That said, we must have one of the rare groups where everyone is a powergamer (including me, the DM), so we all dig it when someone drops a huge pile of damage or auto-kills the 20 minions in 1 round through 2 feats, a daily, and a magic item daily in some odd synergy or locks the solo down for three rounds straight while everyone destroys it.
The problem is that if you've got a group that are not all powergamers playing a game with the level of balance that 4e has ended up at. You're going to end up with one or more dissatisfied players. Which is a shame really: they started out doing pretty well, with most of the imbalanced created by dodgy readings of rules, and just seemed to throw more of that away with every increment since.
Bloodclaw has another issue, which is that powers and items that damage oneself annoy the party's leader (a TacLord) to no end. Our group is a tad short on healing, with the taclord and a fighter/mc cleric. They do just fine, but people causing additional damage to themselves all the time would further deplete the already limited healing resources. And believe me, given one of the players, it would be *all the time*. "More damage? Sign me up! So the warlord has to heal me sooner, or we use up another potion. It's more damage! Rawr!"
Are you referring to the races described in the Monster Manuals? If so, there's no need to ban them, because they're aren't intended for pcs, anyway. The stats are for npcs only.• Monster races - almost always used for the sake of optimization rather than flavor, and the flavor itself can create issues when interacting with NPC's.
Are you referring to the races described in the Monster Manuals? If so, there's no need to ban them, because they're aren't intended for pcs, anyway. The stats are for npcs only.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.