="Felon" data-source="post: 4420169" data-attributes="member: 8158"><p>I specifically didn't mention my party make-up for a couple of reasons. First, because we're still trying out different class combos, and second, I didn't want to offer bait for the "you need more strikers" line. That has become a bit of a cop-out in this forum. Someone says monsters hit too much or too hard, someone else says get more defenders. Someone says encounters with lots of opponenents is a nightmare to run, someone else says that's what controllers are for. Someone says heroes don't have enough HP, someone else touts the criticality of stocking up on leaders. The response has become the kneejerk easy answer.</p><p></p><p>In actuality, if you have more of A, you have less of B, C, and D, and suffer in that area. Zero sum game, folks. Currently, I got three players, and there are four roles. This advice is not the solution to the grinding issue.</p><p></p><p>Now, I see some folks have a big mob of players. I suppose I can't argue that overwhelming the solo monsters with sheer numbers speeds things up, but that doesn't really help me either. Three's what I got.</p><p></p><p>So, now the burden is on me to figure out exactly what information would be helpful. I could ask for numbers, but Mengu threw out a bunch of numbers and none of it was very compelling, mostly because DPR has to be adjusted by hit/miss ratios, which represent a significant variable. </p><p></p><p>I guess I'd like to know what happens during a fight with 600 hit points that makes a big dent. You don't have the barbarian critting and doing 100+ points of damage, you don't have harm tearing a big chunk out of the critter. What do you have that isn't just some 3{w} attack that amounts to maybe 20-30 points of damage?</p></blockquote><p></p>
[QUOTE="Felon, post: 4420169, member: 8158"] I specifically didn't mention my party make-up for a couple of reasons. First, because we're still trying out different class combos, and second, I didn't want to offer bait for the "you need more strikers" line. That has become a bit of a cop-out in this forum. Someone says monsters hit too much or too hard, someone else says get more defenders. Someone says encounters with lots of opponenents is a nightmare to run, someone else says that's what controllers are for. Someone says heroes don't have enough HP, someone else touts the criticality of stocking up on leaders. The response has become the kneejerk easy answer. In actuality, if you have more of A, you have less of B, C, and D, and suffer in that area. Zero sum game, folks. Currently, I got three players, and there are four roles. This advice is not the solution to the grinding issue. Now, I see some folks have a big mob of players. I suppose I can't argue that overwhelming the solo monsters with sheer numbers speeds things up, but that doesn't really help me either. Three's what I got. So, now the burden is on me to figure out exactly what information would be helpful. I could ask for numbers, but Mengu threw out a bunch of numbers and none of it was very compelling, mostly because DPR has to be adjusted by hit/miss ratios, which represent a significant variable. I guess I'd like to know what happens during a fight with 600 hit points that makes a big dent. You don't have the barbarian critting and doing 100+ points of damage, you don't have harm tearing a big chunk out of the critter. What do you have that isn't just some 3{w} attack that amounts to maybe 20-30 points of damage? [/QUOTE]
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The grindyness of 4e combat: anyone tried a solo monster yet?
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