Quote Originally Posted by JaxGaret View Post
That's only if you're not using the template method. If you are using the template method, you simply add a template to a Standard monster and it becomes an Elite monster, with no further modification necessary. Likewise, if you add a template to an Elite monster, all you need do further is raise the Saving Throw Bonus by +3 (instead of +2) to a total of +5, and double its HP, and you have a Solo monster.

Note that most templates already include defense bonuses and offensive features.
Yes -- the "extra offensive power" comes from the extra abilities those templates contain. (Admittedly some, like bodyguard, have no extra offense -- but that's OK as well: some monsters being "really hard to kill" as a feature is acceptable. Every elite being "really hard to kill" isn't! (to me))

Lich: aura that does 5 damage to any enemy near it, and gets a free per-encounter power on a recharge 56.

Battle lord: +1d6 to damage to every ally (with condition), crits on 19/20, and a heal power.

Bodyguard: very little (but not no) extra damage. Lots of extra defense!

Death Knight: +5 damage per attack, aura that boosts undead nearby offensively, burst damage and undead heal...

Death Master: 4 free minions (sick!)

Damagogue: Lots of defenses. Boosts defenses of allies.

Demonic Acolyte: Defenses. +2 damage per tier.

Devastator: Extra AOE control (better offense), free recharge of per-encounter powers

See the pattern?

And that is on top of the +1 action point. :)

...

I'm claiming that the problem with Elites is that their offense is generally not boosted enough, while their defense is boosted too much.

Your change might lower defense too much, and not grant that much offense.