Hi all,
since Alpha is running for quite some time now and tank design seems to be more or less set (not individual spec toolkits, but general place in PvE gameplay), I would like to start some discussion about high-level tanking philosophies in Legion.
I strongly request you to read this post with an open mind and with the will to think about tanking and its place in Legion.
I absolutely accept that my point of view is heavily biased by my personal situation, but who´s is not? I also do not claim to have the master knowledge of all tanking topics or be the voice of the whole tanking community.
I just love tanking.
I will accept any different point of view or opinion, in fact I ask for them to get the opportunity to peek at the bigger picture through other tanks´eyes.
About me
I am a protection warrior for over 10 years now. Having raided on the highest difficulty regularly (fresh 13/13m) and played most other tank classes at multiple occasions over my WoW career, I think I have a good understanding of tanking, even if I am not a bleeding edge progression raider. I have witnessed the evolution of tanking from early vanilla to Legion Alpha (although I unfortunately do not have Alpha access myself) and see it as my primary role and goal in this game.
General tanking responsibilities
A tank is one of the pillars of a raid group. It serves as a "service provider" for the whole group, bringing stability, control and general directions onto the battlefield. The tasks a tank is fulfilling during an encounter are manifold, but I will sum up the ones, I see as the most important:
- Maintaining threat, so that he is the one being attacked (or swap it with his co-tank, if encounter requires it)
- Position all enemies that attack him in a way that the rest of the group can fight them to greatest effect (stacking, splitting, moving around)
- Reduce the incoming damage to a manageable amount, by using active mitigation and cooldowns to reduce spikes as well as limit overall damage taken
- Contribute to raid dps, interrupts, CC
- Deal with encounter-specific mechanics
I think every single tank out there will see another point in that list as the single most critical one, but more importantly, every single tank out there will find different aspects of this role more fun and some would say that balancing between them (like survival <-> dps) is the greatest fun of all.
All of these tasks are important and failing at one of them (expect dps output) usually initiates desaster. Improving in any one of these points makes a tank better and increases the chance of a raid to successfully complete an encounter.
With this role design, we can now try to shed some light on the:
Skillcap of a tank
Since it is inherent in the variation of a tanks list of tasks and their criticality to the outcomes of an encounter that the role of a tank is a bit more difficult to perform to the same effect compared to other roles (and I want to underline that I do NOT underestimate the importance or complexity of dps or healer roles), I will dare saying that the skillcap of a tank is a bit higher than it is for other roles.
Since tanks usually come in pairs and they only have limited impact to the performance of their partner (although a good partnership between tanks is priceless and of substantial worth for both, the playing experience of each tank as well as the smoothness of an encounters flow), each tank on its own could be perceived as a:
Single point of failure
Yes, a tank can be viewed as a single point of failure. In most encounters, the tank has to react to abilities or circumstances, that affect only him and only he is able to prevent a disastrous outcome, not matter what other players do.
For sure, there are countless occasions where players of other roles will wipe a raid if they do not handle a boss mechanic properly. But a big part of their jobs is also covered by other players. Burning down a critical add is usually work of many dps together, not just one. Pushing a boss to the next phase before a certain mechanic happens again is also a feat the raid has to achieve together. Healing up dying raid members is usually (not always) covered by several healers. Of course for ALL roles there are examples and encounters where you have all of that critical wipe potential burdened onto one player of other roles. But a tank deals with this in most encounters.
A tank´s tasks can sometimes be assisted by other players, like external CDs, hunter pulls or similar. But more than not, a tank will be the only player in the raid that can prevent wipe due to a certain mechanic.
This, combined with the skillcap described above lead to a situation we all know. If a tank is terrible, a group suffers tremendously and a good tank will make the life of a group so much easier. This makes entry into tanking much more barring than into other roles and groups will often be more picky with tank selection than other roles. This might also drive some people away from the tank role and leave a tank shortage for certain forms of group content. Dungeon queues come to mind.
So what does Blizzard do? Of course the answer is:
Reducing the impact of a tanks gameplay performance
Blizzard is having a hard time dealing with tanks in general. Over the last expansions they tried to reduce the skillcap of tanks on various ends.
- Massive threat multipliers to reduce threat gameplay impact
- Reducing effectiveness of AM to be able to reduce boss damage to allow tanks survive even when not playing for optimized survival
- Reducing the availability of cooldowns to be able to reduce boss spikes without leaving tanks immortal
- Reduce overall tank mitigation tools to remove survival from tanks and shift it to healers (this distributes a task from a single point of failure over several players)
This makes GCD to GCD decisions of a tank less and less meaningful and combined with a dps contribution half of a dps of similar gear and skill, a tanks major tasks are reduced to:
- Hit enemies at least occasionally to maintain threat
- Position all enemies that attack him in a way that the rest of the group can fight them to greatest effect (stacking, splitting, moving around)
- Reduce incoming damage taken to avoid the largest of all bursts and conserve healer mana
- Contribute to raid dps (as well as possible, but impact is low), interrupts, CC
- Deal with encounter-specific mechanics (which are rarely more than taunt-swaps)
Many others have said this before, but I will include that statement for completeness´ sake:
Tanks will lack things to do that are meaningful. Most of their tasks will only be performed with limited effectiveness, as allowing them to have more impact would raise the skillcap.
Unfortunately for veteran tanks, this leads to a heavily impacted:
Fun!
I already talked a bit about fun for tanks above, but I will focus a bit more on that specifically.
Most tanks I know became tanks for one of two reasons:
- They were forced to, either by others of by circumstances, simply because a tank was direly needed
- The love the tanking role with all aspects of its control, impact, responsibility and rewarding gameplay
While the first group will probably not enjoy tanking at all, until they belong to the secound group eventually, for the second group rewarding gameplay is a keyword for tanking experience, as you will learn a lot while tanking, get better every single pull and feel a direct improvement of the overall encounter flow when mastering a problem.
Situations that I find rewarding and satisfactory as a tank include:
- Seeing my dps-players are able to push out some additional dps, because I positioned mobs very effectively or reduced the amount of movement required by them
- Getting a big hit and seeing my HP bar move little, because I planned properly
- Being able to motivate the lowest dps to push on or be (b)eaten by the tank
- Managing my resource, defensive, offensive and utility cooldowns to find the perfect balance of all for a given encounter
- Feel that *I* am the one that brings order to the chaos of the battlefield, as I collect adds and direct the whole raids movement through a minefield
- Know that healers need to heal up the raid after an accident and prepare to allow them to let me go for some seconds
- Survive through the last 15 seconds of a boss with half the raid dead and fishing for a kill that already seemed impossible to get
Being able to get that fun out of the tank roles
requires that role to be a bit more difficult to play.
Dealing with the problem
I think at this point we have seen that there are two major aspects of tanking colliding every single time tanking is being touched:
Accessibility <-> Fun
Making tanks more accessible, filling up queues and bringing more people into tanking will inevitably affect the gaming experience of long term tank players by taking away control, overall impact and purpose. Yes, purpose. Bringing a boss to a position it will stay on for most of the fight, grab some adds every minute and spend the rest of the fight reducing healer´s mana costs is neither engaging nor rewarding.
Making tanks more fun and their role more meaningful (or at least leave it alone and not reduce their impact) will make the tanking role less accessible and leave some groups with tanks that will struggle a bit, until they find the way into proper tanking or force some players out of the tanking role.
Both aspects cannot be ignored. Unfortunately there is little room for compromise.
A possible solution could be, to let tanks keep their toolbox, mitigation strengths, cooldowns and output potential and simply make a much stricter scaling based on content. Let an normal boss be well tankable by a tank that only knows the mere basics of tanking, a heroic boss require proper understanding of the tank class and a mythic boss challenge a tank to make use of his whole set of resources. That will lead to good tanks being immortal in lower tier content and needing very little heal in heroic.
But where is the harm? A tank
that good will surely not stay long in normal and will not endanger any balance. But a mythic tank wants to feel that he is contributing.
I do not see myself being a simple mana conserver in a raid. I want to have the feeling that I can make the difference.
I also see no harm in tanks being much more independent of healers. Healers have 18 people to heal in a raid but tanks. So is it necessary to make tanks rely on healers to give healers more gameplay? I do not think so. Survival of a tank should be mostly the responsibility of a tank, strongly assisted by healers. A tank should surely not be able to kill a boss alone, if all healers are gone. But let him have the tools to bridge the time until he needs proper healer for longer periods.
But then again, what can be done in mythic+ dungeons? Here we have small-group content that requires more tanks per player than a mythic raid does. So the demand of tanks is much higher than in raids. If tanking requires a higher skillcap, mythic+ dungeon groups will suddenly be tank-starved.
There will probably not be a one-size-fits-all solution. And I do not say that it is easy. But it is worth exploring!
Final words
I hope you are all still with me and more interested in having a nice and insightful conversation than in nit-picking and flaming me for individual sections of my post. I am a tank with very specific preferences and I might find other parts of this dilemma more important than others might.
I recently saw and spoke a lot of long year tanks that actively considered to drop out of the tanking role. Of course some of the won´t do and some of them never will, but then again those were people never even thinking about doing something else. So this is a shift in perception of the overall tanking design, stronger than ever before.
I am asking myself, if it is worth to lose some veteran tanks that loved their role for years in order to allow other people step into tanking that were overwhelmed by the responsibilities earlier.
I personally think that tanking improved over the last expansions, the only issue I ever had was tank classes being unequally suitable for certain encounters. As a warrior I dread the return of rage through damage taken and even as one of the tanks that already relied on healers the most, I think that increasing this reliance is not required.
So I happily invite you to leave your thoughts and comments here and have a civilized conversation about the role I love for so many years now.