I did Chemical Crown dungoen as a feral with my resto friend and she was practially crying at the end since the tank and the other DPS were refusing to move out of the pools and she couldnʻt keep everyone alive. One DPS just lay on the ground either expecting a rez or just waiting for us to finish it for them. Then when we finally completed it the second time (We failed the first and had to wait to reset) she got a few nasty whispers and was very upset and not wanting to ever heal that instance again.
Kudos to the healers that deal with this stuff and keep on going
The tank has the most responsibility of the group. A DPS dies, whatever just brez them. The healer dies? Alright the tank can hold out while you get the healer up. The tank dies? It’s probably a wipe.
The tank has to know the route, be the group leader, all mob % in case the route gets messed up, all trash and boss mechanics in order to position them correctly, as well as knowing their defensive toolkit and when to use what skill in order to live.
There’s no single thing that would make there be a glut of tanks. You could buff tanks to be gods and you’d still have a “shortage” because of the inherent responsibility that tanking comes with.
You’ll never see so much villainy and malding out angry know it alls down your throat at the slightest show of not knowing what your doing. If youre new tank you will be chewed up, spit out and stomped on.
Most tanks avoid pugs and only tank for guildies and friends. Pug life is not a kind place.
There are fewer tanks because Blizzard made changes to the game intended to result in fewer players playing that role. It was entirely intentional. Now that you know this, you should feel free to make an educated guess as to what possible benefit to the game might result from there being fewer tanks.
Oh, so that’s why it was good for the game and the playerbase to make changes intended to make the tanks shortage much worse. Because doubling and tripling down on bad systems is always the answer.
Here you go: The actual result of of a change is the intent.
Tanks and healers consistently get the ‘fuzzy end of the lolipop’ from the other group members. I can tank, I can even heal, but I won’t because -in general- players in dungeons seem to be utter creeps.
Odd, it doesn’t seem to have had that effect on the overgeared demigod tanks in the top 1%. Oh, you were looking to crush the majority of tanks to boost your own ego. Because if tanks aren’t in the top .1%, they don’t deserve to be allowed to play your game. Hey, you, tank! Get out there and serve your masters!
There were still too many tanks, and your lords and masters needed to nip that in the bud.
Umm…in easy content that doesn’t even need a tank?
Or later keys where pull size is a function of the everyone’s cooldown availability, how dangerous the mobs are, interrupts/CC, ease of grouping/snapping, etc.?
Who is this “we” you are claiming to speak for? You’ve already crushed the overwhelming majority of tanks, and now you’re planning to crush the top 1%? or is it the top .1%? Exactly what is your position at blizzard? Are you being paid by the post?
I assume that the tanks who stopped tanking or quit the game entirely did not feel “extremely sturdy”. But keep driving tanks out of the game. It seems really important to you.
Tanks still need minimal support in keys past where rewards end.
They are very much significantly in control of their survivability. This isn’t really an opinion based thing lol.
I mean how do you think tanks are surviving triple pulls in a 20 when mobs are dealing 800% more damage if you think tanks are lacking survivability in 4s?
I mean in key group settings. Relative power is whatever, as long as it’s consistent it’s fine. I’d rather pull big, because big numbers = fun, but that’s not the actual issue that makes tanking less fun.
The thing that makes tanking way less fun, for me, is that it’s not my ability that dictates what I can pull. The difference in what I can pull depends entirely on the group. Sometimes even single packs are deadly in low keys (<12) because (not on my prot paladin) I only have one kick and I have to watch bolts get off and two shot someone.
The stop change is the single worst change from DF to TWW for this, but it also seems like the dungeon designers hadn’t heard that this change happened. It’s just an additional axis to the complexity model that doesn’t add to the experience, imho.
The trinity is important. Everyone should stick to their lanes.
There’s one of these threads every day. Tanks are fed up with people not allowing them to set the pace. Tanks are fed up with being blamed for wipes due to jack hole dps pulling and overwhelming the tank/bringing in too much damage for the healer to keep up. Tanks are fed up with being not knowing what to do and so, causing unnecessary hardship and wipes due to ignorance and incompetence.
I’m sure other people can list more reasons, these are mine.