Here is a short list of encounter powers in 4e that I think need fixing.
#5 Unicorn’s Touch (Arcane Power, Swordmage Utility 6) – This power allows healing without using any healing surges. Surgeless healing isn’t supposed to be that common at these levels, and most healing powers like this at these levels usually only work while bloodied. In actual practice though, the effects are minimal. Being forced to rest due to a lack of healing surges is quite rare and the limitless healing is only able to be done outside of combat. So this power breaks the mechanics, but isn’t really all that broken in terms of character effectiveness, making it the last power on this list.
#4 Storm of Blades (PHB2, Barbarian Attack 13) – You get an attack for each point of your constitution. Barbarians (and the fighters/rangers that MC just to get this power) can afford to have at least an 18 Con by this level to easily get 4 attacks. Any power that allows you to attack the same target multiple times needs to be carefully examined, since the static bonuses you can stack for a single round of attacks can greatly magnify the base power. It is possible to kill a single monster in one round with this power, and it’s better than many of the other encounter powers even up to epic levels.
#3 Righteous Rage of Tempus (PGtF, Channel Divinity Feat) – A minor action to auto crit on your next hit? Seriously, what were they thinking? Compare this to any other feat and you can see the discrepancy in power. If there is a feat that says, “if you hit with your next attack, add 30 points of damage”, it would never be approved, which makes me wonder how this one got through R&D. Whole builds have been created to take advantage of this feat, involving Paladins, Clerics, and Avengers wielding high-crit weapons.
#2 Guileful Switch (Martial Power, Warlord Utility 6) – As a minor action, you switch initiatives with an ally, netting the party an extra set of actions. As a daily power, this would still be good. I’ve seen people MC into the warlord class just to get this power, which immediately rings warning bells in my head. Directing the movement of allies is one of the warlord’s shticks. Now it seems they can manipulate time as well as space. One step closer to becoming a Q I suppose.
#1 Rain of Blows (PHB, Fighter Attack 3) – A potential 4 attacks against a single target and we encounter the same problems as Storm of Blades. Except that this time, it’s a 3rd level power! This is as good as some epic level encounter powers that the Fighter has in terms of dealing damage. Static bonuses can stack to ridiculous amounts, often dwarfing the weapon die, and multiple attacks against the same target exacerbates the discrepancy. If an epic level fighter needs to think twice about replacing a power he got when he was 3rd level, then that power definitely needs to be looked at for balance issues.
What’s in your list of encounter powers that you think need fixing?
#5 Unicorn's Touch. A small amount of healing. If that's unbalancing you're doing something wrong. Some characters have upwards of 15 healing surges anyway, and with a little gold can get more bang from a potion. Potent but not broken.
#4 a level 13 power giving 4 (or more) is possibly broken, but I would not count buffs from other powers by other characters as breaking it. That's like saying a power is 'broken' when used with a powerful implement or weapon. It depends on all those attacks chance to hit, and the character having pumped a lot of ability points into one thing, the right 'one thing'. I lean towards disagreeing on this too, but I see the potential. Look at hurricane of blades (barbarian 27) 6 attacks 1(w) but consider with two weapon fighting and the possibilities of crit on 19-20 or with a vicious weapon, or a rogue dagger master who multi-classed to get it, and two weapon fights with vicious daggers criting on 18-20. definitely broken, but it took a lot of levels and very specific development choices to get there. Just in time to fight the terrasque.
#3 righteous rage. read the power again, it is not an auto crit. It works 'on your next attack, if it hits, before the end of your next turn' If you're very next attack doesn't hit, you are out of luck, (even if you use rain of blows), and have spent a feat, a minor, your attack power, and your channel divinity for that encounter. It is awesome if it works, but it's not a sure thing. Granted the player will pick his shot for when he's sure he'll hit, but still, once invoked, he has until the end of his next turn. Awesome damage power, but not broken even for a striker.
#2 If I am understanding guileful switch, the intent was for the warlord to be able to move up or to give an ally a more advantageous place in the initiative order, not to turn back time to the beginning of the round. If it were, that would definately be broken, as it doesn't just improve your initiative but effectively gives potentailly everyone another whole turn. If this is really what it looks like, then time for an erata answer.
#1 rain of blows This one we have used in play. look at #4 to some extent. it's melee, and those multiple attacks have to hit to have effect. If you are DMing, and the 3rd level fighter is consistently hitting with all four, or more attacks using this power, than you need to through some higher AC foes into the opponents, or now and again have a foe with consiquences for hitting in melee. potentially broken granted, but there are readily available counters for at least some of the damage, even with 3rd level foes.
Bottom line, you live by the cheese, you die by it. When I see a player start to abuse RAW showing something to be broken, I change the context, not the rule. rogue stunning everybody? grey slaad stuns him instead at least in one battle. fighter meet the savage berserker, meet the feyborn medusa, or better, meet the monster with the broken power you demonstrated your rules lawyeriness with last time we played.