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<blockquote data-quote="ArcaneSpringboard" data-source="post: 5255091" data-attributes="member: 87400"><p>Actually, up until that point the DM had been strictly using ranged attacks that had an effect of sliding the target and making them make an attack. We had no idea it had a killer melee attack as well. We had in fact, spread out dramatcially in order to minimize the effect of the sliding/dominate-ish attack. It was a bit of a shock to then have it come into melee and hit me for 40-odd hp damage.</p><p></p><p></p><p></p><p>As I have said repeatedly, we did not consider delaying. It is not a tactic that as a group, they have really ever used. Obviously that's now changed. I apologize to the Tactical Gods for making such a blunder but can we please stop hammering us on this point. WE GET IT.</p><p></p><p>I apologize for seeming sensitive to this point, but it keeps getting mentioned, despite me having acknowledged we made an error.</p><p></p><p>As for the solo is going to keep striking us down...if the DM was quite willing to do that, he very well could have been quite willing to coup de grace me. THAT was what we were trying to avoid here. </p><p></p><p></p><p></p><p>This is a very good point, and it was a surprise to me when the DM said that that was his intention, even to provoke a TPK if necessary. I was taken a bit aback by that, as it has never occured to me to TRY to TPK a party. If it happens by accident? Sure. But to throw an un-escapable encounter that is likely to TPK the players? That was a surprise.</p><p></p><p></p><p></p><p>I didn't enjoy myself because we were put up against a monster significantly above our abilites to deal with (given that our 5th man, the defender couldn't make the game) which meant that it was difficult to hit (I personally needed a 13 to hit at all). That combined with poor dice luck (rolling lower than 5 for four of the first five rounds. Then combined with coming up with solutions to my predicament (we even started dipping into the Heal checks to allow Second Wind solution) only to have them clobbered, badly. Remember, it wasn't until days later that we'd realized that we did have the solution in having the Artificer delayed. Then _that_ was combined with having the DM express his enjoyment at playing wack-a-mole.</p><p></p><p>If my character had been hitting repeatedly, for good damage (like say, the Warlock in the party had been), and _then_ I get wacked, I probably wouldn't have had an issue with it. I would have been annoyed, but at least I got my licks in early. If I'd had that poor dice luck and had difficult to hit-rolls but not gotten effectively stun-locked I could have shrugged and I just had bad luck that night.</p><p></p><p>As it was, I got to roll the damage dice twice in 10-12 rounds.</p><p></p><p></p><p></p><p>The difference here is that the tank is probably still able to do something, yes? </p><p></p><p>It's not the 'challenge' I'm having an issue with. It's not getting wacked for loads of damage. It's being unable to affect the game when my turn comes around...repeatedly. </p><p></p><p>I find it hard to believe that it's not possible to challenge the party without effectively stun-locking a single PC. Because it isn't.</p><p></p><p>Incidentally as a side note, the encounter in question is the final one in Stormcrow Tor, which is on DDI. Afterwards I'd taken a look at that monster and realized we should have been TPKed, but the DM being inexperienced didn't realize that the first two attack powers were 'basic attacks'. So instead of having one attack per round for the first five, he should have had 3...Plus he was having the PC decide which at-will to use, which I pointed out to him was not the usual way of doing it, to which of course we were just doing basic attacks...since we sucked at them.</p></blockquote><p></p>
[QUOTE="ArcaneSpringboard, post: 5255091, member: 87400"] Actually, up until that point the DM had been strictly using ranged attacks that had an effect of sliding the target and making them make an attack. We had no idea it had a killer melee attack as well. We had in fact, spread out dramatcially in order to minimize the effect of the sliding/dominate-ish attack. It was a bit of a shock to then have it come into melee and hit me for 40-odd hp damage. As I have said repeatedly, we did not consider delaying. It is not a tactic that as a group, they have really ever used. Obviously that's now changed. I apologize to the Tactical Gods for making such a blunder but can we please stop hammering us on this point. WE GET IT. I apologize for seeming sensitive to this point, but it keeps getting mentioned, despite me having acknowledged we made an error. As for the solo is going to keep striking us down...if the DM was quite willing to do that, he very well could have been quite willing to coup de grace me. THAT was what we were trying to avoid here. This is a very good point, and it was a surprise to me when the DM said that that was his intention, even to provoke a TPK if necessary. I was taken a bit aback by that, as it has never occured to me to TRY to TPK a party. If it happens by accident? Sure. But to throw an un-escapable encounter that is likely to TPK the players? That was a surprise. I didn't enjoy myself because we were put up against a monster significantly above our abilites to deal with (given that our 5th man, the defender couldn't make the game) which meant that it was difficult to hit (I personally needed a 13 to hit at all). That combined with poor dice luck (rolling lower than 5 for four of the first five rounds. Then combined with coming up with solutions to my predicament (we even started dipping into the Heal checks to allow Second Wind solution) only to have them clobbered, badly. Remember, it wasn't until days later that we'd realized that we did have the solution in having the Artificer delayed. Then _that_ was combined with having the DM express his enjoyment at playing wack-a-mole. If my character had been hitting repeatedly, for good damage (like say, the Warlock in the party had been), and _then_ I get wacked, I probably wouldn't have had an issue with it. I would have been annoyed, but at least I got my licks in early. If I'd had that poor dice luck and had difficult to hit-rolls but not gotten effectively stun-locked I could have shrugged and I just had bad luck that night. As it was, I got to roll the damage dice twice in 10-12 rounds. The difference here is that the tank is probably still able to do something, yes? It's not the 'challenge' I'm having an issue with. It's not getting wacked for loads of damage. It's being unable to affect the game when my turn comes around...repeatedly. I find it hard to believe that it's not possible to challenge the party without effectively stun-locking a single PC. Because it isn't. Incidentally as a side note, the encounter in question is the final one in Stormcrow Tor, which is on DDI. Afterwards I'd taken a look at that monster and realized we should have been TPKed, but the DM being inexperienced didn't realize that the first two attack powers were 'basic attacks'. So instead of having one attack per round for the first five, he should have had 3...Plus he was having the PC decide which at-will to use, which I pointed out to him was not the usual way of doing it, to which of course we were just doing basic attacks...since we sucked at them. [/QUOTE]
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