Tanks don’t take extra damage in PvP because Blizzard doesn’t want people to play them. They take extra damage to offset the fact that the role is intended to park itself in front of raid bosses and survive for prolonged periods of time.
Tanks take 50% more damage in instanced pvp, Prot Warrior is the one that is effected the most as they are the only tank that cannot heal, and has very limited if any Magic Mitigation.
I have a plethora of team helping pvp abilities and talents, But I die as if I was wearing no gear whatsoever, whilst other classes, including Shadow priests, Warlocks and Healers can run around with reckless abandon with 3-4 people pounding on them.
I am not asking to be OP, I just want to play my Tank class in the battles helping my soldiers, the extra damage on Prot Warriors is too much!
Taking out the increased damage for tanks means Guardian druids and Prot Pally’s will become unkillable .
Maybe they can do something for Prot Warriors but a blanket tank damage reversal won’t work .
Understandable, Prot Paladin right now are absurd with their damage, I cannot even get a fraction of what an equally gear PLD does.
I think thats what needs to be done Honestly, Prot Warriors lost D Stance so no more 10% mitigation, Spell Reflect no longer last 4 seconds 25 second cd.
We have to spam rage on Ignore pain drop a 4 min cd Shield Wall and still fall over like a sand bag in seconds.
I could absolutely be wrong on this, but I thought the extra damage tanks take only applies to BGs/Arena
Ignore the rogue it’s all me me me with him. If Blizz did not want tanks in bgs they would not have gave them PVP talents, it’s finding the right balance. Other MMO’s seem to have Tanks\Sword n Board in PVP no problem.
Blizz has never really got it right.
You can say that again. Most or all PvP class guides don’t even include sections for the tank specs. It’s like an whole role isn’t intended to participate in an entire content environment.
Antiquated system, needs to be updated.
But Blizzard, so. 
Thats because those guides are written by elitist min max dpsers!
Problem with tanks is either they are completely broken or they aren’t useful. People forget the Legion DH that moved faster than players on mounts and had plenty of cc.
Or the WOD blood death knight which was extremely brain dead, and was capable of out healing 6 -7 players so long as someone was within melee range. There was also the prot paladin capable of rendering all healers and casters useless for 20 seconds.
If tanks do have a place in pvp it should be limited to rbgs and the role should solely be support based. heavily reduced damage dealt, providing buffs or cc with at best above average off heals and capable of surviving 2-3 players at most.
And this is only possible through proper use of active mitigation and only against melee attacks, which is the vast minority of damage received in PVP.
Rather than a blanket 50% increased damage taken that amounts to healers and even dps being more durable than tanks in many cases, it’s the active mitigation that should be adjusted in PVP.
Was it the DKs that were braindead or the melee dps and hunters who couldn’t comprehend that the DK would flop over without a melee target?
And how long can a Rogue, Mage, or Warlock render -anyone- useless? How about when you start to pair them together? How many tanks do you see at the top of the arena ladders compared to any of these classes?
Unless you’re also going to limit the areas that healers and dps are allowed to participate, nah. Remember that dampening exists because of healers, not tanks.
Prot pals are insane right now. Having said that, why are we perfectly fine with healers then in pvp and not tanks? This thread has alot of irony in it.
Ah yes I forgot blood death knights were stuck in a single spot unable to move. Stop making pathetic excuses, your entire post reads “I’m crying and upset”.
If you played prot paladin you’d know how stupid you sound. The prot paladin could shut down an entire group of casters for around 20 seconds. None of the classes mention can pull off such feats.
there should be 0 because a tanks role is to take damage, this would provide nothing to arenas besides needlessly prolonging the game. If we removed the extra damage you’d see prot paladins take over the job of hpals. Because why play something that requires any sort of thinking when you can just roll your face on the keyboard and still heal?
Dampening is to prevent long arena matches . Tanks provide nothing but damage to be soaked, their only use would be to prolong matches which would be a waste of time for everyone but pathetic tank players.
Because a tank’s role is literally to take damage. Allowing them in arenas and such would have no other purpose than to draw out the match. It’ll be like going in a hearth stone where they removed timers and then just waiting for your opponents to leave. If they did this they would have to add in a mechanic like dampening that would make players take extra damage over time. Which is extremely stupid.
I disagree, and have always disagreed with that sentiment. If we allow healers in Arena’s then we should allow all spec types in arena.
If not, then only all DPS should be allowed in arena’s.
To all my tank-haters our there, I have a message.
I will keep one/two-shotting folks, and I will keep constantly winning 1v1s, and there’s nothing you or anyone else can do about it
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I really enjoy the rage whispers I get after crushing someone in 2v2s after my (squishy) teammate dies, leaving me to finish off one of the enemies, then 1v1 the other enemy until I eventually win. The amount of salt received is a part of my daily nutritional diet
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we have dampening for healers. And they currently do allow tanks in arenas, they just take extra damage to prevent them from prolonging the game and making it unfun.
Does anyone have a link to where it says what the tank damage penalty is at currently?
I do not, but its +50%.
see ya soon
cant wait for you to 1shot me
It would be interesting to figure out with extra block, dodge, etc., and higher HP, how quickly a tank dies in PvP compared to an equally geared DPS. It must be fairly similar without using active defenses. Therefore the increased HP is basically an illusion.