Dev Watercooler -- Threat Level Midnight

Dev Watercooler -- Threat Level Midnight

Threat revisited

One of the fun things about working on an MMO is that the game design will evolve over time, and you have the opportunity to make changes to reflect those design shifts. (And yes, we know that it can sometimes evolve too quickly).

Back in December, I wrote a blog post about our vision for how threat should work. Since then, the game and the community have continued to progress and the designers have found ourselves changing our minds about the role of threat. Enough that we’re planning to apply a hotfix this week to change how threat works.

Why have threat?

Threat’s role, just so we’re all on the same page, is to make fights more interesting. Tanks spend a lot of effort staying alive, but they aren’t under immediate threat of death one-hundred percent of the time. Plus, their staying alive is also dependent on their healers and other external cooldowns. We have always been concerned that if threat was not a big part of tanking gameplay that tanks might get bored just waiting around until it was time to use a cooldown. Likewise, if DPS and healers had no risk of being attacked themselves then the sense of danger facing a powerful creature could erode. Furthermore, every character’s toolbox includes some cool survival and utility abilities and the game feels more shallow if those are exclusively used for PvP. It’s fun for a mage to Frost Nova an attacker and Blink away. It’s fun for a hunter to Feign Death. Yes your life would be a lot easier without threat mechanics, but our goal isn’t to make fights as easy as possible. Our job is to make fights fun. Having too much to manage might not be fun, but it’s also not fun to be bored.

That’s been our traditional argument for threat needing to matter. Here is the case against it:

Why not have threat?

Throttling

  • As I said in the previous blog post, it’s not fun to feel throttled. It’s not fun for the Feral druid to stop using special attacks in order to avoid pulling aggro. It’s fun to use Feint at the right time to avoid dying, but it’s not fun for Feint to be part of your rotational cooldown. We want you to spend most of your effort trying to overcome the dragon or elemental, not struggling against your own tank.

Tanks are busy

  • I’d also argue that our encounters aren’t really boring these days. We ask tanks to do a lot -- everything from picking up adds, to moving bosses around, to staying out of fires, to providing interrupts, in addition to the classic tank roles of staying alive and generating threat.

Threat stats aren’t fun

  • We put threat stats (hit and expertise for the most part) on tanking gear, because without those, tanks would be limited to choosing from among mastery, dodge, and parry. (In the current state of itemization, you are rarely choosing more Strength, Agility, Stamina, or armor.) Druids can’t parry, and even for the plate users, there is a tight relationship between dodge and parry, and even mastery for the warrior and paladin. That gets us dangerously close to the old model of stacking a single uber stat (like Stamina or defense), which makes gearing choices too simplistic for tanks. Did something drop? Okay, put it on. (Contrast this to a DPS caster who might want more or less hit or might favor haste over crit, etc.)  

    We want threat stats to be interesting, but the reality is that they aren’t. Any decent tank will usually choose survivability stats over threat stats. Back in the day when taunts and interrupts could miss, you could argue hit was marginally useful. But in a world where hit is really just for generating threat, it isn’t very exciting and tanks get understandably emo when we put too much on their gear. (DKs are somewhat of an exception in a good way -- more on that in a sec.) We do see some players try and get excited about threat stats or even proud of their ability to generate threat, but overall we feel like threat stats are a trap, and it’s usually the case that improving your survivability will have a better net impact on your group’s progression.

We don’t need a more complex UI

  •  We have threatened for years (see what I did there?) to build in some kind of threat tracking tool into WoW. But is that really good for the game? Do we really need yet another UI element for players to look at instead of looking at the actual game world? We know many raiders in particular use third-party threat mods today, but that has really been borne out of necessity rather than a sense that watching threat is super compelling gameplay. (When we say “super compelling gameplay” you can mentally replace that with “fun.”)

Dungeon Finder

  •  I know this bullet will be a point made by players critical of this change, but I would feel remiss in not bringing it up. We want it to be a positive experience when Dungeon Finder matches experienced players with newer players. The skill and gear of the former can help make up for that of the latter. Who better to teach you boss mechanics than players who have done the fights before? Even better, the gear of a veteran tank can make up for the less powerful gear of a beginning healer (which doesn’t necessarily mean a noob -- it could be the alt of a very experienced raider).

    However, this system fails and often spectacularly so when it’s the tank who is the undergeared player. Even if a competent healer can keep the undergeared tank alive, the fully raid-geared DPS spec is going to constantly be on the verge of pulling threat. That’s not an issue of skill. It’s just numbers. It’s also not a problem that is easy to overcome for either the overgeared DPS or the undergeared tank -- it’s just not a lot of fun for anyone.


So now what?

Given all of that, and watching how tanking has unfolded in Cataclysm, we’ve gotten over the concept that threat needs to be a major part of PvE gameplay. We have therefore decided to buff tank threat generation in a hotfix this week to where it’s generally not a major consideration. We expect the community to gradually stop using threat-tracking mods as players realize they don’t need them.

It’s an important distinction that the concept of “aggro” will still exist. If a DPS spec attacks an add the second it shows up, then the creature is going to come at her. However, if a tank gets an attack or two on a target, then the target should stick to the tank. Worrying about who has the creature’s attention should generally only be a concern at the start of a fight or when additional creatures join the battle. Worrying about a warrior or DK (the classes with nearly non-existent threat dumps) creeping up on tank threat after several minutes will almost certainly not be an issue any longer. (And if it is, we’ll have to make further adjustments.)

We like abilities like Misdirect. It’s fun as a hunter to help the tank control targets. We are less enamored of Cower, which is just an ability used often to suppress threat. We like that the mage might have to use Ice Block, Frost Nova, or even Mirror Image to avoid danger. We don’t like the mage having to worry about constantly creeping up on the tank’s threat levels. The notion of aggro (who the target is attacking) is a keeper. The notion of threat races (who is about to pull aggro) is going to be downplayed from here on out.

Upcoming changes

Here are the specific changes you’re likely to see:

  • Hotfix: The threat generated by classes in their tanking mode has been increased from three times damage done to five times damage done.
  • In an upcoming patch: Vengeance no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken generates Vengeance equal to one third of the damage dealt by that attack. As Vengeance updates during the fight, it is always set to at least a third of the damage taken in the last two seconds. It still climbs from that point at the previous rate, still decays at the previous rate, and still cannot exceed the current maximum.

Long-term changes

You could argue that once threat is very easy to manage that a warrior tank could just go AFK. In reality, given today’s boss encounters, an AFK warrior would end up standing in the wrong place, missing a tank transition, or otherwise do something or fail to do something that wipes the party or raid.

That said, we ultimately don’t want tanking to be just standing there soaking boss hits and we would like to have more stats on gear that tanks care about. To solve those challenges, we want to shift more tank mitigation to require active management. We’ll still give all the tanks emergency cooldowns like Shield Wall and Survival Instincts. However, we want to move the shorter cooldowns like Shield Block, Holy Shield and Savage Defense so that they work more like Death Strike. Blood DKs have a lot of control over the survivability they get from Death Strike, but as part of that gameplay, they have to actually hit their target. The other three tanks will get similar active defense mechanics. This doesn’t mean everyone needs to use the DK model of self-healing, but they can use the DK model of managing resources to maximize survivability.

Death Strike consumes resources to help the tank survive. We toyed at one point with the paladin Holy Shield being a Holy Power consumer and we think we could do so again. Heck we could make Word of Glory the thing you’re supposed to do with Holy Power, so long as we balanced all tanks around that idea and didn’t feel it infringed too much on the DK mechanic. We could make Shield Block cost rage, and change Protection warrior rage income such that they had to manage rage, the way Fury and Arms warriors now must do. If tanks generated more rage from doing damage and less from taking damage, then hitting a target becomes very important, but for mitigation, not threat management reasons. This is a bigger change than it seems though. We don’t want a model where the Prot warrior ignores Shield Slam, Devastate and Revenge (since threat isn’t a big deal) in order to bank all rage for Shield Block (because survival is). Imagine a rage model where you always had enough rage for your core rotational abilities (they could be cheap or even generate rage), so that you could funnel most of your rage into Shield Block when survival mattered and Heroic Strike when it did not. Redesigning Savage Defense to make it a rage sink is an even bigger change, but we think there is an opportunity there to make the rotation more interesting for druids (and all tanks really). Their rotation would help them achieve the goal that usually matters the most to tanks: living.

This is the kind of design for which we’re really going to need a lot of feedback once it hits. We can implement and verify empirically how much threat a tank generates, but it’s hard for us to replicate the experience of all of the various raiding groups and dungeon parties out there. We invite you to try out the immediate and eventually the long-term changes when they are available and let us know how they feel. Do you miss the threat game? Are you bored when tanking now? Conversely, with the changes, is tanking more fun for you? Does this new implementation of Vengeance feel better? Some systems design calls we can make just by processing numbers, and some are more squishy and involve a lot of gut checks and wishy-washy “but how does it FEEL?” language. Messing with this kind of thing is definitely somewhere in the middle.
 

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft, and lead eater at the dinner table.

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Comments (2,452)

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Kelliste
Moon Guard
Kelliste
8/25/2011
This doesn't solve anything. Good tanks will just be better with the threat change and bad tanks will still be bad. If people wanted to have their survivability based on active abilities they would just roll a dk. I rerolled to a warrior just because I didnt like the idea of mastery hurting itself after a certain level. You still have cooldowns that you have to use as a tank just like dps have to use theres. Changing tanking mid expantion will make most tanks have to learn how to tank all over again and we would be back at square 1. Leave tanking how it is, theres already a shortage the way it is in the RDF.
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Anitaheal
Korialstrasz
Anitaheal
8/25/2011
At a high level, I think I agree with you. I think most players who play a tank would rather manage active mitigation than have to manage active threat gen. Nothing sucks more than not having the mobs under control, that feeling is just awful and we've all been there.
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Dwarfgrazer
Akama
Dwarfgrazer
8/25/2011
making a chunk of tank mitigation based off the tank being able to hit the target(you used deathstrike as the example) is an iffy scenario in a lot of fights. not sure if you devs even read these responses but you should reconsider this, in almost any tank taunt swap fight the previous tank pretty much has to stop all attacks to ensure they dont steal aggro. druid shields and deathstrike and many self heal abilities suffer from this. given that the threat levels for tanks will remain roughly the same i dont see this scenario changing much. im not saying it wont work but it needs some serious thought put into it, a tank being somewhat dependent on hitting a boss for mitigation is at a disadvantage for certain portions of the fights as any dk/druid tank can already tell you.
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Anarri
Winterhoof
Anarri
8/26/2011
@Dwarfgrazer: But after a tank swap, you wouldn't need the mitigation from those death strikes, would you?
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Furiòus
Anvilmar
Furiòus
8/25/2011
In my opinion, the first priority of a dps is to manage their threat to be below the tank, not blow all their CDs and see how high they can get their dps. Although there are plenty of tanks out there that aren't good at threat management, its because they dont know the class, not so much because of gear. This change wouldnt be needed if dps did their job instead of seeing how close to the tanks threat level they can get. Just my opinion.
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Deathice
Galakrond
Deathice
8/25/2011
and ferals arent op??? their dmg is retarded
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Ragdaba
Malfurion
Ragdaba
8/25/2011
sounds like blizz is making it so overpowerd dps can t pull from undergeard tanks we all know dps blames tanks for not holding aggro knowing the tank is alittle undergeard this is not for raiding usally raiding guilds work well together or get your head ripped off from the raid leader this is for tanks to not worry about cocky dps wreaking a random cuz there way overpowerd even exp players cant hold aggro on an alt when the op dps goes all out. then a big fight starts and the tank just ends up leaving when all we want is our valore points this solves that ty blizz
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Ruunica
Uldum
Ruunica
8/25/2011
@Ragdaba: well said, many people choose not to tank for this very reason
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Anhur
Haomarush
Anhur
8/25/2011
@Ragdaba: Indeed. However, back in the day when I got blamed for not holding aggro because the DPS would jump the gun, I'd give them one warning, "Hold off or die." If they didn't, I'd decide if I needed to be in that dungeon and if I didn't, I'd let them sit for a good 10 minutes finding a new tank.
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Llanwellyn
Shu'halo
Llanwellyn
8/25/2011
@Ragdaba: I strongly disagree here. Threat is mostly based on how well a player understands his or her rotation. As a very well geared raiding paladin tank my threat has only marginally increased from the level i was @ Ilvl 329 and just starting heroics. This change simply allows the stupid tanks to ruin more runs. Bad players are bad... period.
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So I was going to start writing this long drawn out thing about how using threat to the advantage of a tank by making his abilities productive towards survivability like when you use shield block it uses x amount of rage/sec and depending on the amount of rage that the tank has when the ability is used bases the amount of avoidance given would be an interesting post... but I'm not... good luck blizz.. I'll keep playing my warrior tank and have fun using my threat stats to kill birds the fastest in Alysrazor.
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@Aklon: I have to keep going or it's going to bother me.. lol

Anyway. I'm strictly coming from a warrior tanks prospective but I think if you want tanks to "have fun" you have to make us work our @$$ off. Honestly. I must say that you do here and there by making us move or position or swap or whatever but by adding threat into the mix (as in making us have to do as much DPS as possible because our life depends on it) then well, it's not there yet, at all.

Like I gave in the example in my previous post:

A (Warrior) tank starts the fight. He initially is going to shield slam and then from there it really all depends (mostly Devastate or Revenge). From there it's simply hitting shield block for the 110% avoidance that comes from it during a certain phase or whatever. What if your defensive abilities were a toggle, for instance. Where you turn it on, it sucks on your rage until you have none. In order to keep it going you dps like crazy, making you have better survivability.

If you don't create rage well, well, then you're not going to be able to survive very long.

I don't know, I may just be going on an ranting but I think if you want those "other stats" to matter, you really need to make them completely essential to a tanks life.
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@Aklon: If you like the idea of your survivability being tied to doing as much dmg as possible, try a feral druid. They only get absorbs up when they crit, so for them, the entire time they're tanking they're going crazy on their rotations pumping out as much dmg as they can. Sounds like druid playstyle is exactly what you're asking for your warrior to be.
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Accidentally
Blackhand
Accidentally
8/25/2011
I'm not sure how I feel about it, I've been a hardcore tank for a long time now with a tank of each class, but mostly playing a pally/DK, I've been there through changes to both classes and tanking in general, and although I like most of the changes going on with the paladin (except for the fact that at this current point in time they're too easy again, like near the end of wrath) I've been disappointed with almost all of the DK changes lately, for a while there lichborne healing made me feel really powerful and worth being a DK tank for. Now DK tanks feel a little underpowered and you have work really hard to get a good mix of stats, Don't get me wrong, DK tanking has always been my favorite and I still main him in my current progression guild, but our pally tank seems to do so much better at a lot of fights with much less skill - and now that threat generation is a non-issue theres so many warrior and pally tanks mostly just sitting around with no skill and passively filling the role of a tank. I miss the days when tanking was a real skill, yes, there were a lack of good ones, but the few good ones were known server wide, we put effort into being good, and were often paid handsomely for our services. I'm not even sure what I don't like about tanking right now, I just feel like its becoming a lost art and the romance of being a tank is dying off slowly.
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Lïfë
Detheroc
Lïfë
8/25/2011
I like the changes made. I can certainly tell the difference in threat because I don't have to worry about that troublesome frost do pulling threat or the annoying feral druid. Im not constantly watching my threat meter so I know who I need to salvation. so thanks for this one devs
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Plus
Scarlet Crusade
Plus
8/25/2011
That guy in the weekly marmot has the worst hair ever. EVER
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Spellpower
Thrall
Spellpower
8/25/2011
I think this is a great move! The game obviously has a shortage of tanks.
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Iridian
Llane
Iridian
8/25/2011
What do you expect, every game Blizzard makes eventually turns into Diablo and becomes bottable to generate gold so they can get kickbacks from China. So much so they are making ti legal in Diablo 3, WoW is no exception. They just took longer to make sure it would happen.
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Redax
Shu'halo
Redax
8/25/2011
@Iridian: You really think that running dungeons is the best way to make money? It might be one of the most fun methods, but I assure it is one of the least prosperous.
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Oh good, just another way to make the game play itself. I can literally play the game in a background window now because of how simplistic and utterly easy it is to complete content. I thought the addition of the dungeon journal was bad enough.

Sorry, you shouldn't be able to do whatever you want in a group and not have to worry about the consequences. By that I mean you shouldn't be able to suck as a tank but be compensated, or blow all your CD's and not have to worry about threat. It's bad enough we can't boot crap players because of some inner 2-hour blocks and now you're basically halving the required amount of attention needed to be successful in game.

What a load of crap. Stop listening to these incessant morons that plague your inbox. I'm convinced now that the developers don't physically sit down and play the game, they don't wait in queue for 40 minutes and they don't put up with the enormous loads of nonsense that respectable players have to go through.

You reward tanks and healers for NOT queuing with the guild with a bribe bag of gold, potions, pets, and mounts. You bribe people INTO guilds with necessary guild perks and I'm by no means alone when I say that the only reason I'm in a guild is because it's now basically a requirement of the game. Despite me having no reason to concern myself with guild functions or issues.

You cut back new and original content by updating the old raids and dungeons (and by update I mean give mobs more health and take away several mechanics) and now you're stripping away vital mechanics like threat because it's "too hard" to understand. I will not chime the same tune by saying "vanilla WoW was so much better" because it wasn't, it was excrement compared to raid philosophy and overall design of TBC.

Now, with the "addition" of void storage (which charges you gold every time you so much as touch an item in it) and transmogrification, you're squeezing out more time and gold sinks for players. I assume this is a distraction to "keep us busy" while you drag your feet in developing new dungeon and raid content.

I swear you spend more time seeing how ridiculously enormous you can make those damn shoulder pieces than you do anything else. So here's my constructive criticism: Sit down for 4 hours and just play the game. Level a profession, wait in queue, do a dungeon, compete in a bg, and complete daily quests in that time. Then, make another dev watercooler and tell me how fun you think the game still is after you realize how frustratingly boring it is to level a profession, how stupid it is to wait in queue for 30 minutes only to cycle through 2 tanks, 3 healers, and 9 dps because their game knowledge is akin to toddlers trying to understand quantum physics. Afterwords you'll find yourself in a BG filled with drooling infants that seem to think this is CoD where your K/D spread some how matters more than winning the BG, you've also failed to address the minor issue of not letting the population of the game police itself.

So when you're thoroughly sick of having to make up for other's mistakes you think you'll do some daily quests to refill your decreasing gold count because you've used up so many repairs and reagents in that time only to realize you've stopped caring.

Strip more content, it's doing wonders for your subscriber counts.
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Durius
Bleeding Hollow
Durius
8/25/2011
@Lisk: ^ and Nerf Frost Mages and Sub Rogues!!!!!
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Durius
Bleeding Hollow
Durius
8/25/2011
Just Remove that Damn Button that Resets every CDs for MM Hunter, Frost Mages, and Sub Rogues! Damn OP Bastards! And Nerf the Damage by like 30%
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Alluminn
Lothar
Alluminn
8/25/2011
@Lisk: all I read was a gigantic "Waaaaah! Helping people is bad for me! Wahhhhhhh!"

seriously, if you dislike changes so much, quit. the rest of us won't have to hear you whine anymore
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Redax
Shu'halo
Redax
8/25/2011
@Lisk: I was writing out a long lecture for "elitist jerks like you" when I realized that your gear was crap and that you have less than 1k achievement points at 85, a feat I thought impossible. You really have no right to insult 'baddies' and talk about how easy the game is when you probably haven't really experienced much of it.
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@Redax: I didn't realize that a measure of someone's worth in the game was the amount of stupid and worthless achievement points they had stocked up. Just another time sink to keep people in the game. I also didn't realize how important it was to waste my time in a poorly designed raid to get gear that I'll replace anyways. I apologize from the bottom of my "elitist" heart for thinking that a game should be fun and challenging instead of instantly rewarding.

Have fun having the content brought down to your level. I experienced all I needed to in terms of content leading up to the first raid boss in Firelands to finally understand how much of a waste of time it would be.

On a side note, you can't use quotations around "baddies" as that word never showed up in my post at all so I guess you're blind as well as an entitled casual. So for the sake of my sanity as well as your idiocy I declare that your priorities are as retarded as your talent choices. After all, that's the way we should judge people right?

@Alluminn I will not help people that refuse to help themselves and half the time I remove myself from raid or party chat because I can't stand coddling people that don't have an iota of common sense.

All you read was a gigantinc "Waaaaah! Helping people is bad for me! Wahhhhhhh!" and all I read from your poorly constructed excuse of a response was that you aren't used to people having conviction and demanding a challenging experience.

Have fun face rolling content everyone!
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Stansputnik
Frostwolf
Stansputnik
8/25/2011
@Lisk: stop trying to sound intelligent.. mmos have their ups and downs, stop crying.
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Gerfroz
Nesingwary
Gerfroz
8/25/2011
@Naimon see that's what i'm talking about if your talking about tanking with seal of insight that's just weird but i guess if threats not an issue seal of truth isn't mandatory really idk i guess the devs will have to iron out a lot of these smaller things over time .
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@Gerfroz: What's weird about it? I'd much rather use a seal that heals me instead of a seal that generates unnecessary threat, and I'm curious to meet a tank that would disagree.
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Gerfroz
Nesingwary
Gerfroz
8/25/2011
Ah the weekly marmot i did watch it yesterday :D and your right Lor did a good job of explaining it but anyways it seems like most of the tanks posting here are like or at least happy about this change i guess that's all that matters :DD
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Khoz
Auchindoun
Khoz
8/25/2011
Fixed my issues with tanking with just the increase in threat generation. DK, Warrior, and Feral tanking back in business.
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Shelldon
Coilfang
Shelldon
8/25/2011
I really wish people would read the thing and understand it before they QQ. The increased aggro is step ONE. in 4.3 our abilitys and talents will be mixed up and different from before. they want to make us worry about surviving and making sure well be able to live through high amounts of dmg and make it as easy for healers as possable. they dont want survivability to be a natural thing that comes to us and threat to be somthign we worry about. they want to opposite. a tank is supposed to be the one who is taking the dmg and migitating it. I strongly reccomend that everyone who is un-happy about this or is QQ'ing like always to go watch the weekly marmot on tankspot. he explains it perfectly.
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Plus
Scarlet Crusade
Plus
8/25/2011
@Shelldon: Essentialy all the marmot guy is rehashing what GC told us. That we don't like building and managing threat, and that we don't like gearing for threat. Also that all tanks like the deathstrike aproach to tanking. I like when people tell me my opinions.
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Plus
Scarlet Crusade
Plus
8/25/2011
@Plus: Read the responses to his video to understand where the people you say are qqing are coming from.
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Gerfroz
Nesingwary
Gerfroz
8/25/2011
I'm not really sure how i feel about this there are many good points on both sides of the argument either for or against i have 3 level 85 healers and i leveled them all through the dungeon finder system i threw them right in the fire so to speak and as I've evolved as a healer I've come across my fare share of tanks . I started playing in WOTLK right about the release time of TOC and I've gotten to watch the LFD system evolve as well. Now about tanks I've seen groups who far out gear the tank and who use Md, TOT,FD,iceblok,and even me use windsher sometimes to help a tank get control of a mob and who properly use cc to make for some very dare i say flawless runs. I've also seen guys who pull crazy numbers intentionally trying to see if they can rip threat off the tank. Doing good dps does mean u have some skill at playing your class but sometimes with gear differences this can be very disadvantageous to the tank especially if they're still gearing up. I'm not saying dps should just be allowed to irresponsibly blow stuff up but threat management has been part of the tanking game for so long now its just weird to do away with it but that doesn't mean its not a good change either. I've only been a healer for 2 years but ive seen good and bad tanks and im not sure this is really gonna help the guys who are not gearing properly or have no direction or focus for there abilities to play any better and god forbid this doesn't make tanks like the ones who main tank for my guild get bored and leave the role behind :( Like i said not really sure whats going to happen here just wanted to give my thoughts-Dedicated Resto Shaman
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Constiane
Stormreaver
Constiane
8/25/2011
I dont know what to say...
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After playing with this threat change for a while, I'm very much liking the change for all but one small reason. You see, since threat is such a non-issue now, it allows me as a prot-pally to move talents and glyphs away from threat ones and into survival ones (self-healing). With that being said, I'm now tanking with lower hit and expertise than I ever have, and I'm even tanking with a self-healing seal active instead of a threat seal active, and after all these changes, I still have no problems with threat whatsoever. However, the only thing I have noticed, which is obvious, is that I get parried...alot. It got me thinking tonight - in an environment where the only one in front of the boss is the tank (barring certain fights like Rag), why still have the massively high chance for bosses to parry? Very high parry used to be an incentive for tanks to manage their stats to ensure threat - which is pointless now. So, why all the parries?
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Davidus
Scilla
Davidus
8/25/2011
Well... guess that means Death and Decay is pretty much all I need to tank anymore. Actually screw that if there's more than 3 targets I can just Blood Boil and hold threat, whoopedy do. Game changes, keep playing, changes again, keep playing, gets boring, wait for next major patch, start again and the cycle continues.
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Shelldon
Coilfang
Shelldon
8/25/2011
@Davidus: you didnt read it all. you understand that in 4.3 tanks abilitys are changing completly. we are going from threat rotations to survival rotations. like instead of hitting shield slam for the massive threat. i hit it for say a block increase. when i hit devastate to stack sunder armor say i get a 1% armor increase per stack. do you understand?
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Plus
Scarlet Crusade
Plus
8/25/2011
@Shelldon: From GC's musings i don't think that's how it's going to work. Sounds more like our shield block/holy shield abilities are going to be tied deeply into our survival, forcing us to chose between a shield slam, or a shield block. Something of that nature. If you remember shield slam had something like that effect in Wotlk a 10% increase to block value or block rating, i can't remember which.
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Zenjiah
Drenden
Zenjiah
8/25/2011
I'm one of those that have been around since classic, experienced nearly every dungeon encounter coded into the game, been through all the changes and still stick around for various reasons, though there have been several long breaks. I have many characters spanning nearly ever class/spec combo save warlock and unholy DK (I have my reasons). Therefore, I like to think I understand this game pretty well. I like all the roles, but I've always preferred tanking, though I have yet to tank a Cataclysm raid. My fondest memories are of tanking heroic magisters terrace as a warrior, heroic halls of reflection also as a warrior, and solo tanking heroic dreamwalker as a 2 handed frost DK. I try to tank cataclysm heroics "like it's wrath". In short, I love being on the edge of death and the verge of losing mob control. I prefer blood DK tanking for that reason nowadays, and think the changes to make all classes actively use resources and stats to do their job right could be awesome, though I don't want to go back to having to hit shield block every 3 seconds again. Please... just NOOO!!!! I'd rather not see threat be rendered trivial, but if that's what it takes, please do at least make good on enabling a true tank with the ability to play dynamically in any situation and work as part of a synergistic team shine through over those who act and think like just having the role of tank makes them unkillable, impossible to outthreat, high easy damage dealer and in general the only person in the group who really matters.