Originally Posted by
Tojara
Threat tanking has and always was dogshit, sorry. Hidden modifiers aren't fun and having zero agency over your health and survival is just not fun. You were a super scuffed DPS that couldn't be crit, with an expanded health pool that just had some avoidance. Aside from a few defensive CDs your life was solely in a healers hand and you just kind of sat there. Not saying threat shouldn't exist, but the game plays better when you don't have to worry about threat (usually) by just mostly playing how you normally would play. There's still skill in that regard when it comes to masses of mobs appearing at once and you holding or pooling abilities so people can unload.
But threat values in Vanilla-WoTLK with hidden modifiers or static values that didn't scale? Bad. There's a reason why the second time around in classic WoW people opted for dual wielding the majority of bosses. It's because it's not fun having DPS sit on their hands doing nothing for long periods of time. I could hop on my DK on WoTLK and beat everybody in threat because icy touch has some absurd x7 or x8 modifier attached to it that multiplies with the tank presence to make the ability to something like x21 or x24 it's damage in threat. Yeah, wow look at that threat. Then wow, look at that damage you do spamming icy touch and contributing nothing to the raid.
Raid tanking was really awful and I've done it for 18 years. It's been better recently but it's still by far the easiest job in a raid group (usually). This was especially the case in earlier versions of the game where you lived or died based on whether healers healed you. Now you have agency over your own health, your damage isn't pitiful and in dungeons you're responsible for everything everybody else (but usually a bit more).
Tanks should have agency over their own life. For the most part if you fuck up as a tank you should fall over. You either pulled too much, your group didn't interrupt enough or you played mechanics wrong by not hitting buttons available to you. That's part of the fun. Your damage is meaningful in AoE, and well, usually substandard in single target but that's okay. Long gone are the days where you just sat there with basically zero buttons, herp derping around and just taunt swapping on debuffs (although a lot of raid encounters still boil down to this). Seeing tanks solo M+ bosses is funny, but they aren't really OP. It's going to take forever.
Blizzard probably should've been better balancing though when they just flat nerfed every tank by 10%. Just a weird, lazy and ill thought out nerf. Some were overperforming sure, but all of them? No, lol.
On the other end of the spectrum you have healers who for the longest time were picked by super strong CDs to keep the raid alive, and just barely enough healing to get by while bringing the highest DPS healers as possible. I don't think the balance is right yet, but this expansion is filled with massive AoE damage to the point that healers spend way more time healing than they have in recent years. A conditioning change for sure.