You want to be the tank. There’s a certain joy in being a ‘melee dps’ player, or a healer. Many people level purely healers or cloth ranged dps because they feel attached to those characters and that specific game play style, and yet there is no room in the current state of the game for tank mains.
Here is the issue - to do mythic keystones you need 1 tank, 1 healer and 3 dps, for the sake of the scenario lets say 1 melee and 2 ranged. In a mythic raid comp of 20 players a very common setup for prog kills is something similar to 2 - 4 - 14. 2 tanks, 4 healers, 5 melee and 9 ranged. Occasionally a fight comes a long that requires 3 tanks. This is 1 tank for every 10 players or 6.66 for a 3 tank fight. With good healers and ranged being the highest demand for any mythic prog team how do you go about maining a tank?
2 tanks can heal - Paladin and Druid
1 can ranged dps - Druid
All tanks can melee dps
There aren’t enough tanks for keys to pug, and there’s too many tanks for raids.
I’m sure there’s other bigger issues like ranged balance for keys in comparison to raids that also affects the high recruitment etc that should be factored in. My main focus is on the disparity of actual tank role positions and even specs that offer diverse switching.
This could all be rambling but i think its something valid to look at. It may also seem like my solution is ‘give every class 4 specs to be able to do everything’ No. I like being a bulky DK or a kungfu panda, what i don’t like is wanting to tank and everyday reading trade chat for guilds only looking for ranged specs.
And again, you can’t force someone to tank even if they have the spec in their current class. If people don’t want to tank, for whatever reason, they won’t do it.
The priest rushes forward gets one shot by the boss or mob, he is so overjoyed at the display of his or immense power that the priest’s corpse becomes a play thing while the rest of the group kills the mob.
That’s why swapping a spec can be done at the press of a button (although BfA essence/azerite garbage made it harder). It’s not that people can’t do it, but mostly that people don’t want to.
The additional pressure put on a tank is something people don’t want to deal with. Who can blame them though when we have a community that is so quick to jump at their throats?
I have plenty of exp in Mythic +, just not as a tank. I’ve been playing wow since 2007, so that’s not the issue. I think the issue for me is I can’t just pick it up and be good to go.
Tanking is also a very different experience whether you’re doing M+ or raiding. In M+, you have a timer and you dictate the pace of the group, meaning that you don’t want to be too slow but you also don’t want to accidentally overpull. You also have to pick up the slack when someone mistakenly aggroes a group they shouldn’t have, because it falls on you to pick up those extra mobs and tough it out, otherwise you wipe and everyone’s punished for that person’s mistake.
In raids, it’s a lot more chill. You’re mostly playing around the tank swap mechanic, and each boss just has a little pattern of where to stand that you quickly get used to.
It’s a very different feeling role from one kind of content to the other.
Maybe I’m a bit confused. Are you wanting dungeons and raids redesigned to not all need X amount of tanks, Y amount of dps, and Z amount of healers? Like if a dungeon needed 2 tanks, and no healers. Or a raid that needed 1 tank and 7 healers.
Not so much that, but wouldn’t it make sense for a raid to consist of 4 tanks, 4 healers and 12 dps meaning that there is 5 mythic+ groups worth of groups in a mythic raid group? flex is a different matter entirely
The best idea would be just to get rid of the trinity but this would cause Guild Wars 2 type of group content where there are just do or die mechanics.