What game are you playing? What you’re describing ended last season.
Anyone else try saying the name of thread out loud in that over exaggerated monster truck announcer voice?
Try it and don’t make yourself smile. I dare you.
Fun, right?
You’re welcome.
Everyone cares about the lack of tanks until it comes time to just let a tank pull. Then they don’t matter, should shut up, and should just accept it.
It’s almost like there’s a correlation there…
There is no solution with a community as vile and toxic as WoW’s.
I think they just need to change the crest rewards for lower M+. This would allow players to run several lower levels to get experience and then be able to run until they over gear the lower levels to then move up to harder content. I think that crests need to move down 2 levels imo.
In which way.
When tanks run to the end of the dungeon without killing anything because they’ll live anyway. Other people can die but it’s irrelevant. In that way.
I call those “Primadonna tank runs”
Just add more agro and problem is fixed.
except mobs do aoe, cast on random people.
Give me back double sigils, they wont.
Why should you be god? Make everyone god. (And we call those heroic dungeons.)
Yep, tanks have instant queues now, while they didn’t previously. I used to have to wait a few minutes. Not now. I’m not sure why you feel the need to tell people that nothing has changed, when it clearly has, both in changes to the game and the length of tank queues. Must be your agenda showing.
For the past 6 years they have, at least
20 years…hell look at classic or SoD , LF1M TANK was the most repeated line on chat lol
When I care to run any mythic content as tank I just run my own keys and I put “no sweats” in the description. Easy peasy. Someone wants to cry, they can do it without a tank I guess, Ill just start a new lobby.
This is how my ilvl 570 bdk is getting into +3’s and I hope it doesn’t change!
I had planned on just grinding hero gear from zekvir but they removed that.
Despite tank nerfs, we’re still seeing players doing +11s with no healer. This outcome shows that the real problem has been misidentified. The core issue is the extensive self-healing and personal defensive cooldowns that DPS classes have, something that’s been pointed out for years now.
Balancing the game around the top 1% of players is a mistake, in my opinion. The best players will always find ways to exploit mechanics, but for the average player, tanking feels punishing and exhausting, especially in PUGs. Here’s what we’re dealing with:
- Tank DPS Penalties: Using DPS trinkets as a tank results in penalties, which limits our damage output and reduces our ability to hold threat against high-burst DPS classes. Furthermore it makes gearing less fun.
- Threat Issues: Our damage is often too low to hold threat against burst-heavy classes like Retribution Paladins and Warriors. Rets popping Wings combined with Divine Toll will pull aggro from all but the highest-end tanks.
- Tank Busters Overload: There are more tank-busting mechanics than we have mitigation tools for. In higher keys, doubling up cooldowns becomes necessary, because tanks like Bears have some cooldowns that are only self-healing rather than actual damage reduction, leaving us vulnerable to one-shot mechanics that require a certain reduction threshold to be met.
- Zero Margin for Error: Higher keys (+7 and above) demand perfection, where a single mistake on a tank-buster results in a wipe, often costing the key. Tanks are punished more severely than any other role for a single failure.
- Big Pulls Limited: The big pulls that used to be fun are now limited in most dungeons. We either collapse under the pressure, or overlapping mechanics make them impractical.
- Ramp-Up Time Vulnerability: Many tank specs need ramp-up time to generate mitigation, leaving us prone to getting one-shot on the initial pull.
- Limited Control Over Survival: Tanks have less control over their survivability compared to before, relying heavily on healer support.
DPS players don’t want us doing decent dps as that is their job. We’re limited in healing and mitigation because that’s the healer’s role. So, what’s left for us? We’re expected to memorize the best routes, manage utility, and serve as a damage sponge, bearing the brunt of the responsibility without much engaging gameplay.
I think the real issue here is that M+ is a mode that scales. That means in lower content tanks will always be overpowered. But even in DF tanks running the highest end keys did not have the invincibility expressed so often in this thread.
they should just add followers to mythic dungeons so we can solo mythic 99s with that shaman follower tank
Tanks aren’t there to do DPS.
They have a threat modifier for a reason.
Sounds like we should delete tanks from the game.
The tank can live, everyone else dies.
The role of the tank is to take damage, not deal damage. not heal it up.
(Except blood dk, because their bad tank design is allowed to persist.)
Tanks want to be immortal to play, but someone being immortal doesn’t jive well in a team-based game. Deleting tanks seems like a better option. Make every mob fixate instead.