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What is, by consensus opinion, obviously broken?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 5087920" data-attributes="member: 31506"><p>This I agree with. Controllers to me, are the weakest class. They focus on the same push/pull/slide/daze stuff everyone and their dog gets. I'd replace a controller with a leader in a heartbeat to maximize party effectiveness. Debuffing an enemy, healing the party, or increasing damage output just seems much more effective than a daze or knockdown, which is only a minor inconvenience for the most part. Compared to powers like moment of glory which offers great protection or iron to glass which can neuter a solo without even a save ends, who cares if their attack options for the round are slightly limited? The damage most zones inflict is so trivial compared to how fast monster HP scales, that they dont do much to discourage anything but minions. Controllers seem to have to work harder for their payoff, and it rarely impresses me. Not every battle can take place in a room filled with buzz saw traps, pits (which even allow a second save anyways) vats of acid and other hazards to shove them into.</p><p></p><p>The save ends mechanic is glaringly out of place compared to the rest of the system. The far more elegant method would simply be to have the attacker roll another attack against the defense to see if the effect continues. Its feels only there to keep the D&D term "saving throws" in the game.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 5087920, member: 31506"] This I agree with. Controllers to me, are the weakest class. They focus on the same push/pull/slide/daze stuff everyone and their dog gets. I'd replace a controller with a leader in a heartbeat to maximize party effectiveness. Debuffing an enemy, healing the party, or increasing damage output just seems much more effective than a daze or knockdown, which is only a minor inconvenience for the most part. Compared to powers like moment of glory which offers great protection or iron to glass which can neuter a solo without even a save ends, who cares if their attack options for the round are slightly limited? The damage most zones inflict is so trivial compared to how fast monster HP scales, that they dont do much to discourage anything but minions. Controllers seem to have to work harder for their payoff, and it rarely impresses me. Not every battle can take place in a room filled with buzz saw traps, pits (which even allow a second save anyways) vats of acid and other hazards to shove them into. The save ends mechanic is glaringly out of place compared to the rest of the system. The far more elegant method would simply be to have the attacker roll another attack against the defense to see if the effect continues. Its feels only there to keep the D&D term "saving throws" in the game. [/QUOTE]
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