I don't have a huge issue with that, because I think it encourages more strategic play. It also makes the defender work better with the controller. Put a knight next to something in a damage zone, and it now has to either try to move (and provoke a knight AoO) or sit in the zone and eat the damage.sake wrote: 'Course they've also decided that zone effects should only go off at the end of a monster's turn, rendering zones impotent wastes of space unless your DM runs mobs as braindead animals. So even three years later, they still don't have a clue how to design controllers.
The old zones were too good anyway. Honestly I couldn't imagine a character that wouldn't take them. Sleep was about the only thing that somewhat competed with a zone spell (flaming sphere) and that was just because of orb of imposition. Aside from that, you'd much rather have flaming sphere. The fact that you can burn a move + a minor to do auto-damage was crazy good and you became less controller and more striker. The zones didn't really force people take action, because taking damage was an end result no matter what you did. Though now that the zones got changed to end of turn, they should have got a damage boost to compensate (though they didn't).
I could potentially see the warlock having autodamage zones because he's a striker so he's supposed to be dishing out damage, but the wizard's zones being end of turn makes a lot more sense to me.
Though the real reason I suspect they changed zones was because they were far too effective minion killers.