This looks like one of those threads where everyone just quitely leaves once we have some actual information on the topic^^
"And all those exclamation marks, you notice? Five?
A sure sign of someone who wears his underpants on his head."
Yes, monks are the only class that doesn't have an extra aggro on it's taunt. Or paladins doesn't have it too? All other tanks doesn't have it for sure. Don't know about paladins as they never have problems with aggro.
Just checked. Yeah, only paladins and monks don't have extra aggro.
Last edited by ReD-EyeD; 2018-09-22 at 09:40 AM.
Nothing changes.
I'll wait until I play with it before I complain.
My Collection
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Last edited by Lochton; 2018-09-22 at 10:13 AM.
FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..
Taunt is not gone, stop misleading the people. It's only the increased threat for 3 seconds that is going away. We managed without it before and we will manage again. People will adapt.
Maybe they want to prepare us for Classic threat system?
So taunt isn't gone, and you just made a clickbait title.
Originally Posted by Aydinx2
Or stop this idiocy of making threat more and more annoying. That's what Vanilla servers are for, it has no place in the modern game.
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That doesn't make it a good change. It's still a shitty unnecessary change.
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Or has less gear. Or is playing a worse class. It has no upsides and just makes tanking more miserable than it already is.
New WoW team that seems adamant that their ideas are 'teh bestest!" Even if they have already been tried before and failed hard.
Failure, thy name is Excessive Ego.
Yeah. Pally just has a generic boring "make that 1 mobs attack you", the other classes all have a second mechanic attached to their taunt (extra threat, increased mob move speed, aoe, etc).
When the pally taunt nerf went live, it took a few dungeons (since dps just give zero fucks about what mob they're going balls out on) or boss swaps (since some tanks just had higher threat gen than others) to get used to, but it wasn't the end of taunt.
For boss swaps it boiled down to having to think ahead and having a mini-burst rotation ready so that you knew the other tank wasnt going to pull back ahead of you before the 3 sec debuff was over. For dungeons you just need dps that understands priority kill targets.
It's a good thing they removed threat reductions from almost every class.
If they want threat to matter they have to add ways for DPS to actually lower it besides standing around and doing nothing.
"Just get good dps players"
Sadly it doesnt work like that. I mean yeah it does work exactly like that, but only if you exclude the fact that it's up for a tank and healer to cover dps mistakes. Overaggroed? Tank should aggro better. Ignore mechanics? Healer should heal better.
It's already frustrating enough to play tank/heal in dungeons with pugs and we don't need it made even more frustrating. I just wish there would be more very clear dps duties besides simply dpsing (which good tank and heal already do in their normal gameplay).
Can't wait to stop attacking after a taunt swap because I do more dps than my co-tank. Super engaging.