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What a creature knows question
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<blockquote data-quote="Mengu" data-source="post: 5678410" data-attributes="member: 65726"><p>It's not useless, it's called control.</p><p></p><p>There are many conditions that influence a creature's decisions. Perhaps the PC has me marked, and I'll have penalties and take damage if I attack someone else. I'm bloodied and the damage might kill me, or I already have a -2 to hit from a controller effect, and don't want to take further penalties. Or my moving to attack someone else will provoke an opportunity attack, and I currently have vulnerable 5 all damage, so I don't want to do that. Or perhaps the other nearby PC that I could attack, is currently invisible to me, and I don't want to take the -5 penalty.</p><p></p><p>Control is all about putting monsters into situations where they have to make hard choices. Attack the easy to hit already hurt striker but do half damage? Or attack the hard to hit mostly fresh defender and do full damage? If the striker is bloodied, and the monster's allies are all attacking the striker, he might decide to suck it up and hit the striker anyway for half damage.</p><p></p><p>However, having said that, such control powers in the hands of inexperienced players can indeed become useless. A bit of system mastery is required. Using a power that causes the creature to do half damage, right after it's turn is probably not smart, your 4-5 allies that go after you might drop that monster and that half damage will never come into play. Similarly, inflicting a save ends condition that benefits your allies, right before an enemy's turn is also a bad idea, since he might save on his turn and none of your allies will benefit. You need to know to hold your action till after the creature goes, so all your allies get the benefit for at least one round. It's important to be aware of which powers with what timing work well together.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5678410, member: 65726"] It's not useless, it's called control. There are many conditions that influence a creature's decisions. Perhaps the PC has me marked, and I'll have penalties and take damage if I attack someone else. I'm bloodied and the damage might kill me, or I already have a -2 to hit from a controller effect, and don't want to take further penalties. Or my moving to attack someone else will provoke an opportunity attack, and I currently have vulnerable 5 all damage, so I don't want to do that. Or perhaps the other nearby PC that I could attack, is currently invisible to me, and I don't want to take the -5 penalty. Control is all about putting monsters into situations where they have to make hard choices. Attack the easy to hit already hurt striker but do half damage? Or attack the hard to hit mostly fresh defender and do full damage? If the striker is bloodied, and the monster's allies are all attacking the striker, he might decide to suck it up and hit the striker anyway for half damage. However, having said that, such control powers in the hands of inexperienced players can indeed become useless. A bit of system mastery is required. Using a power that causes the creature to do half damage, right after it's turn is probably not smart, your 4-5 allies that go after you might drop that monster and that half damage will never come into play. Similarly, inflicting a save ends condition that benefits your allies, right before an enemy's turn is also a bad idea, since he might save on his turn and none of your allies will benefit. You need to know to hold your action till after the creature goes, so all your allies get the benefit for at least one round. It's important to be aware of which powers with what timing work well together. [/QUOTE]
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