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..
The community is toxic because the design lead the community there. And tanks don't like to PuG M+ because the expectations for tanks are ludicrous and get even worse at specific seasons.
Make it easier for tanks and then they might show up.
a) Make the route less important to be optimal. I've said it once and I'll keep saying it; keep a linear path trough the bosses that gets you well below 100% and just let the groups pick which extra packs to pull.
b) Don't create seasonal affixes that punish severely small mistakes in pull order. Bwonsamdi can go to hell for what he put us all through in his season.
c) Threat should only ever be a problem is you are constantly kiting.
d) Some tanking tools are too damn strong for them to be so rare. While everyone doesn't need Ring of Peace and Gorefiend's Grasp, some form of mob displacement should be universal (though I still want Draw and Quarter for Divine Steed)
With Vengeance, extreme threat generation and buffed damage for tanks, Blizzard have done EVERYTHING they can..........to take the fun out of tanking.
Today, a tank is pretty much a DPS that stands in front of the boss in stead of behind it.
Back in the day, threat management was fun, you had to do active mitigation, look out for trigger happy DPS etc, not anymore and thus hardly no one want to tank anymore.
Fact (because I say so): TBC > Cata > Legion > ShaLa > MoP > DF > BfA > WoD = WotLK
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I agree that the shortage is because the community is toxic. I tank and I never have a problem finding a group (obviously) but most groups start bickering over nonsense half way through the run. They either start flaming some dps for not doing high enough numbers or someone messes somnething up and someone wants to start crying about it.
Who the hell wants to hear all that baby nonsense? Half of these players should head back to the crib and grow a little maturity before they engage with others.
I totally disagree that there is nothing Blizz can do about it. Most of this stuff is done in chat, Blizz can look at the chat and impose penalties for toxic behavior. I think there should be a massive penalty for leaving the group- as it basically kills the key for everyone else, so that should be treated harshly (maybe a massive IO score hit or a week ban (for first time more for repeat).
Blizz also promotes this type of behavior with their all or nothing reward structure where basically it does not pay to stick with the key if it looks like it is going South. That is all Blizz's design. It does not have to be that way and it is a big driver of the toxic behavior in mythic+
Blizz can do a lot more to manage toxic behavior in its games, it just simply choses not to- throws up its hands and claims its a player problem and considers it "done." Other companies take a more modern approach and actually address the behavior. I think it is a big indicator of success in the future for your games. Regular players vastly outnumber toxic players but the toxic players are louder and drive them away, so you will steadily lose players until you clean up your toxic element.
After all, who wants to play a game with a bunch of five year olds throwing what amounts to a temper tantrum when the game doesn't go their way.
I "jumped" 3 weeks into season 4 after quitting in castle nathria and tanked.
literally only experienced with mechagon, all other dungeons were new to me, i did just fine thats why low key exist mate
people put too much pressure that tank NEEDS to know the route 100% that is not entirely true in low keys
I'm not saying they will. I am just saying that is the reasonable solution to the problem. When you have one role that never has any kind of skill check till the community forces one at least it's only natural it have an abundance of people playing it.
Im more explaining why adding more tanks and more healers wont really do anything. People don't really bug dps players till later mythic dungeons or raids.
The routing is 100% irrelevant in m+ currently unless you are doing high keys. In a 15 key you can blast through 135% trash and still 3 chest a dungeon without issues. If you can't time it while doing exactly 100% trash it just means that your group isn't skilled and/or geared enough yet.
Threat should be a thing for sure, I tank and having to actually do things in a pull except press your AoE button once to keep aggro is part of the fun in my opinion, taunt locking, focus targeting, cooldown planning, it's all part of the playstyle that makes it fun in the same way maxing DPS is fun for a DPS. At laest for me.
I'll agree with B for pugging though, prideful was not great at all, even if you had a good route planned out, any minor mistake, like a bodypull or some AoE that went astray meant the pride timing got messed up. The other 2 affixes have been a lot of fun though. Pride worked ok in organized groups, but yeah, not so great for pugs.
D I like that the tanks all feel different, but I also do like the sound of draw and quarter for divine steed With that and perhaps a shield charge pushback it would make it easier to get the mobs out of Sanguine if accidents happen. Druids have typhoon already and that works ok.
Approachable such as... how, exactly?
But let me answer that for you: no, they can't. Not without making healing brain-dead like DPS is. You mentioned mistweaving back in MoP and how easy it was? That's because MW was powerful back then. I know because I played a MW back in the day as well. Keeping Renewing Mists up on 3-6 targets, extending their duration for several seconds, and then using an instant Uplift that healed all those affected by RM by a decent bunch? And then Revival? MW was powerful back in the heydays of MoP.
But I'll repeat what I said: this is not a problem Blizzard can do something about. It's entirely out of their hands because the reason many, if not most people don't try healing and/or tanking is because they can't be arsed with the responsibilities that come along such roles. Because the fault for wipes in M+ are 90% attributed to the tank or the healer.
The only way Blizzard can make more people try and keep playing tank and healer roles is to make those roles practically brain-dead easy. But if they do that, those that actually like the role because of the challenges they provide will likely be turned off by the changes.
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.
shortage of tanks and healers problem...
you don't play tank or healer?? then you're part of the problem.
I think tanking and healing is and always be a role that is not viable for most players. You can't learn to heal or tank by yourself, and you can't learn to heal or tank in a pug - so that limits the pool immensely.
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If you want to be a tank or a healer, then you need the support of other people to do so - if you don't have said support, then that isn't your fault.
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.
it is a player created problem
luckily it seems more people are playing tanks on beta and the new sets are going to make some play in a new way that might be sought after
Tanks doing way more dps would probably be a good way to get more people to play them lol.
Historically, adding tanks/healers doesn't really change anything. People who want to tank or heal already do that.
Imo the only thing you can really do is make the roles more fun, and that probably means letting them do more damage. As a healer you barely have any control over the group's success or failure at this point in time, since good groups will kick everything and take almost no damage, and if people don't kick everything you just get annihilated almost regardless of what buttons you push. That's not going to be a fun playstyle for most people.
poor thing!! if you try to learn on the fly in a group it's the same thing whatever your role is.... you just want the easy way and ask for others to take you on their back while they're doing the job for you... if someone want to kick me out their group, then ok, kick me!! now wait for another healer while I instant queue....
you're the most notorious snowflake among all snowflakes of this forum. your reaction is not a surprise....
Objectively incorrect ... I can learn to DPS on my own, out in the world - with no help at all.
Be rational.
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Why are you making this all about me, I'm stating the reason that tanks and healers are short - but you seem to have to turn it into a person attack ? Why ?
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.