Attacking the squishies is typically ALWAYS the best strategy, regardless of the damage output of the monsters or the HP of any member of the encounter. That said, have you looked at the latest monster math? Combining this oversight with your views on things like treasure parcels and class balance I doubt you've even read the books, let alone play tested a single concept you're touting as broken.Lago PARANOIA wrote:It's not effective because the health-damage asymmetry in 4E encourages monsters to completely ignore the defender and dogpile the squishiest-looking party member they can reach.
Monsters do more damage (Making the Defender more critical!), have less HP (Making punishing mechanics more effective!), and some are even more accurate (Hey, that -2 to attacks seems a bit better now!)
Each defender is different. The Fight does more damage, is 'stickier,' but has lower AC. This makes his marks a tougher choice since his AC will be on par with his teammates after a mark, but the threat of getting nailed with a big fuck-off sword is enough to keep DMs checking their plans.Yes, some defenders are trickier to obviate than others (the Fighter) but there are ways around that (ready actions to charge past when the Fighter does something on their turn). The only reason why monsters don't do that is if the defender has some other trick to keep monsters from going past them, the defender is the juiciest target in of itself (like old-style tempest fighters), or the DM is humoring the defender.
The Paladins will usually have better AC than their parties, making them harder to hit even with a mark, but their damage is autohit and doesn't require adjacency. And built well, a Paladin can mark a large group and do some significant mark damage.
'It's too easy because healing is broken!'This is exactly why low-level 4E is really lethal (well, it would be if healing wasn't so overpowered), especially for extended workdays. A melee-heavy monster party can turn even the defender into chunky salsa--which is also why CharOP guides for defenders tell you NOT to draw all of the heat.
'It's too lethal because monsters do too much damage!'
These are pretty much mutually exclusive. Either the healing is broken and the damage doesn't matter, or the monsters are broken and the healing doesn't matter.