So any plans to fix tank pop?

Soon. Blizzard has been fixing tank pop issue since day 1 of Vanilla. And they are still working on it…

Ffxiv not ffxi.

Ffxi was based on EQ and ffxiv based on ,(at the time) ffxi and wow. Now wow is copying ffxiv raid / boss battle design by making every boss effectively a battlefield encounter connected by some trash cooridoors.

Also, wow is the same basic idea, but with more work. 1 account can level every class and even make them clones of eachother. Once theyre max lvl though theres zero chance of having enough time per week to do content on more than 5, tops.

FFXIV basically has every class designed as well as the most well designed streamlined classes in WoW because they don’t have talent variables to mess up balance. Ofc the result is a 12 button game, with the twist that buttons combo.

Btw, I play many games…

Much like how mmo devs learn from other games, I learn from many.

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i hard agree but

it actually wouldn’t. all it would do is make a lot of people who are HORRIBLE at tanking, que for tank que’s. or people who aren’t a tank at all que for tanking.

now whether you want to deal with horrible tanks in every que or get a good one every so often but it takes longer is up to people to decide i guess.

i prefer a good tank but it takes longer.

Being polite to people that are tanking generally works best.
Letting them tank instead of running around being a :clown_face: and pulling extra stuff because “my numbers” is also a good idea.

An increasing lack of both of those things lead me to quit tanking on my paladin.

I am speaking generally, not to you specifically.

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Which put more pressure on healers and the solution to that is to bring 2 healers then might as well call it a raid , why a dungeon ?? :rofl:

Do what I did and become the tank yourself.

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It would have a huge impact on queue but it wouldn’t take much extra work because all dungeons need to be tuned before entering the m+ pool.

Raids and dungeons are VERY different no matter how many people you do or could bring to them.

A 20 man dawnbreaker would be very different to 20 man palace.

As for the healers, you can address most of this by letting aoe damage the party takes do 5/6th the damage and change aoe heal spells that heal 5 player heal 6 instead.

Beyond that all m+ dungeons get tuned when they enter the m+ pool anyways.

This one shoe fits all approach won’t work - we are talking pugs here

When you bring 6th man in its already becomes raid as party is 5 and under and raid is 6 or more. You cannot invite the 6 th man in your groups without first converting to raid. You can try it yourself ingame.

Player made definitions for what raids are or not are as good as them defining toxicity , forced, literally etc all BS . What is fact is ingame that matters which is 6 or more.

Curious what is YOUR plan? People don’t want to play tanks because pug groups are riddled with people berating the tank, so the fix is actually making the community better. Good luck

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Again changes like this can happen and are apart of the suggestion.

My suggestion for quiet some time now, has been to increase the dungeon group size. So you don’t actually need more tanks. Even going to 6 man dungeons it would be a 33% increase in dps per tank.

So 1 more link in the chain that can break and that we have to worry about. You are adding another person that needs to know the mechanics and not brick the run.

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Yes absolutely. Everytime we invite a pug to our group we do not know what their performance will be. We can make educated guesses based on score, ilvl, and amount of keys run. And you can even check logs before inviting people if available. Protip logging your runs can get you more invites if you play well.

That extra person could be the person to brick the key or it could be the person to save the key with a clutch play.

If the your thought process is less people is better than you should ask for m+ to be soloable like delves. Or ask for m+ style delves. But this thread isn’t about soloable challenging content. It’s about tank population and it’s impacts on getting m+ groups forming.

I’m not asking for solo content. Dungeons are fine with 5. It’s 1 healer for 1 tank and 3 dps. Now you want them to heal 1 tank and 4 dps who are all standing in bad? If you buff healers to output enough for that then you disrupt balancing for PvP and raids.

Tank population is only limited in certain areas. When you figure out which, you realize it’s the community.

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Yes exactly. That’s why the suggestion is for m+ and leveling dungeons where there is a tank shortage.

I have posted a different list of changes to address behavior issues towards new/learning tanks in leveling dungeons. I can see if I can find them.

Edit:

Here was my previous post on changes I’d make to leveling dungeons.

Sorry it isn’t written the best and very long.

I’ve seen that idea a lot and I think it would require a lot of reworking in terms of how many mob abilities there are, damage amounts, spacing etc

Also it won’t fix anything, at best it would make it slightly less bad. Instead of searching an hour for a tank you’d search 40 minutes and then guess what the next thread is… “tank shortage still, let’s increase group size to 7 that’ll fix it!!!”

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What ideas like this also fail to understand is that a non-negligible portion of tanks only tank because it gives them instant queues. Any intervention that significantly reduces DPS queue time would correspondingly increase tank queue time, resulting in fewer of these players tanking and a partial reversal of any progress that was made. Tank shortage with DPS surplus is the base state to which M+ will always return. The intensity can be modified but it will always be enough to be a problem.

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Yep, remember when the old request was “let more classes tank then we won’t have a shortage.”

Is tank pop similar to k-pop? Are there tank boy and girl bands?