I know a good handful of tanks that used to oive tanking until the tank/heal nerf blizz did gutted the fun of them.
Actually I read an article is under the blue posts.
To sum it up it says:
Blizzard is currently training militia to send out to subscribers houses to hold them hostage and make them play tanks.
Fun is subjective. If by fun you mean godlike, then sure people quit.
If fun is having a rotation that is rewarding and engaging then people didn’t quit.
I’ll help his case then:
I’ve tanked about 2-300 keys up to 14s this season, on various tanks.
DPS pulling for tanks happens regularly only in content so easy that they don’t need a tank (normal, hc, tw).
It happens occasionally in newbie content (2-9 keys) because they’re either bad or the tank is bad.
It happens extremely rarely in mid-difficulty content (10-12 keys) and only because the tank is slow enough to wreck the key by not going faster, or the DPS got anger issues and trolls they key (which is even more rare).
So yeah, you’re talking nonsense mate.
One way to improve the tanking pop would be to encourage people to tank instead of always spreading the (false) narrative that tanks are constantly abused in the game.
You mean M+? They’ve announced the changes they planned for S2 that should make more people want to tank. Not sure what more you’re looking for from them.
How does one go about this though.
How would one encourage me to add mayonnaise to my sandwiches when i loathe mayo??
Tanking is more a mindset/personality trait than anything else. I believe most people have tried it at one point and found it wasn’t for them for various reasons.
How do we go about encouraging them to change their mind on that? Genuine question. I would love more tanks so i can play more non-tank alts lol
Makes the dungeons easier overall, doesn’t really directly correlate to making more tanks
This could be part of why tanks are so sensitive that “Hey boss slow down/pick it up a bit” comes across as “being abused.”
It absolutely does. It’s not just the dungeons being easier, it’s things like interrupts and tank busters being less stressful, learning routes is easier because +2/+3 have fewer mechanics, and wipes are less punishing because Challenger’s Peril was pushed way back.
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This could be part of why tanks are so sensitive that “Hey boss slow down/pick it up a bit” comes across as “being abused.”
Yeah i’ve said as much before myself. Some people are just not very receptive regardless of how things are conveyed.
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It’s not just the dungeons being easier, it’s things like interrupts and tank busters being less stressful,
That’s a group thing, not directly tied to tanking.
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learning routes is easier because +2/+3 have fewer mechanics
Has nothing to do with routes, or tanking, just making the game easier with less scaling. It just moved tyr/fort back. Those don’t add mechanics
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and wipes are less punishing because Challenger’s Peril was pushed way back.
Wipes are still punishing as you’ll be losing the extra 1.5 minutes to the timer that got added on. But in general, this just makes the dungeons easier overall for the entire group.
None of this is tied directly to tanks. Dungeons as a whole, for the entire group for all roles, has been made easier.
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Dungeons as a whole, for the entire group for all roles, has been made easier.
Yes but it still could lead to some DPS folks working up the confidence to give tanking/healing a try and learning that it’s really not as bad as they have been told it is.
They could have done that in m0 and low keys too though
Bad gameplay is still bad, when it’s not fun to play for most tanks making it easier still won’t make more tanks play. They gutted prot warrior and removed the gameplay loop that many enjoyed about the spec. Not sure how making dungeons slightly less miserable address that it’s no longer fun to play.
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It absolutely does. It’s not just the dungeons being easier, it’s things like interrupts and tank busters being less stressful, learning routes is easier because +2/+3 have fewer mechanics, and wipes are less punishing because Challenger’s Peril was pushed way back.
Yea the easier difficulty will help me tank. I was getting demolished in m0’s though so idk
You can also make the sandwich taste like garbage, maybe that way they’d might want to taste another food, even if it’s not their favorite.
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always spreading the (false) narrative that tanks are constantly abused in the game.
I don’t think anyone is trying to push the narrative that tanks are abused 100% of the time. But it is definitely right there with healer as the role with way more than 1/5th the responsibility, and corresponding blame.
Go too fast, healer/DPS throw a fit.
Go too slow, healer/DPS throw a fit.
Die through no fault of your own.
DPS blows cooldowns while you’re still moving mobs into position, and grabs aggro.
All the above are things you’re going to catch “bad tank” for.
I’ve had DPS drop dead on first boss of dawnbreaker, and then blame the amount of ironfur for the wipe. Even being the last person up.
Been kicked from rfd on an alt because they pulled entire hall to first boss boss in underrot, died with no heals from healer. “Bad tank” lol
Tanking for wow pugs is like rolling dice, and on some numbers it’s just an outlandishly toxic experience.
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You’re a troll
I mean, everyone who looks more than a few seconds knows that is true. Seems to only play feral, but has intense opinions about guardian/tanking.
But don’t eat their bait, trolls love that.
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That’s a group thing, not directly tied to tanking.
Tank busters aren’t tied to tanking? What?
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Has nothing to do with routes, or tanking, just making the game easier with less scaling. It just moved tyr/fort back. Those don’t add mechanics
Think from the perspective of a brand new tank player in S1. Even in a +2 this season, not only does such a tank coming in from M0 have to learn new concepts like which trash to pull to get their Enemy Forces %, what % they need to have going into a dungeon’s final stretch to hit 100% right before the final boss, and dealing with a timer - they also have to learn about dealing with these Xal’atath mechanics that (a) change every single week, and (b) can overlap with boss mechanics and difficult packs. It might seem quaint to those of us with experience but ultimately it’s a barrier to entry for people that want to dip their toes into trying out the tanking role in “dungeon content that matters” to leverage the quote above.
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Wipes are still punishing as you’ll be losing the extra 1.5 minutes to the timer that got added on. But in general, this just makes the dungeons easier overall for the entire group.
Pushback of CP means that the timer won’t be bricked after just two wipes. Considering that a tank death is much more likely to lead to those (especially during a boss), that’s going to directly lead to less toxicity aimed at tanks who make those kind of mistakes. And as a corollary to that, groups are more likely to stay together even after a couple of wipes, getting tanks the continuity of experience they need to learn from those mistakes.
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None of this is tied directly to tanks.
All of it is. It’s unfortunate you don’t recognize that, but thankfully, Blizzard does, and they’ve tied these changes quite directly to queue times for groups (i.e. the ones waiting for a tank) in the article I linked further up.
Very few tank changes on PTR. Unless the tier sets completely fix tank self-suffiency you can expect more of the same.
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Tank busters aren’t tied to tanking? What?
The tank busters yes, but the overall slowing down the need of interrupting is not. They already addressed some tank busters in 11.07 patch. Where are all the extra tanks? And again, groups arent failing because of tank busters. If they are, theyre mismanaging their CDs and they’ll still struggle in S2.
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Think from the perspective of a brand new tank player in S1
but ultimately it’s a barrier to entry for people that want to dip their toes into trying out the tanking role
None of the changes address either of these points. All these things are going to need to be learned, even by experienced tanks.
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Pushback of CP means that the timer won’t be bricked after just two wipes
Yes it will, as they added the 1.5 minute timer giving you a free wipe. Meaning you only had one real wipe. Now with the changes to CP, they’ll take the 1.5 minute timer away, meaning you’re still stuck with 2 wipes for a bricked key. Most wipes that lead to a bricked key wasn’t from the added time to death, but more so the graveyard positioning, which we’ll still have to see how that plays out in S2 dungeons.
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And as a corollary to that, groups are more likely to stay together even after a couple of wipes, getting tanks the continuity of experience they need to learn from those mistakes.
Depends on the manner of wipe, just like now.
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All of it is. It’s unfortunate you don’t recognize that, but thankfully, Blizzard does, and they’ve tied these changes quite directly to queue times for groups (i.e. the ones waiting for a tank) in the article I linked further up.
No it’s just easier dungeons overall. None of this is “omg tanks are so much more fun and easier to play and so much more self sufficient in S2” as you’re trying to make it out to be.
They made dungeons easier overall for everyone in the group. Nowhere does the article mention anything about “tanks” in any sense
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I mean, everyone who looks more than a few seconds knows that is true. Seems to only play feral, but has intense opinions about guardian/tanking.
Yes, people who make baseless claims that are easily disproven don’t like that and tend to call anyone who can prove them wrong as trolls. Always convenient how that works.