The problem is often threat. Huge pulls are fine if everything is on the tank and grouped up for cleave. The problems start when these “tanks” don’t establish initial aggro - they just run through proximity-pulling mobs for an LoS pull or something. Then the first heal or an impatient DPS pulls 30 mobs off the tank. There are a lot of caster mobs in these dungeons too, so pulling them but leaving them standing all around isn’t efficient from a DPS perspective.
The mega-pulls are easily handled if the tanks can establish initial threat and group them up.
You want the game dumbed down because you’re struggling, that isn’t good for anything. Either figure it out, find a group to play with that will adjust to your abilities, or change roles.
And rarely do you ever even have to worry about a tank, if your ever in a situation of staying with your DPS keeping them alive as they cleanup mobs vs running ahead with your tank… keep your DPS alive. 99 times out of 100 your tank has more than enough tools to keep themselves alive for an incredibly long time.
It has nothing to do with my skill if they would get themselves killed if I didn’t heal them and they failed to properly corral the 12 pulls they picked up, and I get heal aggro from most of them and get focus fired while the are completely unaware and just keep moving forward and pulling more.
There’s really no need to overpull in heroics. I’ve had a number of groups that went smoother once the tank left. You save more time when keeping everyone alive than you do risking the lives of your DPS.
At the very least, if the tank is gonna pull way too much, they better not die within 6 seconds of having the full group of mobs on them. I think many tanks didn’t get the memo that they aren’t the indestructible meat wagons that they were in DF.
the rare time i tank, i over pull, and 1 times out of 10 there will be a healer that doesnt understand aggro or that the tank has its own defensives.
you can just tell too, i had one of these healers in cata classic and i knew he was about to crash out because we were smoothly tackling the dungeon at a pace he didnt know was possible. he ran out of mana and i stood right beside him and did nothing while he unleashed a torrent of “please wait, mana , mana, wait wait wait.” all in different lines of chat. all while i was stood right beside him not doing anything, just looking directly at him.
im like “bro im right here” in /say and he’s still just firing off telling people to wait lol… like… how about stop typing and drink up my brotha, we’re almost done.
Tanks pulling in such a way that DPS are constantly streaming in from the dungeon entrance to repeated unavoidable deaths during the same pull is a pretty massive tank problem. Both on the part of the tank pulling without considering the group and on Blizzard for designing tanks in such a way that they don’t actually need other group members.
People whined about the tanks nerfs before launch, but obviously they didn’t do enough, or the health buff to compensate needs to be undone. People are pulling like this in Dungeon Blues. This is last half of an expansion level bullcrap that normally happens when people have +100 ilvl over the content they’re running.
Isn’t that the healer experience? Had a run where the tank multipulled, had his HP dropped to below, I used a holy shock and instantly got swapped to and got left like a mugging victim.
But yeah, a bit of communication and courtesy goes a long way, didn’t happen again and the tank paced according to the group, in hindsight, damn maybe I should have gotten their ID…
instead you should have made a thread about how you choose to play with all the bad players instead of taking the multiple choices available to avoid them.
What sucks about being a healer is that healers are optional because everyone have so much self heals it makes an actual healer redundant and pointless in anything other than the hardest content, of which there is none right now.