Originally Posted by
Holtzmann
Because that's a rather inelegant bandaid for a balance problem. If tanks are doing comparable DPS to actual DPS of similar gear, while having far greater survivability, even if only exceptional players can extract that kind of performance from the class, that is a problem. Capping the amount of tanks in a group does not solve that problem, it simply makes it invisible.
Overwatch's solution was implemented there because it's a PvP game without any formal structure to the teams, and a single class' abilities often synergized very well with itself. It's a completely different game to WoW's PvE gameplay, and both games require different solutions to their own problems.
That's assuming tanks are in it for how well they place in the damage meters, and that's an assumption I would question the validity of. Tanks do have very boring roles at the moment, but giving them more damage does very little to make those roles more interesting. It just gives some people the satisfaction to topping the charts, while annoying at least 3 other people playing with them.
As for poor tank damage not making sense in regards to keeping the boss' attention... that's a gameplay concern, not a common sense one. If tanks can do damage comparable to a DPS, there is no point in having DPS. Tanks by definition have more mitigation and more health than DPS, which means they are far easier to keep alive than your average DPS. But if you truly need a reason for tanks to have the boss' attention, that's because they're flashy, annoying, and often used attacks that inflicted more pain than actual damage (hi, Sunder Armor!). Warriors taunt enemies towards them, after all. :P
Mind, I would be okay with more mechanics that involve threat wipes. Just to keep tanks on their toes. In fact, threat really needs to become a thing again (see below).
I agree with you partially. It's not so much "feeling important", as "feeling like a healer". I get that Blizzard is trying to push this "healers should deal damage if they have downtime" philosophy pretty hard this time around, but I personally don't like it. If I have so little to do that I can spend a good 25% of the fight DPSing, it means there's not enough unavoidable damage or dispels to go around. Just like threat should be important, so should healing. I've made a mistake in the Odyn fight yesterday that killed me with the boss at about half health (give or take, since he doesn't really reach 0 health). The rest of the group beat the boss without a single extra heal, and while that's indeed rather skillful of them (and dumb of me for getting killed), I personally don't think it's good design.
Any situation in which a group can complete a fight they are not overgeared for from 30+% to 0 missing a role entirely is a problem to me. If they can do it missing a tank, a healer, or all 3 DPS, that means that either the fight is tuned wrong, or the roles left are so powerful as to render another role meaningless. I experienced a bit of that in late Wrath of the Lich King, actually. We had a Blood DK who (with the help of some hefty Vengeance stacks) sometimes brought a raid boss from 20% to 0 with all healers dead. Without denying his skill, the fact that he could do that at all revealed an unbalance in the spec itself.
Nope, no need. Tanks have traditionally been good solo specs, just let them have that. Hell, make it so there's no one ultra-amazing tank spec for soloing like Blood DK was in previous expansions. All tanks should be reasonably close to one another in soloing potential.
Tanking has never been a role that people jumped at. Even back when LFD was new, in Wrath of the Lich King, queues for DPS were fairly similar to the ones we have now. It wasn't just threat or active mitigation or DPS that made people always avoid playing tanks, it was the responsibility the role entailed. Being a tank requires more knowledge of the dungeon/raid than being a DPS, because in many times you have to be proactive in positioning the mobs or setting up the pulls. Same with being a healer: sure, you can often just power on through any kind of damage your party/raid takes, but in a lot of times you're required to be proactive and know what's coming to be able to prepare for it.
I'm pretty sure the bottleneck for LFD nowadays switches between tanks and healers depending on the time of day. Just ask whoever got an instant queue whenever you get into a dungeon. Either way, as a healer I'd much rather the bad players didn't even try being tanks. If I have to heal through another Demon Hunter who flat-out refuses to use his self-healing, I'm going to start dropping out of groups and just taking the 15-minute penalty.
Also, I want threat to be a thing again. Threat didn't go away because people were afraid of playing tanks, it stopped being a thing because Blizzard can't seem to do scaling right. Threat was originally made trivial because DPS damage scaled with gear far, far better than tank damage, to the point even competent tanks in full raid gear were having trouble holding threat against them. Increasing the threat modifiers was out of the question, since that would unbalance threat for all gear levels below the very top. So first came the Vengeance system, and everybody complained that tanks suddenly did more damage than everybody combined. Then that system got tweaked a bunch of times, until Blizzard gave up on it and decided to just give tanks a ridiculous threat multiplier (I think it's something like 900% for Warriors now?). I'm hoping they have a better grip on scaling now, so they can dial back those threat multipliers and Make Threat Great Again. Or some other current meme.
Lazy? Sure. Unwarranted? Not quite, but maybe not for the reasons most people are giving.
The flat nerf was a bandaid solution to placate public perception of the issue before they can sort it out for real. Simply knowing tanks were nerfed would get some people to stop complaining, and a 10% nerf isn't enough to make or break any of the tanking classes at the moment. Expect large balance changes coming in the near future.