Most Healers didn’t have mana problems even in Ulduar.
Not at all what I said.
The system allowed us to optimize so much that we did the most sensible thing and eliminated problems in our respective kits. The issue with players being so powerful is that the content needs to still be hard for us to overcome so the challenge is actually met. My point was that with Healers able to accomplish X, it cascades into Tanks doing Y, which means Devs have a multi-variate runaway scaling problem for making fights actually hard.
If Healers needed to continue watching their longevity even in late game, Tanks would have needed to balance their EH and Avoidance better, and Blizz wouldn’t have needed Heroic Lich King 1-shotting people just to make it a challenge.
I want to say this was outright considered and discussed, but I wasn’t on the Healer boards much and only caught most of this from the Tank side when GC posted about it. I will say that if I had to guess the reason they didn’t go this route is that people had already been complaining about stats being weakened and nerfed throughout Wrath. Druids in general kept getting our Armor dinked with and every other Druid was just utterly doom-and-gloom about it. Paladins had gotten some adjustments as well that resulted in some stats just being flatly less good for them.
I’m fine with the idea that Blizzard missed the mark with triage healing, Blizzard didn’t exactly hide that fact when they took a different course mid-Cata. But it revealed a problem with giving us too much good stuff within the design space.
Remember we were all capped on everything before we even hit BiS ICC gear. Those kind of extremes really screw with the design space the Devs feel comfortable using.
I’m torn on this one because threat is such a boring metric, unlike DPS. You only need enough threat to hold and not a drop more. Being miles ahead on threat doesn’t really help your raid, the boss doesn’t die faster, etc. On the rare occasion you have an untauntable boss that randomly chunks your threat away, having super high threat generation is nice, but the fight is literally DESIGNED around frequent swapping so it isn’t some grand achievement if you hold extra long or not.
I get that threat is a mini-game that new and middling Tanks struggle with and feel good when they consistently win, but for anyone with experience it is a foregone conclusion. It is why Tanks can do the role of raid leading pretty easily since we really don’t have a lot going on.
I have no idea the kind of DPS that Tanks deal on Retail currently, but in Cata/MoP/WoD, Tanks were notably able to leverage good DPS if played properly. I’m fine with DPS being a consistent and scalable measure of Tank performance, aside from the movement, CD usage, and other micro requirements that go with Tanking.