The tank shortage is getting out of hand

This is what happens when you berate people, they will simply ignore you and do their own thing.

Doing delves as a tank is super fun and I dont have to deal with manchildren.

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Sorry, but I straight up refuse to tank for pugs anymore. Full stop.

I’m about to stop healing for pugs, too.

It’s far too anxiety-inducing.

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I miss the days when you could do both. (I used to heal from Vanilla onwards, until recent xpacs.)

Blizzard REALLY needs to step up and deal with the toxicity in a way that may risk part of their profit margin.

It’s also worth nothing that even if you don’t know routes down to the very specifics, most PUGS usually don’t care if you’re a few % short on count after the last boss fight granted the key as gone reasonably well.

I won’t tank for anyone but my guild. Pugs can go roll a tank and handle it. I’m done getting yelled at for going too fast, or not fast enough. Or pulling too much trash, or not enough. For playing a Druid instead of a Pally, or vice versa. Ya’ll wanna whine? Got make a tank. I’m not here for it.

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“Social media made y’all way too comfortable with disrespecting people and not getting punched in the face for it.” - Mike Tyson

And this is why I haven’t tanked in pugs since around WoD.

Semper Fi! :us: :ukraine:

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Best. Quote. Ever. Two very enthusiastic thumbs up.

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Even if we do learn it’s not always enough. Had a mage screaming at me that i’m wasting time with pulls in Necrotic wake. “No you don’t need to kill all these… idiot!”

get to the end and we’re still 4% short ‘oh they changed it’ no apology

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and on top of ALL of this, it makes me want to have follower dungeons in Heroic and Mythic just to avoid them even more.

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This is true.
I more so meant not pulling groups that require a bunch of inturrupts if your team’s CDs are too long.

Or packs that do a ton of AoE or fixate damage.

A good example is going left instead of right after the first boss in AraKara. So lany less inturrupts are needed, and only a couple of stuns.
Or clearing out the Chapel in Dawnbreaker instead of tge courtyard

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Don’t forget: DPS are awful to other DPS.

When Tanks were fun to play there were a lot of them. Now, after all the complaining and Tank nerfs, why would anyone want to waste their time Tanking?

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Because they thought listening to lfr and rdf dps/healers, who don’t even use keybinds, was a good idea.

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I absolutely love playing a tank class/spec, exactly how they are now.

I just don’t like tanking for toxic players.

This right here. Goes for both tanking and healing.

Every time we get a round of tank nerfs, or healing nerfs, or whatever and everyone is up in arms about it…I get kinda confused.

I still manage to do both just fine in competent guild/friend groups and barely notice the difference.

It’s when I’m stuck in a group of bad pugs that things get difficult and, by nature, toxic.

Example: I healed a +2 NW the other day with friends on my (at the time) 585-ish monk. Zero issues, only had to do about 300k HPS, was fun as hell.

Last night, I heal a +2 Stonevault pug on the same monk, only it’s now 591 with a 2-set. I’m sustaining 500-550k hps and we’re still wiping repeatedly on both trash and bosses and the tension and finger-pointing is at an all-time high.

It’s the same thing when I tank. When I’m in a guild group, everyone works together, helps each other out, calls stuff out, does their jobs, and if we’re wiping repeatedly, no one starts trashing anyone. There’s no pressure on me as a tank to already know everything, and if I make a mistake or do something differently than someone is used to, I don’t have 4 other players jumping down my throat because “OMG we’re not going to triple chest it now because tank is a moron; our misery is immeasurable and our day is ruined”.

I haven’t been playing as long as some folks obviously, but I’ve been grinding through Mythics (almost exclusively; I don’t really like Raids or open world stuff) since BFA. I’ve been through a lot of class changes, tuning/nerfs/buffs/reworks, etc. Particularly on heals/tanks. It’s always doable and while I’ve never agreed with some of the changes, I’ve always adapted.

It’s people that make things unbearable. Blaming the tank nerfs is…disingenuous and a copout.

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This is why I only really like my bear druid.

Moonfire really gives me the feeling like I’m a ranged tank. A one-trick ranged tank.

I blame PvP affecting PvE for some of this.

I’d love to use my traps as a hunter for more crowd control, but you can’t throw at your target because something about rogues complaining in Arenas…

I want to tank, I dont want to deal with people. I love the idea of running around as a warrior with a big ol shield slamming it down in front of a mass of enemies.

Most guilds dont want/need tanks, many pugs I’ve been in have had dps players pulling ahead when clearly new tanks aren’t speed running the dungeon.

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It’s funny you say that because most pug groups i’ve joined were guildies with no tanks. So many guilds that wanna do M+ but lack tanks or healers for it.

I’ve been tanking since TBC, where my Bear’s swipe was frontal only and only hit 3 targets after learning it in the 30ish level range.

Over time - Blizzard, to tanks:

  • We don’t want you viable in PVP
  • We don’t want interesting tank mechanics in most raid encounters (Hi Taunt Swap)
  • We want to cap the need for tanks to 2 for most raid encounters
  • We don’t want tanks to have interesting gear options outside of trinkets
  • When it comes to trinkets, if it’s damaged focused, you’ll do less with it than any other spec.
  • We don’t want you to be able to spec incorrectly because you need to be survivable. (removed debuffs such as attack speed slow, placed more defensive power baseline).

Basically Blizzard makes it difficult for those who want to tank all the time, or who want extensive depth in tanking because group content needs so many of them when nothing else in the game does to the same extent. When you design a game around tanks being limited in most content, it’s no surprise that they don’t all suddenly decide to do the one thing you actually want them for: dungeons.

They’ve additionally decided that simplifying tanking is important to dungeon content despite the fact that it doesn’t really increase the number of tanks.

Meanwhile, because each tank takes damage so differently, the types of attacks that can actually kill a tank are typically now spell/ability based. Rare is it something hits so hard or so fast that it’ll kill a tank from melee damage, because a Warrior will Block it, a Druid will Mitigate it and a Blood DK may be lucky to survive it if the rate of damage exceeds what they can heal back via Death Strike. This leads to damage profiles feeling ‘same-ish’ from a tanking perspective.

The diversification of tanking styles actively works against them in encounter design (because you have to assume any 2 tanks can handle the job) and we end up with a worse game becomes of it.