The difference is that compared to say a common dps role, unless it's a patchwerk there's more agency for failure among dps to die randomly if everyone is doing their job - it has to be this way or raids would get nowhere. Tanking by its nature is a deadly profession, if you die the raid wipes quickly, and if it didn't the role becomes pointless - yet, with too much extra responsibility, group wipes from one role start to be more common than other roles with the same responsibilities due to the nature of the role. Healers, like dps, have some ground to die before things spiral out of control. But tank by necessity to keep it relevant and necessary is the only role to need simpler responsibility not only to make the stressful role less taxing, but also to spread more of the wipe agency to more of the group so it always doesn't feel like the tank's fault everyone is wiping.
youre more likely to see interesting tank mechanics if you go to 3 or 4 tanks rather than 1.
but honestly, the fundamental problem is the way wows combat system works, there is only so much to work with.
Yeah it's not like killing 10 man raiding and introducing 20 man mythic and 10-30 man flex already hurt tanks enough.
Went from needing 1/5th of your group as tanks to either 1/10th or 1/5th to 1/15th.
That'd change it from 1/20th and 1/10th to 1/30th.
getting into an established guild as a tank is hard enough as is as pretty much every serious guild has two dedicated tanks and often one or more people ready to step in
Raids need more tank spots, not less. It's already very hard to find a tank spot in a guild worth your time, reducing tank slots further would make it downright nightmarish.
Blizzard could also, at the very least, reintroduce things that used to matter to tanks that have been taken out. Threat, defense cap, and so on.
What is this, the overwatch philosophy?
They need to create more interesting mechanics for tanks to deal with, but it appears they don't know how to do it.In a game with 36 specs, where 6 are tanks, they shouldn't remove 1 tank spot just because the mechanics are boring.
Idk, maybe try some rotating duties. Build up debuffs which don't drop unless you take damage from alternative sources. Add's etc. Not perfect obviously as it becomes a sort of soft enrage for tanks but it's something for them to worry about as well.
Just toss an option than taunt swapping.
The problem with Vengeance was that is was a complete contradiction to a Tanks job.
Part of a tank's job is minimizing damage. Vengeance rewarded a tank for playing 'bad' and taking as much damage as possible to turn that into doing more damage.
You had tanks actively running into mechanics they should be avoiding (but were not immediately lethal) just to do more deeps.
That's very bad design.
It ignores such insignificant forces as time, entropy, and death
lol "taunt at 2". Last time I played this game I didn't even have to speak at all. I was for the very first time in that raid boss and I heard a noise from dbm and a "taunt" on screen and I taunted and it was enough.
It wasn't even an easy boss: it was that dog that had an easy way to insta-kill the tank if you mixed the taunts: the addons made it cheese.
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It's also because wow has now so many oldfegs. When I first played the game back in tbc/cata/etc eras tanks were considered this serious mature thing that most people don't touch that easily.
Now that the game is filled with 40 year olds and 30 year olds (males especially): tanking is so easily picked up and it's considered their responsibility.
Last time I played this game and with a guild we were literally 4 dedicated tanks in a literally start-up guild: it was actually a motive to quit.
Last edited by Temp name; 2021-05-31 at 03:25 PM.
it's the opposite, it would be more interesting with 3-4 tanks rather than 1. 2 is the absolute bare minimum otherwise, it becomes SO EASY that it's trivial. The difference between a boss difficulty in LFR and mythic would be non existent other than some damage without multiple tanks, swap mechanics, etc.
in what way would making a boss 1 tank make it easier? it's just further streamlining and dumbing the product down further.
MORE tanks, not less
Blizzard very very often takes inspiration from their other games if something was successful. Expect to see the same tank/healer changes Overwatch is getting in WoW if it works out well.
Personally I think it'd be better if the tank designation was removed entirely, and all melees got the ability to taunt - increase the damage output of tank specializations to be within 90% of proper DPS, and make them take 85% of the damage or so. That way you always have tanks in almost any given group, proper tanks are still technically superior but not a must, and you can design encounters much more freely.
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Vengeance would've worked better if it ONLY rewarded damage reduction, rather than damage taken. That way the two jobs a tank has would be combined rather than go against each other.
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Problem with this is that raids today scale outside of Mythic, and the points at which you're supposed to add another tank would become arbitrary and we'd once again have stupid raid sizes that are objectively superior. The alternative of always requiring 3-4 tanks would create huge problems for small groups (unless, as suggested above, all melees become "tanks").
I get what you mean, but at least one mythic that's simply not true. There are often cases where a simple mechanic fail either results in an instant wipe (e.g missed soak) or makes the fight so hard that it is virtually impossible to finish the fight anymore (e.g. fail to CC the adds on huntsman)
The biggest problem I see with this is having less incentive for people to be tanks. Raids already have disproportionately more dps/heal players required than tanks, let's not lower it even more
This one, the Elder, they know the wisdom. They speak the true true. Tanking has been due for a work over since MoP. Arguably we never made a clean break from the DPS-inherited Threat meta. There was never enough commitment to the power of Active Mitigation, as it was deemed that Tank gameplay needed to suffer to benefit the varied texture of Healer gameplay. So we ended up with an ever-homogenous Tank meta that just sits stagnant amidst the same encounter design they've largely had to deal with since Cata, or even, Wrath.