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What makes a controller a controller?
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<blockquote data-quote="Fluxx" data-source="post: 5260797" data-attributes="member: 82639"><p>I think one problem in th whole discussion is that the existing classes aren't really 'pure' Each class has some powers which should belong to other roles. And there are many subbuilds of classes which seem to be more of another role. </p><p>I don't know if it is intentional from the designers because they want the classes to have aspects of other roles or if it is some difficult with the design. I think a bit of both. I suppose in the first days the designers didn't know what tehy wanted the roles to do or not to do exactly so they played around a bit and watched what happened. Now it is to late to pull back - there are to many powers which don't fulfill the role of the class exactly.</p><p>So when you say s.th. is not a controller-specialty because other classes do the same is the same argument as when I say high damage is not a striker thing because I can build a Fighter who as a defender has the same damage per round as most strikers. </p><p>If you want to discuss what is the stick of a controller with the idea to make one yourself you should ask what should a controller do - not what do actual controllers. Look at the parts of existing classes which do their job fine and ignore the parts which play with sticks of other roles...</p></blockquote><p></p>
[QUOTE="Fluxx, post: 5260797, member: 82639"] I think one problem in th whole discussion is that the existing classes aren't really 'pure' Each class has some powers which should belong to other roles. And there are many subbuilds of classes which seem to be more of another role. I don't know if it is intentional from the designers because they want the classes to have aspects of other roles or if it is some difficult with the design. I think a bit of both. I suppose in the first days the designers didn't know what tehy wanted the roles to do or not to do exactly so they played around a bit and watched what happened. Now it is to late to pull back - there are to many powers which don't fulfill the role of the class exactly. So when you say s.th. is not a controller-specialty because other classes do the same is the same argument as when I say high damage is not a striker thing because I can build a Fighter who as a defender has the same damage per round as most strikers. If you want to discuss what is the stick of a controller with the idea to make one yourself you should ask what should a controller do - not what do actual controllers. Look at the parts of existing classes which do their job fine and ignore the parts which play with sticks of other roles... [/QUOTE]
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What makes a controller a controller?
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