1. Controllers and defenders are more effective than strikers. That is, they each increase survivable rounds of combat by more than a striker can decrease rounds of combat.
2. Controllers cannot cooperate effectively with each other. For example, they all work by creating zones, which do not stack, and any one of them can cover enough squares in bad stuff.
3. Defenders cannot cooperate effectively with each other. Honestly they could just be drawing aggro like in an MMO.
4. Strikers stack linearly. More damage always helps.
5. The optimal party is one controller, one defender, and as many strikers as you have extra players. Also the game is probably terrible if you have less than 3-4 players.
Well fuck, it's 2019 and we're 8 pages into this topic and I think you just found a way that 4E fails that I haven't seen discussed before. Whoever designed the skeleton of the class roles was thinking in terms of how a tactical miniatures game could work, and whoever filled in the content was thinking in terms of how MMO raid mechanics work, so controllers can't control because whoever wrote the attacks thought that merely having an AOE attack is "control," and defenders can't defend because all their attacks were written as things to do in the meantime while you hold aggro.FrankTrollman wrote:Because a lot of the authors thought "control" meant "Crowd Control" rather than "Battlefield Control." That structural incoherence meant nothing would ever or could ever make sense, let alone be good.