Ask The Devs #9 - Tanking
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Q: Vengeance is a great tool to help raid tanks hold aggro over DPS, but in 5-man heroics it doesn't stack high enough to keep up with the threat generated by overgeared DPS burst damage. Are there any plans to address this? Are there any plans to help warriors put out more initial threat before Vengeance has been ramped up? – Nikelsndimes (NA), Cémanana (EU-FR), Arthur (TW), Mancake (NA), Migol (NA)

A: We think Vengeance works well overall. It provides sufficient threat without causing the tank to do more DPS than the dedicated DPS characters, and doesn’t let the tank just neglect abilities that cause threat. A full stack of Vengeance probably provides too much threat, but we didn’t think it was necessary to nerf that mid-expansion. Overall, we don’t want tanks to have 100% guaranteed threat on a pull, so we don’t want to buff that aspect of Vengeance, but we also don’t want DPS specs to constantly have to throttle the DPS they can deliver midway through a fight, so we have to strike a balance.

Note: There are fights with tank swaps or incoming adds, or similar mechanics, when threat may matter mid-fight. This is intended – encounter design varies widely.


Q: Have you considered normalizing initial Rage for feral druid tanks? For example, when a warrior uses Charge, it generates 15 points of Rage, which lets them use another aggro generating ability quickly, something that Feral druids tend to be a bit short on. Why in Cataclysm was the bear bonus health pool was reduced, as well? Their survivability always depended on the amount of health since they don’t have parry or shield block. Do you have any plans to improve bear tanking in the future? At the moment, it’s considered to be the weakest tank. Have you considered giving druid tanks an additional tool to pull casters at range? It’s the only tank class that doesn’t have a talent or spell to help in those situations. – Pødêrøsø (LA), Вирко (EU-RU), Амелья (EU-RU), Condenacion (EU-ES), Whitewnd (KR)

A: Bears are getting a significant mitigation buff in 4.2 and we’re retuning their damage such that it’s a little easier to hold aggro at low gear levels, and a little harder at higher gear levels. While we definitely don’t expect the community to ever agree on anything, we’ve seen little evidence of a widespread concurrence that druids are “the weakest tank.” There are plenty of druid tanks out there, handling everything from Grim Batol to Sinestra. Tank balance overall is in a really good place. Players may focus on potential problems that could arise in the future but we also have ample time to address those problems should they occur. Gone are the days when we would just release a class into the wild and refuse to touch it again until the next expansion.


Q: What are your intentions with each tank's mastery and mastery in general? – Migol (NA)

A: Mastery is intended to be a defensive stat for tanks. We want it to be at least in the same ballpark of value per rating as avoidance. To go into a bit more depth on each tank:

Death Knights: We’re pretty happy with how mastery has turned out. It does have the oddity that it scales down in value with your mitigation, but also up in value with your health. But it does indeed scale up pretty smoothly in value, and doesn’t have any unintuitive breakpoints or anything, so we’re happy with it.

Druids: We’re pretty happy with how mastery has turned out. It scales well, doesn’t have any unintuitive or unfortunate interactions with other stats, and provides solid performance value.

Paladins: Mastery is an attractive stat for paladins, but has some design problems. It scales very well, but due to the nature of our combat tables (and being able to “fill them up”), you can get “block capped,” which is a massive performance benefit. Worse, Protection mastery scales with itself, since there are no diminishing returns on block chance, and the amount of rating you need to block cap goes down as your dodge and parry improve, allowing you to put even more of your stats into dodge or parry. This sort of feedback loop is something we always try to stay away from, so we plan to change this in the future. We tried several alternatives for 4.2, but weren’t happy with the results. Any change which made mastery weaker (such as subjecting block to diminishing returns or changing what it does) would have required mitigation compensation for paladins elsewhere (with all the design risks inherent in making such changes), as well as asking many players to extensively re-gem or re-forge. We’ll ask players to do that when the need is great, but we didn’t think this problem crossed that line. The major risks are that Protection paladins become too powerful or too weak or that gear with mastery will at some point be rejected once characters are over the cap. We don’t think any of those problems will manifest themselves in the 4.2 content.

Warriors: Warriors’ mastery is in a similar boat as paladins’, except that it still provides a notable benefit past the cap and scales much slower, making it much more difficult to “block cap.” That delays, but doesn’t remove the problem.


Q: Will we see a tanking Legendary sometime soon? – Pedoso (NA)

A: The tanking community both loves and hates when this question comes up, but it received a lot of votes, so we’ll answer it. The answer is not soon, but probably eventually. The problem with tanking legendaries, of course, is that the shield-users and non-shield-users tank with different weapons. That’s not a deal breaker, but it is a consideration. We could allow the legendary to be transformed from a one-hander to two-hander or we could just design an item for a more narrow audience (such as a shield). The 4.2 legendary has fairly wide appeal, and the 4.3 legendary will have much more narrow appeal. We don’t want to fall into the trap of making legendaries too formulaic.


Q: Are there any plans to teach players in-game how to tank when they are at an early stage, or at least at some point in the leveling process? – Romner (EU-EN)

A: A system to teach players how we intend for them to perform their roles is something we realize we’re lacking. We have some pretty cool plans to help solve this problem in the future, but we’re not quite ready to make any announcements, and Ask the Devs just wouldn’t be the appropriate venue anyway.


Q: Do you plan to bring other tanks to the same level as Death Knights who have a lot of advantages over other tanking classes (easier to heal, quite a number of various safe abilities, etc.)? - Меланори (EU-RU)

A: Death knights are a somewhat different style of tank compared to the others. They take significantly more damage than other tanks, but then heal/shield that extra damage back instead (and sometimes more). Due to taking more damage, and that damage coming in spikes, they’re also the most likely to die to unexpected burst (such as when they don’t have runes up to Death Strike, have no cooldowns available, and fail to dodge or parry a few attacks in a row. They also have more personal impact on their own survivability and mitigation than any other tank, by tying much of their performance to Death Strike (and especially optimally timing their Death Strikes). So in the hands of a really skilled player, they can do some amazing things, but not usually much better than the other tanks. We’d actually like to head more in that direction with the other tanks (making them tie more of their defensive performance to their ability usage), in the future.


Q: Is there any chance that we can see damage reduction numbers being used in the statistic UI, just like shield absorb amount of Discipline priest? – 首領先生 (TW)

A: The default UI should show the damage reduction from armor against a creature of equal level. We’ll look into also showing the damage reduction against a +1, +2, +3/boss-level mob, like we do for hit or expertise. Beyond that, there is typically passive damage reduction from talents/stance/presence/etc., which should be relatively easy to combine with armor to find your damage reduction.


Q: Have you ever considered adjusting DPS HP? Seems that while their large pools of health help them on "accidental" situations, a fair portion of the time they can take aggro and tank adds without consequence. – Jainel (LA)

A: We’re generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.


Q: As far as I remember, about five tanks were required in a 25-man group in Burning Crusade. However, the number of tanks in raids has been decreased to one or two since WotLK. I think this is one of the reasons heroic parties suffer from lack of tanks. What if raids have required more tanks? – **한니발 (KR)

A: We don’t actually recall many four+ tank fights in Burning Crusade, and that includes fights like High King Maulgar where non-tanks could perform the tanking role. While we do find some elegance in a design where a 5-player group scales perfectly up to a 10 and 25-player group, that introduces some problems as well. It could potentially extend the tank shortage we see in 5-player dungeons up to raids (to be fair, it’s also possible needing more tanks for raiding would create more tanks for dungeons). A larger problem is that we just don’t want to over-constrain encounter design to always require 4 or 5 tanks. Sometimes it’s nice to have a fight that’s just a single bruiser without requiring a tank swap or meteor-style cleave. Nearly every raid fight in Cataclysm asks for two tank-specced characters, with a few requiring one or three. That’s likely the model we will continue to use. If we wanted to do a fight with many tanks, we’d likely let some of the DPS specs step in.


Q:Are there any plans to update the leg armor in 4.2 now that the plate tanks receive no dodge from agility? Maybe introduce a new leg armor patch that adds str/stamina, or a mastery/stamina? – Dariok (NA), Fredik (EU-ES)

A: We did. As you’ve probably seen by now, it’s called Drakehide Leg Armor, and it provides Stamina and dodge rating.


Q: Can you make it so that taunt doesn't miss, just like you did for interrupt abilities? Doesn't feel as though it would be a complete upset to overall balance. – Madmartygan (LA)

A: Yes, absolutely! And in fact we did it back in patch 3.9. Tank classes’ taunts have been unable to miss since then. We recognize that tanks will nearly always choose mitigation stats over threat stats and it’s particularly frustrating to have to reach a hit cap just to make sure taunts or interrupts don’t miss, which is why we no longer require that.


Q: Are there any plans to simplify the impossible situation for tanks (8% hit rating, 26 Expertise but all defensive stats at max at the same time) somehow, either through stats on gear or through changes to the game mechanics? Have you considered giving tools to tanks to allow easier capping of hit and expertise to help with threat management? – Sunyara (EU-DE), Gilbey (EU-ES)

A: We don’t currently balance around the assumption that tanks cap hit or expertise. We’re definitely looking at ways to make reliably hitting more attractive to tanks in the future, though. Currently, missing is just a compound to the issue discussed in Question #1. Getting tanks to care about threat stats, not for the threat benefit (but for a mitigation benefit), is one potential direction. For example, DKs want to make sure their Death Strikes hit because of the mitigation benefit. Druids care about crit because of Savage Defense. We speculated at one point that we could make Shield Block (and now Holy Shield) require a successful hit to do their jobs. We’re not sure we will go that direction, but it’s one idea. We would of course compensate tanks for any potential loss of predictable mitigation.


Q: Compared to DKs, Paladins are weaker when facing mass magic attacks. A Paladin has no choice but to stack stamina in this situation. Is there any change coming to this for Paladins? – 新垣綾瀨 (TW)

A: We don’t balance tanks around their sustained magic damage reduction, since we don’t typically assault tanks with continuous magic damage. We do frequently intersperse physical damage with a burst of magic damage, usually timed around the cooldowns that all tanks have available, and find that that is balanced. If we ever did a fight like Hydross again where there is almost no physical damage, we’d have to explore some other options.


Q: At the moment, tanks need to use addons to see threat levels and clearly see which mobs they have aggro with. With all the recent changes and updates being made to the UI, are there any plans to make seeing threat levels and aggro easier and clearer? – Castan (EU-EN)

A: We’d definitely like to build threat into the UI more, especially for tanks and for multiple targets. We try to keep our default UI relatively unobtrusive so that players can see the actual battlefield, but we realize this design goal can come into conflict with players’ need or desire to have copious amounts of information displayed. Finding the right compromise is something we wrestle with constantly and one reason why our UI changes tend to come more slowly than, say, class design changes.


Q: Protection Paladin is not only the most desired tank because survival abilities for groups and various utilities, but players also generally consider Paladins as an indispensable Class in raids. I know all tanking Classes are being equalized constantly, but survival abilities of Protection Paladins give huge advantages compared to other tanking Classes. Can we expect that other Tanking classes will see more survival abilities for groups in terms of equity? – 디**르테 (KR)

A: Like druids, paladins have the enormous benefit of being able to fill all three roles in a group. Paladins also retain a wide variety of buff and utility abilities from vanilla when they (and shaman) were more of a support class that was intended to have low individual throughput but made other classes in the group shine. We have been slowly moving away from that design in our effort to avoid class stacking and support the “bring the player, not the class” philosophy, but it’s hard to move quickly on changes like this. (As one small example, we briefly removed Lay on Hands during Cataclysm development, and there was an outcry even from within the team.) Because they can fill many roles and still provide a lot of utility, it’s not surprising that you see a lot of druids and paladins in your raid groups. We’ve tried very hard to not make any particular tank class mandatory, and we feel we’ve been pretty successful in Cataclysm. So far we haven’t seen an encounter like Sartharion or Anub’arak where a certain tank class was perceived, probably accurately, as necessary for progression.

Protection paladins do bring a lot of utility, but it is quite difficult to make a table comparing a paladin’s Divine Guardian to a Protection warrior’s mobility or a bear druid’s ability to cast Innervate or even Rebirth during lulls in an encounter. They are fundamentally different abilities that have greater or less utility depending on the encounter and your individual raid comp. We don’t want to just hand out a Divine Guardian equivalent to every tank class, just like we don’t think warriors or paladins need the ability to battle rez. It’s a fine line to walk. Homogenization really rankles some players (as it should), but being unable to tank (or heal, or DPS) an encounter because of lack of tools is equally unacceptable to many players.


Q: Is there any plan to add a new tank class in the future? I think spell breaker in the Warcraft III is an awesome choice for that! – 聖淇淋 (TW)

A: We’ll add new classes when the time is right. We don’t see WoW as a game that can support unlimited different class types (and the different talent specs almost behave as full classes these days!), so we want to be judicious about when we add classes. One of the challenges with tanks (and other roles) especially, is this: on the one hand, there is a core set of abilities that any tank needs in order to perform their job, especially in a 5-player dungeon where you can’t rely on other players in the same role to help cover your deficiencies. On the other hand, having so many similar abilities (e.g. a taunt, a short cooldown, an efficient heal) necessitates a certain amount of homogeneity among those classes. But what players (and designers!) really want in a new class is something exciting that no one has seen before. Adding another class that tanked just like a warrior wouldn’t add much to the game – it wouldn’t drive many new tanks or encourage a veteran tank to try a different tanking class. On the other hand, adding the death knight, who tanks relatively differently (though some players might argue still not differently enough) was an enormous challenge and the kind of thing we continue to tweak over time.
This article was originally published in forum thread: Ask The Devs #9 - Tanking started by Boubouille View original post
Comments 131 Comments
  1. mmocab67c48d87's Avatar
    Quote Originally Posted by VanishO2 View Post
    And you don't need 50 runic power to use it (the same resource you do use for some CDs, Rune Recharge, etc...), making Druid Rez way more reliable for an "ask'n'get it" right out.
    Wouldn't really say it's a "ask'n'get" situation, you will need to ask if there are any healing cds ready for you to pop out of bear to cast and wait for a reply, then time it so it won't be at a particularly bad time.
  1. Gahgoots's Avatar
    Q: Is there any chance that we can see damage reduction numbers being used in the statistic UI, just like shield absorb amount of Discipline priest? – 首領先生 (TW)

    A: The default UI should show the damage reduction from armor against a creature of equal level. We’ll look into also showing the damage reduction against a +1, +2, +3/boss-level mob, like we do for hit or expertise. Beyond that, there is typically passive damage reduction from talents/stance/presence/etc., which should be relatively easy to combine with armor to find your damage reduction.


    Q: Have you ever considered adjusting DPS HP? Seems that while their large pools of health help them on "accidental" situations, a fair portion of the time they can take aggro and tank adds without consequence. – Jainel (LA)

    A: We’re generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.


    Q: As far as I remember, about five tanks were required in a 25-man group in Burning Crusade. However, the number of tanks in raids has been decreased to one or two since WotLK. I think this is one of the reasons heroic parties suffer from lack of tanks. What if raids have required more tanks? – **한니발 (KR)


    REALLY?? So people voted to have these questions answered?? Ugh
  1. Tommy2er's Avatar
    Just another Ask the Devs that makes me sigh.
  1. Vetali's Avatar
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Q: Vengeance is a great tool to help raid tanks hold aggro over DPS, but in 5-man heroics it doesn't stack high enough to keep up with the threat generated by overgeared DPS burst damage. Are there any plans to address this? Are there any plans to help warriors put out more initial threat before Vengeance has been ramped up? – Nikelsndimes (NA), Cémanana (EU-FR), Arthur (TW), Mancake (NA), Migol (NA)
    This was actually a question I really wanted to see answered, not dodged by blizz. On my 359 geared warrior tank its hard to get past 30% vengeance on a given boss fight in a heroic. Having equally geared DPS makes it even worse.

    Sigh.
  1. Sumatran's Avatar
    Quote Originally Posted by lebowski View Post
    Massive letdown, as someone who mains a DK tank with a paladin tank alt, I am heartbroken.

    PS We waited two weeks for this?!
    Protadin main, bear alt. Also heartbroken.

    What a fucking waste of questions.
  1. mmocb0d6912b72's Avatar
    Whats next?
  1. PetersenIII's Avatar
    Q:Are there any plans to update the leg armor in 4.2 now that the plate tanks receive no dodge from agility? Maybe introduce a new leg armor patch that adds str/stamina, or a mastery/stamina? – Dariok (NA), Fredik (EU-ES)

    A: We did. As you’ve probably seen by now, it’s called Drakehide Leg Armor, and it provides Stamina and dodge rating.


    Q: Can you make it so that taunt doesn't miss, just like you did for interrupt abilities? Doesn't feel as though it would be a complete upset to overall balance. – Madmartygan (LA)

    A: Yes, absolutely! And in fact we did it back in patch 3.9. Tank classes’ taunts have been unable to miss since then. We recognize that tanks will nearly always choose mitigation stats over threat stats and it’s particularly frustrating to have to reach a hit cap just to make sure taunts or interrupts don’t miss, which is why we no longer require that.

    It sickens me that these two questions, not only were asked, but that they got sufficient votes to merit answering.
  1. Sparky_b's Avatar
    Yeah, I don't think like half of you even realize that it's your PEER that voted up these questions. Blizzard has stated time after time that these questions were asked the most frequently and voted the highest, by the community, worldwide at that.

    You think they're dodging questions, but ever since the first ATD people have done their own research on the questions asked and like votes given to questions, all of them came up with the same results as the ATD questions that were answered. You don't like the question, sucks to be you, because most of us didn't care about your question enough to vote it up, if you even asked one to begin with. Complaining about the questions and answers is futile.
  1. Gahgoots's Avatar
    Quote Originally Posted by PetersenIII View Post
    It sickens me that these two questions, not only were asked, but that they got sufficient votes to merit answering.
    I agree. This is something that's already been publicized, and sad that it wasted two questions.

    ---------- Post added 2011-06-08 at 04:42 PM ----------

    Quote Originally Posted by Sparky_b View Post
    Yeah, I don't think like half of you even realize that it's your PEER that voted up these questions. Blizzard has stated time after time that these questions were asked the most frequently and voted the highest, by the community, worldwide at that.

    You think they're dodging questions, but ever since the first ATD people have done their own research on the questions asked and like votes given to questions, all of them came up with the same results as the ATD questions that were answered. You don't like the question, sucks to be you, because most of us didn't care about your question enough to vote it up, if you even asked one to begin with. Complaining about the questions and answers is futile.
    We all realize this, silly rabbit. You honestly believe that Blizz doesn't chery-pick the questions? And counting the votes must be accurate, even though it's all controlled by Blizz....
  1. Sparky_b's Avatar
    This isn't the first ATD, this is the 9th, the amount of times Blizzard has cherry picked any of their questions has been zero. This is all public forums we're talking about, so anybody can do the math and count votes themselves should they wish, and has been done several times by different studies, all of them coming to the same conclusion Blizzard already had, those in fact were the most voted and asked questions.

    You can put your tinfoil hats and conspiracy theories away.
  1. Gahgoots's Avatar
    Quote Originally Posted by Sparky_b View Post
    This isn't the first ATD, this is the 9th, the amount of times Blizzard has cherry picked any of their questions has been zero. This is all public forums we're talking about, so anybody can do the math and count votes themselves should they wish, and has been done several times by different studies, all of them coming to the same conclusion Blizzard already had, those in fact were the most voted and asked questions.

    You can put your tinfoil hats and conspiracy theories away.
    Keep drinking the Blizz Kool-Aid...

    I mean, no one would ever fix votes either, right? (Bush, FL, election, President, *cough*)
  1. Matik's Avatar
    (Bush, FL, election, President, *cough*)
    An independent group actually did a recount a couple of years after the election and found that Bush won in FL after all by a sizable margin, so perhaps do some research before spouting random things out
  1. Gahgoots's Avatar
    Quote Originally Posted by Matik View Post
    An independent group actually did a recount a couple of years after the election and found that Bush won in FL after all by a sizable margin, so perhaps do some research before spouting random things out
    No such thing as an "independent" group....don't be so naive.
  1. Lotharfox's Avatar
    Quote Originally Posted by ganush View Post
    I'm a healer and I'd rather they penalized the healers than having people die which likely penalizes the whole group. However, they could certainly have standing in stuff also penalize personal dps, not only do you take damage but it locks your action buttons for 10 seconds, dps would probably get a lot better at staying outta stuff very quickly.
    That's is the greatest idea I have ever heard! Of course, if you want to strike down a DPS, you lower their damage, not their health. When their numbers are lower, everyone's going to get at them for messing up. When they die, they just blame tank/heals. Brilliant!
  1. Matik's Avatar
    No such thing as an "independent" group....don't be so naive.
    "The media reported the results of the study during the week after November 12, 2001. The results of the study showed that had the limited county by county recounts requested by the Gore team been completed, Bush would still have been the winner of the election"

    Wikipedia...
  1. Gahgoots's Avatar
    Quote Originally Posted by Matik View Post
    "The media reported the results of the study during the week after November 12, 2001. The results of the study showed that had the limited county by county recounts requested by the Gore team been completed, Bush would still have been the winner of the election"

    Wikipedia...
    I think Jesse "The Body" Ventura should give you a call and discuss.
  1. huldu's Avatar
    Blizzard clearly do not use the LFD when leveling. Many tanks are struggling with threat in pulls of more than 2 monsters. The only way they *aren't* struggling is if they are overgeared, mostly through heirlooms. However tanks beside DK/Paladin will start to "struggle" with AE threat at 70+. This is mainly due the insane damage AE classes are starting to dish out. Especially warriors have a problem with the burst damage. The abilities just do not give enough threat the first 5-6 seconds of the fight. Who cares about raids? They work fine most of the time. It's the 5-man dungeons that are problems with tanks.

    The answers blizzard supplies to many of the topics were laughable. Seriously, did they even read what they wrote. The guy asked about 5-man dungeons and blizzard went on about raids. What a joke. Screw your shitty raids, i'm amazed you even consider that trash "raids". Hell, what surprise me even more is that you don't let people random raids across servers yet. 10 people... raid... serious roflcopter on that.

    <edit> Blizzard i hope you are aware that WoW will crash and burn the second something decent comes along? It'll be just like back in the days when WoW came around and all the rest just crumbled underneath. Now you are running that "shitty" mmo that people are tired of.
  1. Sparky_b's Avatar
    Just because you're too lazy to check the votes yourself, you would have no idea. But just to play Devil's Advocate, I'll play along.

    No way on this Earth is there a huge team sitting at the ready just to translate the Korean portion of these questions, let alone the entire gambit of other foreign languages just to pick out the questions they feel like answering. Many of the questions you see answered are things they're still working on or don't see a future for, but of course nobody really points those out when they complain about the questions, they just don't like the answers that pertain to themselves or their immediate surroundings. That's the whole "Nerf scissors, rock is fine, signed paper" thing. You don't like the questions or you think the questions are fixed because you got some news you don't want to hear.
  1. mmocffc62feb06's Avatar
    Quote Originally Posted by Methnor View Post
    My money's on legendary tank trinket tbh. It's pretty much the only consistent gear slot used by all 4 tanks that wouldn't need 3 or more different forms of the item and/or couldn't be used by DPS to great effect.
    A invisible legendary , not going to happen imo.
    if they want to do an other slot it would be a cloack imo , give it stam and dodge , no str or agi but armor or perhaps some (base) vengeance to start with or something to cover the loss of a threat stat and a ofc awesome tanking proc thing.
    Voila, a visible tanking legendary they can make all pretty and it's useable by any tank.
  1. anyaka21's Avatar
    The only 2 things that jumped out at me:

    Q: Have you considered normalizing initial Rage for feral druid tanks? For example, when a warrior uses Charge, it generates 15 points of Rage, which lets them use another aggro generating ability quickly, something that Feral druids tend to be a bit short on. Why in Cataclysm was the bear bonus health pool was reduced, as well? Their survivability always depended on the amount of health since they don’t have parry or shield block. Do you have any plans to improve bear tanking in the future? At the moment, it’s considered to be the weakest tank. Have you considered giving druid tanks an additional tool to pull casters at range? It’s the only tank class that doesn’t have a talent or spell to help in those situations. – Pødêrøsø (LA), Вирко (EU-RU), Амелья (EU-RU), Condenacion (EU-ES), Whitewnd (KR)

    A: Bears are getting a significant mitigation buff in 4.2 and we’re retuning their damage such that it’s a little easier to hold aggro at low gear levels, and a little harder at higher gear levels. While we definitely don’t expect the community to ever agree on anything, we’ve seen little evidence of a widespread concurrence that druids are “the weakest tank.” There are plenty of druid tanks out there, handling everything from Grim Batol to Sinestra. Tank balance overall is in a really good place. Players may focus on potential problems that could arise in the future but we also have ample time to address those problems should they occur. Gone are the days when we would just release a class into the wild and refuse to touch it again until the next expansion.
    If there was nothing wrong with bear tanking and there were "plenty of druid tanks" then why are they getting a buff? .... because they needed it and while there were some, it was kind of a "we don't have a choice" for a raid team.


    Q: Are there any plans to teach players in-game how to tank when they are at an early stage, or at least at some point in the leveling process? – Romner (EU-EN)

    A: A system to teach players how we intend for them to perform their roles is something we realize we’re lacking. We have some pretty cool plans to help solve this problem in the future, but we’re not quite ready to make any announcements, and Ask the Devs just wouldn’t be the appropriate venue anyway.
    I've said all along that something needs (needed) to be done about heroics and who we let into a heroic and that they are competent to do the task at hand. Some kind of check beyond a gear check is needed for this. Something along the way, call it attunement for tanks, dps and heals, that says they are capable of doing heroics, be that the ability to dodge fire, interrupt, heal multiple targets, etc... I really hope Blizzard is thinking along these lines.

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