Would Linear Dungeons take stress off PUG Tanks?

10s are the highest level of gear thats all i meant pushing higher is simply for score and 1 cosmetic and maybe a title if you’re good enough.

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Sure, and I don’t fault anyone who stops there. It’s all a silly game, and we all get to find our own ways for enjoying it.

Something should be done regarding routing. As a former only DPS play that now enjoys tanking. There’s a lot more stress and anxiety going into a new dungeon because I am expected to know the correct route.

Dungeons are already linear because most players follow the same standardized routes anyway.

Nonlinear layouts only add extra homework for anyone who wants to tank, since they have to check third party sites for the most common paths.

Anyone who actually plays the game knows this. It’s no surprise the WoW forum crowd talks like experts while having no idea what they’re saying.

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Gambit is a great example. You tank that murloc area with a group that helps you contain runners and it goes silky smooth. Next run you do everything the same but everyone is competing to see how much they can buttpull without ever killing a fishstick. Then they blame tank for not having everything under control. :rofl:

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The pasta code is on the internet because Blizzard sold the servers.

Not a bad analogy and yeah, agreed. Same here.

Again, I agree. Honestly this is the only way to see if someone likes taking or not is by simply trying it out. That’s really all one can do to figure out whether one want to do more of it or not.

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That is a great example, I’ve seen both happen in my key groups. Best party is when everyone is holding the group together, i find if you get 2+ tunnelers, it starts to fall apart.

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…give tanks something interesting to do. Would you rather it was boring so we all quit? You may think all routes are the same, but if you paid attention you’d see differences. Go to Threechest-dot-io and look at top 10 routes for each dungeon. No two are the same.

Excuse me? I play almost every night, mostly tanking M+, and I disagree with you.

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If the endpoint for people is quitting after completing their pile of chores, then they were hate playing the game. Usually that sort of folks wants to acquire the flex rewards they were sunk costed into and not step foot back into the content itself. Playing with others and helping them, and the engagement with the dungeon itself is supposed to be a fun experience.

Additionally, if people are completing content too fast, then it is a developer skill. Maybe they should look into the p2w dinars or the crafted gear that’s only 3 ilvls below max if they don’t want that then. It is also a developer skill issue to not include the appropriate participation rewards insofar that players not doing something for nothing after two weeks of engagement.

The point stands, in that turning the dungeons into timegate chores instead of letting people play it out how they find fun is why no one wants to play difficult content and why there is a tank shortage. It’s not meaningful enough to put effort and risk into something like that.

Part of the original nastalgia of wow was exploring dungeons.

I agree that creating some more linear dungeons, might be a good thing, but not all. If there are certain dungeons i could tank were available, i personally would tank more, but then i would not be doing random.

I love how people say that a linear dungeon would be boring…

…and yet thats exactly what we have today, except for maybe one or two routes being tank preference.

What else is a dungeon that 90% of the player base uses the same route for if not linear?

They’ve had plenty of linear dungeons. Cinderbrew was a very linear dungeon but tanks still got deleted on the first pulls pretty regularly.

Stonevault was linear and everyone seemed to hate it. I enjoyed it but that didn’t seem to be the majority sentiment.

Much of the game has been trivialized to keep up retention numbers, because people are playing it out like chores, rather than a natural fun experience.

You’re not gonna have people find it meaningful to fight the difficulty friction or risk chances of failure if it’s a weekly chore.

V.S the wow formula of :
Follow the exact same routes, skip the exact same packs, use the exact same strategy to kill the exact same bosses over and over for the season?
Sounds tedious to me but if its fun for you… go for it.

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If a tank even so much as faces in the wrong direction, I’ll be sure to misdirect pulls to the healer.

turning static dungeons into exact routes and percentages basically takes all immersion and joy out of the activity

it’s just some tedious chore for the rewards

yes make M+ not revolve around that stupid crap

the hamster wheel is just a blunt anvil, not even slightest effort to make it immersive and fun

They’ve had those, and they don’t help. If anything, they make dungeon super boring.

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I think they would. I often tank timewalking exactly for this reason. And I never generally tank. Jump down shortcuts are the worst.

What would fix this game is built in DPS meters and built in DPS filters for keys.

If you never did over a certain amount of damage, you can be filtered out of joining a key.

Just did another +7 Arakara where DPS couldn’t get past first boss. Why are you gearing yourself in Heroic loot if you can’t break 2 million overall? Wtf? This is making me wanna quit M+, pugging I mean.