Threat Issues

Hi there, so I’ve run admittedly around 120 keys since S4 start and I’ve started to come across a major issue with threat generation (I’m a tank).

I just don’t think it’s quite right that a single ability (Frostwyrm’s Fury) should be generating 2000+% threat while I have 999% threat on BOSS mobs. There is no counter to that, how is this a thing?

My suggestion is:
Lower dps and healer threat generation by 98%, they don’t need threat anyway as there are tank(s) for a reason.
Prevent threat from being passed from tank(s) after the tank has generated 100% threat.

Again, there’s absolutely no benefit to anyone in any group whether it be raid or dungeon for a dps to pull threat and be instantly killed just because you guys don’t know how the game actually works despite developing it.

There’s a reason they don’t do this. In Legion tanks could kite like 50 mobs and the dps would just aoe them down. They added some other things that made that impossible too but that is one reason threat is the way it is. I agree that tank threat could be a little higher especially if you’re trying to get a mob on you that was on someone else and you have to hit it like 5 times.

I’m gonna have to disagree about lowering threat by 98%. You shouldn’t just be able to walk through mobs and they just stick to you and won’t hit anyone else ever. Some tanks are just bad. I think it’s ok that there’s a right way to do things and a wrong way.

Yeah but the problem is, it’s only been bad now, in season 4. Never had an issue holding threat until now. I should never be losing threat 1 minute into a boss fight where I’ve held 999% threat the whole time only to have mr frost dk rip 2000% in one ability. That’s just poor game balancing.

…so this is just one ability that seems to be a problem…?

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Take solace in the fact that frost DKs are so incredibly rare this will almost never happen.

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This is a good point. Frost DK’s are kind of a disaster and have been the whole expansion.

The point of tanks kiting is basically never going to happen in modern wow. There are too many abilities that don’t target the tank. And missing tank damage is significant.

People always say oh back in legion tanks kited every mob endlessly but I played all during legion and ran decently high keys and never saw this.

Just give tanks the ability to hold aggro or at least make tanks generate significant threat when initially hitting a mob with any ability regardless of damage

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Oblit has been solid in keys since S2, arguably ok in S1. Rarity is more due to meta slaves and the fact both DK dps specs are a chore to play vs anything else. FDK slaps

OT:

I rip agro very often, and not just FwF, dumping oblits onto a consistent main target during pillar can also rip agro.

If there are DPS abilities that are generating too much aggro then that should be addressed.

However there is clearly a larger issue of tank aggro in general. Monks are also very prone to generating high amounts of aggro and dying.

It was mostly SL season 1. Strategy for the first half of Halls of Atonement was for the DH to make as big a ball of mobs as possible, grip them, and leap away never taking a single melee after the initial setup. Same with DoS.

In season1 shadowlands tanks had to kite because they would die if they got hit by the mobs too much.

That’s why dh was meta because they could generate a ton of aggro with Elysian decree spirit bomb then leap out.

Everyone who played at least 15s in s1 of shadowlands will remember that all balance druids would be asked to take treants which where better at tanking mobs than any tank.

Wasn’t an aggro thing or anything to do with the ability to tank mobs endlessly due to infinite tank aggro. In fact shadowlands also had even more significant issues with tanks losing aggro than we see right now.

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This just happened in SL season 1 which wasn’t all that long ago…

No you are wrong

Oh you meant tanks kiting because they could not because they had to? I recall blood dk doing a lot of that in neltharion’s lair with the warlock corruption legendary infinitely slowing everything. The disc throwers wouldn’t cast if their main target wasn’t in range so in higher keys the strat was to keep them 40+ yards from the tank at all times and rot everything down.

Neltharion lair was the only dungeon I remember kiting being the primary strat because if tank was out of range of the pelters and breakers then they wouldn’t use any abilities. Just one spot in one dungeon throughout the expansion

Sure, but the fact it was possible at all is somewhat concerning no? You’d expect if three dps are wailing on something that hasn’t even been in range for the tank for over 30 seconds it wouldn’t be locked onto them anymore.

If you wanted to do this in current wow you still could. Many tanks have abilities that are ranged or apply dots which generate aggro.

Then just get a rogue to hunter to use misdirect and your dps can freely go ham while tank is at a safe distance away from any scary melee attacks

Think about it. If you do a huge pull in a dungeon usually the tank is the least risk of dying. Assuming they are skilled.

Why would any tank sacrifice DPS and mob positioning for “survival” when they can survive anyways.

It is just very inefficient to kite mobs and constantly reposition them even if it does mean you maybe can pull 1-2 extra packs

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My experience this season is that if the tank is actually hitting the mobs, they don’t lose aggro. Many tanks love tap the mobs and then delay their rotation for some inexplicable reason.

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Most of us rerolled Ret, so this shouldn’t be a normal occurance.