I’m genuinely confused by this one. Every single tank class is currently being forced to kite for the vast majority of every single high key M+, for almost every single trash pack, every single week. I don’t know about you guys, but that is actually amazing to me.
It’s amazing because that is not remotely what most tanks are designed to do, it’s not fun, there is no diversity of experience, no consistency in other classes to facilitate the only workable meta, and dozens of other reasons.
Is it asking too much to allow tanks to tank, say, at least 75% of the time? Why have high M+'s been relegated to the corner of the game in which content can only be cleared through exploitation of lesser known game interactions? Don’t get me wrong, I love the creativity and resourcefulness, but we’ve blown past the point where creativity can even exist as it pertains to some of the fundamental aspects of the game. Instead, all creativity begins with the premise that mobs are simply not tankable past a certain point, and that all elements of the game which are built upon mobs being tankable no longer apply.
It’s such a bizarre thing to force on players, and the fact it’s been a part of so many xpacs, and has lasted so long, seems to imply that something close to what we are experiencing is desirable by Blizzard.
Imagine if we were facing a similar issue with another role, take DPS for the sake of simplicity. What if mobs simply had too much HP, and therefore were not even worth damaging through conventional means? If there’s another workable option (environmental exploits, broken class synergies, mechanic oversights, etc.) then players will find it and perfect it. The part where players take the challenge into their own hands is awesome, and I wouldn’t dare request the game remove this component of the experience, but the part that dictates their creativity begin from a point antithetical to their expectations of their role in the game is ridiculous and nonsensical beyond belief.
EDIT: To all those players who need to conflate is with ought in order to prove something about yourself, your feedback is not the least bit helpful to the discussion. We are already aware that people like you exist lol. We’re having a discussion about how to best pose a difficult challenge in one of the progression systems of the game, not about how it’s POSSIBLE, or even common to succeed in the current system.
Seriously, this discussion has been had a million times and it blows my mind that people cannot understand this. Literally no one cares if your “friend” can do HoA 17 without kiting. The question you need to be asking yourself is, “is it okay that I feel my best contribution to this conversation is to inform people of the outliers they’re already fully aware of?”. The issues of the topic at hand are not UNIVERSAL TO EVERYONE AT ALL TIMES. Again, we already know this. You’re essentially creating forum filler.
Is my thread suddenly more valuable if I mention that I can still find plenty of success with the current system, even if it weren’t changed in the slightest? No, lol. I can, and I will continue to push high keys with success, the problem is what’s involved in the process…
Thanks to everyone who is actually contributing.
EDIT 2 (Possible solutions?): What if we gave all long-duration CC’s a Barghast Shade-style component which increases the damage their targets take the longer they are CC’d, up to a maximum? The problem with CC has long been the loss in efficiency, so how do we incentivize it better? Also, it couldn’t hurt to simply move much more mob damage into telegraphed, dodgeable abilities that tanks could move from in intervals, instead of constantly. Lastly, what about a Travelers Pledge base mechanic for tanks which decreases damage taken the longer you are standing still, and slowly depletes shortly after you begin moving?