For quite a few expansions now Threat has been a fairly redundant mechanic just to cause frustration.
It had roots embedded in fantasy, but with how gameplay has shaped out it just leads to situations where you wish you didn’t have to deal with it at all.
Let’s take some examples both from a Tank v Tank perspective and a Tank v DPS perspective.
Tank v Tank
Fantasy: Your job as a pair of tanks in a typical raid encounter is to force the boss to fixate on you as you are threatening presences within the raid environment. You make the attacks go in a certain way to ensure the safety of the group as a whole.
Reality: You just hit taunt and hope your co-tank doesn’t do more DPS. This situation is all too common in the last few expansions with the wide disparity between DPS levels of each tank, if one can actually do a good amount of burst DPS and the other just does good average DPS, you need to really be mindful of the burst DPS tank not pulling threat and potentially dying.
Currently, there is an average difference of 2k DPS between the highest average DPS and the lowest average DPS of tanks. Once 4 set and double legendary gets involved this gap is going to be made even wider. The tanks on the bottom end of this spectrum just have a harder time playing the game purely down to gameplay tuning rather than personal play and that is just a bad feeling for the player.
Bonus Reality Point: You hope your co-tank isn’t an “LFR Tank” and just hits taunt on CD which makes the effect hit the Diminishing Returns threshold and you can no longer taunt when needed.
Tank v DPS
Fantasy: Your job is to be the most threatening presence in a group to ensure the safety of the rest of your party/raid. You are there to keep the enemy distracted so their attention is purely focused on you and you use your defensive capabilities to ensure their attacks are mitigated.
Reality: You are there to keep the DPS & Healers alive. However, both DPS and Healers have more snap threat potential than you so this is actually pointlessly challenging.
Healers will snap threat of anything new that comes in so you need to be ready for waves of enemies that come in to grab them off the healer.
DPS gain significantly more damage than tanks every patch so this means one of the following happens:
- The DPS peel off the tank and die in regular gameplay situations (very common and is what is happening now)
- The DPS have to throttle their damage and wait to do burst until the tank has threat (a very old gameplay model from Vanilla)
- The Tank just gets stressed out from having to keep tabs on threat on everything, mitigate damage, keep positional requirements in check and eventually fall behind on one thing leading to their death.
Additional note: Some tanks are still target capped.
Threat as a Gameplay Function
To put it simply. What gameplay function does Threat serve in the current game?
To me, it’s a relic of the past and needs to go away if Tanks are not given the tools to deal with these situations.
We’ve seen in BfA that threat had to be increased every single patch to keep them in line with DPS threat and when that happens all fantasy is lost as overnight you are just more threatening as if you got a teardrop face tattoo and enemies are now worried for their lives.
Thoughts on the Current Patch & the Future
Right now I’d think that just giving tanks a blanket DPS buff would help to address the delta between tank & DPS threat. Giving more threat % to tanks is a pretty boring solution and it’s the last patch of the expansion so let people go wild?
Alternatively, the taunt threat modifier could be increased as well both in duration & threat boost to resolve the inter-tank threat issues however this would not address the issues where DPS peel off the tank in M+.
For the future threat needs to be re-evaluated. There needs to be an element of risk/reward in there. Vengeance in MoP handled this well but it went too far in the reward department as high-end play could allow you to get all of the rewards with minimal risk.