99% of dungeon groups are waiting for tanks

maybe all the toxic DPS should stop treating tanks like utter crap. the toxicity of the DPS is whats causing us not to queue. Not blizzard. I’d rather wait and run with friends than queue and deal with impatient DPS who want to pull extra crap even though i’ve already pulled 3-5 groups of mobs or in mythic, what i KNOW i can handle…

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Healing and tanking should always be easy faceroll to attract people to play it since it’s in most demand

They can wait, there’s like a million of them. :dracthyr_nod:

Even as a DPS, i applaud this. I’ve tried tanking and found myself wanting. Whoever can handle the role deserves a lot of accolades because of all the idiots (of all roles) in the DF and LFG. My queues might be long but ill never blame the tanks for only helping their friends at best. My only hope as a dps is that blizz makes content with a non-trinity design to allow for more faster queues. And before you say its not possible, if SWTOR can do it and does it well enough to satisfy casuals. Their normals and heroics can be done with all dps even if they have to use heal stations or tank/heal npcs.

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this is where the tank “hate” starts to come up.

They don’t want the flag. Usually the non bears. Many bears know druid == flag lol.

OR for take points maps…they don’t want to hold them. Its boring! which it is, but still needed.

Some, not all. I personally liked my NE BDK melded on a point. its the tank fight they weren’t expecting lol.

I have played a tank since late TBC and it’s the same everywhere. Both in EU servers from TBC to MoP, and in US servers from MoP to now.

  • Stuff goes wrong, blame the tank
  • Tank goes slower than you’d like, abuse him verbally
  • Tank goes too fast, abuse him verbally
  • Tank prefers another route, call him out and belittle him
  • You die from the boss’s cleave, somehow the tank didn’t cater to your position and didn’t turn the boss away from you

So yeah, we are here, we are tanking, but we’re doing it for friends and guildies.
I’m glad people are waiting for hours. Maybe take that time to think about important things.

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This is why I stopped tanking for pugs, it’s not just what you said, but it’s also tiring to see people play badly in every run. Players standing in the fire, no interrupts, failing boss mechanics. First boss in Cinderbrew is damn annoying seeing someone stand there attacking the boss, it’s almost like they don’t have their UI setup correctly, like don’t they see all those big ZEROS on their screen when they are attacking the boss? Guildie had FOUR people doing that one dungeon.

Then there are those people I actively vote kick out, the ones who see an enemy and charge in popping all CDs only to be left behind to die, then complain when they die, like dude open your eyes and use what little brain you have left.

Worst offenders are those who basically follow you around like a bad smell doing basically nothing trying to act like they are not AFK trying to get free rewards, we can see you, and tanks like me will purposely get them killed over and over so we can see the “I am lost” in chat and then kick them out.

And I don’t care, I will VTK people out when they are only there to be carried or I will pull more than the group can manage and let them all die constantly, they got to learn why tanks don’t tank for them, pull your fingers out and start trying or it will always be no tanks for pugs.

I slow down because I have three casters and no way to move them with me. If someone wants to rush off I let them die, not my problem.

I just wish Blizzard made it a rule in the ToS that if you don’t follow the tank you can be reprimanded for it, I cannot remember the amount of times someone has pulled for me, or stopped to attack an enemy and died and blamed me every time. On the flip side tanks also need to be held accountable if they overpull and people die because they ran off to collect more mobs without grabbing aggro, it goes both ways.

Either way, tanks stop tanking for pugs because pugs have this preconceived notion that a dungeon run must be done how they want it, and when we as tanks plan our routes and some tard decides “I now want you to pull the entire first room in Cinderbrew, here, have a Misdirection and deal with it”, we just end up never going back.

And for reference I pull big while doing what I can to keep aggro, but I also stop when others are pulling aggro from me, or in cases like when I have too many casters, yet I still see people run off to pull more almost like they want me to just keep going until we hit the boss. I really hate that, if a tank stops it’s for a good reason, players need to learn when to stop with the tank.

And if they don’t like it, leave, go tank yourself and see why we play the way we play.

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You go too slow if people pull for you.

I’d like to point out that there has always been a tank shortage, even going back to the start of the game.

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Don’t get me started, I’ve been known to pull too big sometimes, stopping has nothing to do with pulling too slow, it’s not at all true and that statement is what’s wrong with pugs.

Sometimes we have casters that need to be dealt with before moving on, we can’t rush off and pull more while leaving those enemies behind to keep casting. Other times we run out of defenses or spells to help us keep aggro, no point pulling more if they are only going to attack the DPS or healer.

Then there are times when we are pulling as much as we can handle based on our class and gear, and pulling more is out of the bounds of our skill to handle. Or in cases where the DPS has no idea what is going on and ends up pulling the boss for us. There is a good reason why we stop and if you don’t know why or can’t see why while we are in the run, then that’s a you issue.

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Bizzard should add a heroic difficulty to follower dungeons. Problem solved.

Speed tanking wasn’t a common thing way back when. Now, folks who don’t want to speed tank (which is probably quite a few) won’t go anywhere near LFD.

Life is good!

How do you divine the healer’s skill? When just by looking at ilvl, they’re still like 400% apart in actual performance? Casters can also be dealt with at the next LOS point.

No thanks because then where will it stop?

We started this argument 20 years ago and I will die on this hill, we started with one dungeon and one raid difficulty, now we have FIVE raid difficulties and an infinite level of dungeon difficulties and it’s horrible to split the playing base like that.

Once they start down that path of adding more difficulties using NPCs, the game will then no longer even be an mmo.

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It’s not like you have to do only one difficulty of content. Raiders (and players in general) will do many levels of content until they outgear it. If we only had one level, many would stop once they outgear it instead of going up to the next class.

Also, I’d like the point out that tank scarcity was a thing only when there was one difficulty for raids and dungeons. Going back to that would not solve the issue.

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You never did any dungeons during vanilla did you? Because let me tell you this, what ya’ll are calling “speed tanking” has ALWAYS existed. The only difference is that back in the day dungeons took so damn much more time to finish that there wasn’t really much of a difference.

An average Deadmines run would be about an hour, a long one would be between one-two hours, and a fast run would be a little bit less than an hour.


Take that concept and scale it up. Voíla, “running” through a dungeon like Blackrock Foundry now only takes you a few hours instead of a few-more hours.

What you call “speed tanking” is, by everyone else’s definition and terminology, simply referred to as “tanking.” You are making a pointless distinction only made for the sole purpose of trying to create a distinction where none exists.

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Deathbringer is the Tankier tree by far. 7.5% physical and magical DR, the reapers mark explosion reduces enemy damage dealt to us by 5%, Executioner gives us a reason to hit marrowrend contributing to having a higher bone count, we get a faster tick rate on blood plague which means get double healing from our disease and we have reduced CD on both Lichborne and Raise Dead which our general tree gives each a minor defensive benefit.

Vamp strike heals 1% of our max hp per gdc when we can take upto 50% of our max hp per second on some pulls. Blizzard is massively buffing San’layn this upcoming tuesday and it is still miles behind Deathbrinder on both tankiness and damage.

Man no kidding about exhausting. I tanked Grim Batol for some Illidan sweaties and it was pingspam the entire dungeon directing me to do it their way. Fine, whatever, I can oblige, but with my friends I have the agency to run Grim Batol how I want.

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I’ll consider myself the leader of the party when I’m the one making the pulls. God forbid I try to learn a dungeon in a new expansion without having the dps run around and grab extra crap for me to deal with.

It hardly even is now. The community eats each other like rabid animals constantly.

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this is the straight up truth and everyone knows it, including blizzard. but they continue to hold on to a 20 year old design choice that has far outstayed its welcome because of one thing and that is investor fear. investors fear anything they deem to be risky. and to be clear investors think anything that isnt a 100% gurantee to be risky.

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