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What makes a controller a controller?
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<blockquote data-quote="Fluxx" data-source="post: 5259449" data-attributes="member: 82639"><p>What needs a controller?</p><p>- Forced Movement; If you can make the enemies stand where your allies want them to stand is gold</p><p>- Zones; When enemies can't move around like they want that is controll</p><p>- Status effects (slow, immobilize, daze, stun, attack-penalties...); they all hinder enemies to do their job (on the other hand combat advantage or defensepenalties aren't controller but leader things - they don't influence the action of the monsters but help your allies to defeat the enemies)</p><p>- Area Effects; They make it a bad choice to stand near each other so the enemies again can't act as they want without beeing punished.</p><p></p><p>If you do it from range or are highly mobile and do it in melee is not relevant for the question if you are a good controller but you should be able to act where you are needed most...</p><p></p><p>Other things mentioned aren't necessary controlllerthings:</p><p>- Low HP are a ballancing for beeing ranged - if you make a melee-controller you should give him more HP the same way a melee striker has more HP or better defenses than a ranged striker</p><p>- Low damage follows from strong other effects if you do high damage AND good conditions it is overpowered so a good controller shouldn't do much damage but you are not a controller because you do small damage...</p><p></p><p>Some additional thought:</p><p>Each Striker has some dmg-bonus, each leader has healing, each defender has a mark, in my opinion each controller should have s.th. like 'Mystical Debris' (Wizzard Utility 2)</p></blockquote><p></p>
[QUOTE="Fluxx, post: 5259449, member: 82639"] What needs a controller? - Forced Movement; If you can make the enemies stand where your allies want them to stand is gold - Zones; When enemies can't move around like they want that is controll - Status effects (slow, immobilize, daze, stun, attack-penalties...); they all hinder enemies to do their job (on the other hand combat advantage or defensepenalties aren't controller but leader things - they don't influence the action of the monsters but help your allies to defeat the enemies) - Area Effects; They make it a bad choice to stand near each other so the enemies again can't act as they want without beeing punished. If you do it from range or are highly mobile and do it in melee is not relevant for the question if you are a good controller but you should be able to act where you are needed most... Other things mentioned aren't necessary controlllerthings: - Low HP are a ballancing for beeing ranged - if you make a melee-controller you should give him more HP the same way a melee striker has more HP or better defenses than a ranged striker - Low damage follows from strong other effects if you do high damage AND good conditions it is overpowered so a good controller shouldn't do much damage but you are not a controller because you do small damage... Some additional thought: Each Striker has some dmg-bonus, each leader has healing, each defender has a mark, in my opinion each controller should have s.th. like 'Mystical Debris' (Wizzard Utility 2) [/QUOTE]
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What makes a controller a controller?
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