Threat Needs to Matter

A tank’s job is to protect the group. A big part of that is controlling the enemy. A big part of controlling the enemy is staying alive. Tanks have a lot of tools to stay alive, and mastering those is a major component of learning to play a tank. On the other hand, some of these tools are on long cooldowns, and on some encounters they are intended for use at specific moments in the fight. Furthermore, staying alive isn’t the sole responsibility of the tank, because there will always be one or more healers present whose job it is to keep the tank alive. As such, staying alive can’t be the only thing tanks have to focus on.
So, let’s back up a moment to controlling the enemy. “Control” includes things like positioning the boss, or doing specific things at specific times, such as swapping with an off tank. It also includes making sure the boss doesn’t attack anyone else. That’s where threat generation comes into play.
If threat generation is too easy then the entire risk of the encounter drops. Newsflash: we don’t actually want encounters to be easy. We want encounters to be fun, and for most players, that includes both rewards and risks.
We want tanks to care about the buttons they hit instead of just relying on auto-attacking to control their target. We don’t necessarily want very complicated tank DPS rotations, because as I mentioned above, tanks do have other things to keep track of. But we want their combat abilities to be engaging. Good tanks should be those who control, survive, and generate sufficient threat.
On the other hand, when threat is too hard to maintain, it can be exasperating. Tanks get understandably frustrated when the game is asking them to do something but not giving them the tools to do it. The non-tanks in the group also become frustrated, because they feel throttled. It’s one thing when overcoming the boss is challenging. It feels worse when you know that another player is standing in your way, keeping you from achieving your top performance.
We don’t usually want DPS classes to have to stop attacking in order to keep from generating too much threat. We do want players to pay attention. We don’t think it’s too much to ask for DPS and healers to wait a couple of GCDs for the tank to get the enemy under control -- we’re not asking for five stacks of Sunder Armor these days. What we really mean by proper threat management is knowing things like when it’s time to go all out, when it’s appropriate to use a threat-reducing cooldown, and most importantly, which is the right target to be attacking. I’m not trying to bash pugs here, but I am amazed at how often a nuker will pick a random target instead of the one being tanked, then blame the tank for not holding aggro (and then blame the healer when they die). In short, if threat is too easy, the game is boring. If threat is too difficult, the game is frustrating.
How then do you guys (and the developers!) know when threat is a problem? Here are some handy guidelines.
-- If a tank is trying to generate threat on a single target, and it runs off to kill a DPS class, that’s a problem.
-- If a tank is trying to generate area threat on a group, and the tanked things are running off to kill healers, that’s a problem.
-- If Vengeance falling off causes the tank to lose threat, that’s a problem.
These problems can have a couple of causes. It could be a problem we caused, meaning that even an expertly-played tank has low threat generation because our numbers are undertuned. Or it could be that only an expertly-played tank can generate threat because you’re asked to manage too many abilities. Or it could be that Vengeance is the only thing allowing you to generate enough threat because the size of the buff is masking low threat generation from your abilities. It could also be a problem you need to fix on your end: if someone is nuking or cleaving a random target on a group pull instead of assisting the tank, that’s not the tank’s fault.
Now, there are things we don’t like about threat as a mechanic. It’s fairly gamey as game mechanics go and we think there are probably better ways to communicate it to players. There are some mods that do a very credible job given the limited information we provide, but overall we’d like to present threat better since we’re asking you to take it seriously in the PvE game.
-Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft and the skipper of a very nice ship where they serve cute sandwiches with the crust removed. And gin.

Eredar
Of interest, however, is how much the tanking changed since then into a no-brainer. I have my same druid leveled to 85 and it was a joke to tank on her, so much so that I got bored. So I leveled my DK to tank as well... equally boring. I'm one of those that have actually asked for dps to make it interesting (keep in mind I'm tanking with people I know) and laugh when the dps and heals die in an instance and I still down a boss (which is quite easy in many of the 5 mans on a DK). I find it sad that I have to make life miserable for my group in order to have any semblance of fun or to make it challenging for me. The fact is that right now it is far too easy to tank in Cataclysm. Druids have an abundance of abilities, which is nice, but I don't have to charge anything because of the AoE damage going out on group pulls anymore. I just DnD, Outbreak, Pestilence and blood boil while heart striking to my heart's content. And I really only need DnD and heart strike... On the druid, it's far easier, especially since changing the CD to 3 seconds. Anywho, I enjoy the challenge and miss it. And I'm with Odegar, I liked being a tank who stood above others... I miss it too. As a dps on my main, I really wish that threat gen meant more of having to watch your aggro from tanks. Omen threat meter? Don't need that anymore...
Sargeras
Illidan
Dalaran
Arygos
Cenarius
I've also seen the other side of the coin where Tanks become overzealous and pull ahead of healers and DPS, not letting them either regain mana, rez a dead pet, etc. And then blame the group for being "fail".
This shouldn't be solely about tanks if you're going to discuss threat mechanics. You should look into social engineering if you want to fix most of the common issues.
Dalaran
This post is also addressing the fault of the developers for threat. Most times when there is a threat issue in LFD/LFR the fault is not with the developers; it's with the players.
Alexstrasza
Fenris
/headdesk
Or is that just me?
Alexstrasza
Drak'thul
remember... just spam rune strike in blood pres!
Darkspear
Hydraxis
Bonechewer
Frostmourne
Scarlet Crusade
Altar of Storms
Illidan
Madoran
Alleria
Crushridge
Eonar
I guess I'm that rare breed of player that doesn't suck and refuses to put up with people that do.
Shu'halo
Bleeding Hollow
Ty,
Bonechewer
Azgalor
Arygos
Winterhoof
Dragonmaw
Aegwynn
Arygos
Emerald Dream
Silver Hand
Dragonmaw
Hakkar
Hah. Good news, shamans, you apparently don't actually exist in PvE.
Eonar
/pulls aggro
BOOM!! 4k shield!!!
Get through that, Erudax!!
-.-
...wind shear drops threat, right?
/dead
Blade's Edge
Prior to that, well I'm leveling up a newbie healer and if the tank doesn't have heirloom gear then the DPS with heirlooms becomes the tank.
Arygos
Shadowsong
As some one that has tanked with all 4 tank classes i find the warriors cooldowns to hard to remember / focus on . the DK has no real aoe control, or the druid. Paladin is the most forgiving tank class but it gets out threated by just about everything. there are far to many dps that think a tank has complete threat control over everthing.
ask yourself a question in " Stonecore " how many times has the dps died before last boss for pulling one of the 3 packs in front of boss?
Mine is probaly about 70%