No, I wouldn't consider that hard control for a number of reasons, and many people wouldn't consider it strictly control at all (though I think they're rather extreme). The enemy has the choices here and its not clear its a catch 22. I can give my boss suggestions, that doesn't mean I control him. Neither is the invoker in this case controlling the enemy in the strict sense. In fact in this case wouldn't the power really be essentially equivalent to 'do a whole bunch of damage' since the enemy can CHOOSE if its advantageous to him to fall prone instead, the best case is they take the damage.[/qiote]
I suppose, but you consider Storm Pillar to be great control and isn't that the exact same thing?
As I said above, other classes don't totally LACK control, and druids surely come in second behind wizards overall, so yeah, its control, though again not as strong a form as Storm Pillar which can totally SEAL an opening with the enemy granted no choices about it.
It can seal a 5' square opening. That's not great levels of control. In very specific encounters it can be very powerful; but such encounters aren't common.
I call that a VERY weak form of control indeed. You can do it once per encounter (or a few times at higher levels, but its too expensive to spam). It doesn't stop the enemy from doing what they want to do in general and has a minimal impact on an opponent's choices. In fact I am labeling it control more for a lack of a better description than anything else.
If the ability said, instead 'Invalidate a melee attack' would you consider it control?
I would.
'The monster targets you with his claw swipe.'
'Forceful push.'
'The monster cannot finish its action.'
This is one of the -easiest- things you can do with a push 1 as a free action.
I think I defined it pretty well and not in terms of anything in particular except generally the way various powers work. I stated a principle. Given that I was talking about a concept, 'Controller', I think its perfectly valid to have an abstract analysis and its not worthless at all nor a travesty. It just such abstract analysis and the power of abstract thinking that makes human intellect powerful to start with.
I think that stating it's a problem that controllers don't have a single defining feature that unifies the role is a bit of a mistatement of the problem.
The thing is, 'control' involves a lot more than simple action denial, or what have you. It -is- an abstract concept, and it's not like damage, marking, or healing in that you can make it a single mechanic. That's actually part of the allure of the controller. I mean, is it a problem? Well a problem implies there's some form of solution. Fact is, you can't quantify control with a single mechanic (nor should you) so you can't have a single mechanic unified across all controller roles.
It's not possible.
The question this is, can each controller be built in such a way that they can have a great effect on the battlefield? Yes.
Can each controller exert their control on the battlefield without being a collection of 'I Win' buttons? Yes.
Do they have powers that allow them to dabble in other roles should they choose to be less 'controllery'? Yes.
Every controller class can be built to exert control, and every controller class can be built to do other stuff if they so choose. This is not a failure of the controller role or the controller class... It's like saying rogues are a failure as a striker because they have some blinding powers, or that paladins are a failure as a defender because they have some buffs and healing powers.
That argument is nonsense. Sure, not -every- power is hard control. Not every power SHOULD be. But every controller has options to give them control at varying levels at every level of the game. And they can dabble. That's GOOD design.