Feels like made for bringing more tanks for LFD instead of helping with raids lol.
I don't want tanking to be made easier just because people are so obsessed by their recount read-out that they have to charge in whirlwinding/arcane-blasting as soon as my Avenger's Shield has left my hand and not even reached it's target.
I would rather have the opposite happen, so that players benefit from showing a little appreciation/understanding of the mechanics of the game, and learn to function as a team to get the job done. Sometimes I want to pull the mobs to me. Sometimes I might even want to LoS them around a corner. Crazy I know! ...
... My worry is that this is just going to increase the number of runs where the dps charge around like toddlers tanked up with Sunny-D pulling everything they like because it's now easy for the tank to get aggro. I don't really want to play that sort of game, but sadly because 5-mans are now solely for mindlessly zerging through as quickly as possible just to get your Valor Points, I can see why this change might be considered "a good thing" for some...
I like the changes. My Warrior can actually do some proper DPS now without pulling agro instantly. That and I might go back to Paladin tanking depending on how everything turns out. Threat was never really a problem as you either had it all or none, with the pull being the hardest 30 seconds of the fight, so this change really changes nothing.
I really hope we don't move the DK tanking model though. Maybe make it a more viable option to WoG tank or to actually give us a chance to swap between the 2, WoG and SotR
He slipped out of his royal garments, left eternity to enter time, divinity to wrap himself in humanity.
The sea of glass, for the ocean of separation. He left peace, and for the first time felt pain.
Because the very hands that held the stars were now sentenced to wear my scars.
when will the hotfix go live?
People fall into the routine that threat is easy and is irrelevant, then months down the road they rethink the tanking model. Threat matters a little bit more and you get the frustration that you have now from the bads.
On my bear this was never a problem, so I won't see an issue with this at all. I think this is an excellent change especially considering the tank shortage. Gearing a new tank with people running around in FL gear is painful right now, with the elitist tards such as those on full display here doing nothing but making the process that much harder.
hmm this will also make prot pvp tanks more op towards other melee ,like rogues who can dispell the enrage and then a sec later its back to what it where hitting just as hard
When will crowd control matter? Not the under geared tanks trying to use it... I mean serious full geared out parties in heroics should not just be able to zerg. Fixing threat is nice but at the same time they're just opening the door even wider for people to zerg heroics which is not always fun.
Cool post Ghostcrawler, any word on PvP balance issues? *silence*
I do like that they are making efforts to draw players into tanking more, but I believe 3-5 times threat generation is a tad excessive. I think even 2 times would have been enough to breeze through a dungeon with a beginner tank.
Ppl hardly have problems running randoms with ppl they know (a.k.a friend/guild groups) because they communicate to each other and they know that they're with the buff increasing their dps/threat.
Read the whole post: they do it because they want to shift your job as a tank towards active mitigation instead of the current model, where threat and mitigation both play a small role. (unless you're a dk because then you are already playing their future model) They want threat to play a very minor role and active mitigation play major.
Sounds interesting to me.
As a side effect, random low skill pug tanks will finally not suck as much on threat, but they will need more heals. Which is not a big issue imho.