With the advent of T4 and T5 gear, we have seen power costs for everyone go steadily upwards lending to the already overwhelming trend that controllers are just batteries. It has gotten so bad that even two top CR Controllers that are applejack players can't keep up with the demand for power even if the DPS are being reasonable. While reading a test forum thread, I had an idea on how to "possibly" fix this. It started when I read this post by Crafty_Crafter Here. My response to his post is Here. Then Penryn posted about the general problem with the power use scaling formulas and how as a Controller gears up he becomes even less efficient Here. This all got me to thinking. As it stands now when a Tank is in Tank Role, he or she gains benefits for that Tank Role with penalties. Namely a damage penalty. The same can be said for Healers in Healer Role. My proposal is this: When a Controller is in Controller role, give them the same or even a higher (negotiable) damage penalty as Tanks and Healers but allow them to cast powers at half the cost (negotiable percentage). This will make Controllers more efficient in that they can throw out more bursts before they are dry, and or allow them to also use their actual Controlling abilities (as our name is supposed to imply). Granted the Controller can get back up to no penalty with the Core Strength tactical mod, but so can Tanks and Healers. No I'm not "trolling" the forums. I expect strong reactions to this Idea/Proposal both positive and negative, but instead of just sitting on the forums and complaining about the problem, I decided to try and at least come up with an alternative that "may" or "may not" work or be viable. Thank you for your time.