Next expansion will tanks still be running ahead leaving the group to fend for themselves? It’s gotten old as a healer to watch tank leave players and then pull boss while dps are fighting trash still. I am waiting to see if things change and I hope they do because this is ridiculous–what use is a tank then if not to help the group?
This is a player created issue, not a game mechanics one. People will do what people do. It has nothing to do with the expansion.
1996 called and wants its post back
Not sure. Balancing tank survivability in normal/heroic dungeons while also making them feel decent to play in Mythic+10 seems impossible, I think they just give up on that and let them be very OP in normal/heroic.
Your post is a bit ambiguous about what your talking about. What level of difficulty? How far ahead are you talking about tanks running?
If your talking about normal and heroics than the pulls from boss to boss probably won’t happen for a couple of weeks as we won’t have the gear to survive larger pulls or pull packs into bosses. As the season progresses though it will go back to being normal.
If your talking about chain pulling or grabbing 2-4 packs at a time than its necessary as long as there is a timer and there isn’t an affix that requires everything to be dead before pulling the next pack/boss. And if you get used to chain pulling in M+ than you are going to continue to do so in heroics and normals when you run them for runes because why would you intentionally be less efficient?
As far as dps fighting trash when the tank pulls a boss one of two things is happening. First dps isn’t waiting for the tank to stop and plant in which case they are the ones messing up. In the second scenario the tank is pulling a mostly dead trash pack into the boss and if thats the case they will have threat and the trash follows the tank so dps should naturally also be following so I’m failing to see what the issue would be.
Well, these are just bad players. Yes, there will continue to be bad players in TWW.
This wasn’t an issue in 96. Instances use to require strategy besides running to the end, kill the boss, leave everyone else to address the mobs and leave the instance.
People have the attention span of a flea on crack, so we cant have content hard enough to need CC anymore. Everything hitting harder is what rates as difficult now.
This wasn’t an issue in ultima online…
Just follow your tank. They’re the defacto group leader for a reason.
You just need to heal/dps and move if they’re moving.
op blame the dps players for this mentality to kick start this speed tank runs
This isn’t an issue of the tank leaving the dps, its an issue of the dps not following the tank. Don’t stop to dps until the tank stops.
If the tank can pull the entire dungeon safely, why wouldn’t they? Especially when other dps will just pull ahead of the tank anyway if the tank does slow down.
but the dps can do it its fine but when a tank dose its not ok
We’ve been speed running instances since about the second week of WoW’s release…
There is content that requires CC its called M+. You need hard stops in order to pull larger packs or tanks get obliterated. From a tanks standpoint its far more difficult now.
In cata likely the kind of CC your talking about (where you need to just hard CC a mob) there was no difficulty, you either CC’ed the caster mob and succeeded or you didn’t and you failed and to succeed it took the mage a single out of combat button press once a min…
In modern wow I might pull 5 packs, in those packs there are 4 casters, they need to be interrupted, there are mobs that charge so they need to be chained and there is a one shot whirlwind that needs to be hard stunned. On top of this there is bolstering so once all the small mobs die the dangerous mobs are bolstered to one shot capabilities and the evoker now needs to grip the tank who needs to kite until the mobs loose bolster stacks. This was the first pull of Everbloom in season 3 by the way.
One of these is clearly more difficult than the other but its not the way you are representing it.
Lol, leave, I don’t leave them; I am right up next to them; it’s great being a cat.
your tank is going ahead because that is their job. they are the point person of the group. among the most important role of the tank is to gather mobs and organize a pull.
If the current pack is almost dead, it is completely reasonable for the tank to move to the next group(s) to start the next pull. as one pack is dying, the tank should have more than enough threat on it that their moving should have no possibility of someone else getting aggro.
i would argue that this is also the best way for the tank to generate threat on the next pack before the DPS starts blasting away. this ensures that the tank funnels the damage to them and you, as the healer, would be spending far less time and fewer resources healing dps from otherwise avoidable damage.
top dungeon rule for non-tank party members: when the tank moves, you move.
The OP is probably talking more about things like the start of Uldaman where most tanks will just run through entire hallways pulling all the trash packs together up to the corner to LoS them.
In many pugs, a dps will start blasting the first trash pack that the tank ran through, they then pull aggro, and then when the healer tries to keep them alive the healer then gets aggro on other packs that were following the tank. Now none of the trash mobs are going to the LoS corner and its all chaos.
The OP is that dps player that pulled aggro on the first trash pack and is mad at the tank. Or the healer who tried to keep them alive and is also blaming the tank.
If you are experiencing this, then you are doing content beneath you, and you should be entering into more challenging content where group synergy is a thing. In no content I do is the tank abandoning the group and leaving people to fend for themselves.
perhaps. we all know that this is a thing.
since tanks more or less get snap threat on just about anything they touch, people seem to have completely forgotten about hate, threat and aggro. they just assume that a tank being on a mob’s hate list means that the tank has aggro. nope.
healer threat from casting healing spells is huge. i won’t pretend to know what the threat modifiers are for their spells, but you can infer their general size from how quickly healers get aggro when they are casting when the tank has only really generated hate, not threat.
i am still proud of recently getting kicked from a heroic dungeon (in cata btw) when I told a dps who was pulling packs ahead of me “you pull it; you tank it.”
if I notice dps pulling in a way that is trying to tell me to zug-zug, I ignore those mobs and figure my aoe threat abilties will pick up enough mobs that the impatient dps should live.
if a healer starts pulling ahead of me, then I’m going to see how well they can use their CDs
FWIW, in timed content, I am generally trying to 2 chest the run. this is my comfort zone if I feel like my gear is on level with the key. it keeps the group moving and leaves some wiggle room if something goes wrong along the way.
Tanks job is survival, threat, route, pace, CC. Tanks have a lot of CC, but they aren’t the only source. A lot of times I’m using my CC to stop incoming tank damage or a group wide ability that just needs to be handled.
Dps’ job is damage and CC.
Heals job is heals, CC, damage.
No one else is responsible for the speed of the run except the tank. You want faster, do more damage. You want slower, do less damage. In any case, you should be liberally using interrupts and stops.
If the tank is failing to hold threat, that’s a tank player issue.
If the dps are going nuts before the tank even gets to the pack, or is more than 1 global into threat gen, that’s a dps player issue.
If people are dying it’s a mechanics issue, heal issue (slow reaction, inappropriate use of healing spells, mana mismanagement), or tank issue (biting off more than they can chew.
If a tank is holding threat then the only time this becomes stressful is when people stop using interrupts and stops on a moving pack and you’re doing an excessive amount of healing to compensate. Meaning your group is wholly reliant on the tank performing that CC role higher in the pecking order - and it’s a you/dps issue. Use your CC more often or spec into it. Don’t go ham on a pack that’s trailing the tank. They are making a specific pull usually.
You will run into idiots.
This is more of a complaint and not a real question, but I will answer it as if it were a real question.
The answer is no, not at the beginning of the expansion.