Did you even consider the pvp consequences of slapping a 10% increase damage taken on every tank? Tanks ALREADY take 50% increase damage in pvp, so why not just make this change for pve only? Because it seems like you don’t give a damn if tanks are made useless in pvp and left useless for years.
Well, at any point in time when any spec has been blatantly overpowered, players have flocked to play it, be it in PvE or PvP.
FotM has always helped drive class & spec popularity in WoW.
It’s fun to be powerful.
What’s perhaps intriguing to know from all these players who have seemingly found tanking specs enjoyable recently, is whether they truly enjoyed the tanking role itself - pulling, taunting, kiting, etc. - or whether they just enjoyed playing something that was overpowered.
It’s obviously not sustainable to boost tanking popularity by making the tank specs so powerful that skill and finesse goes out the window as you can brute force your way through whatever is meant to pose a challenge, like a mob pack or a boss.
Ideally, Blizzard would make the core design and role of the tank spec more appealing and interesting to more players
But that may not be so so easy.
i mean this is proving that what people enjoy the most in mmorpg is completly obliterating everything around them while feelign like immortal demi-gods
its showing deep deep flaws in wow endgame design too - so many milions left when game became more and more overtuned over the years - yet when it was super easy accesible and easy to faceroll like wolk it peaked popularity .
people like being overpowered . let them instead taking away their fun
I don’t understand your argument. In WoTLK there was(is if you want to play classic) HC dungeons that were/are complete faceroll. In DF you have heroic dungeons that are complete faceroll, so you have the same content already? The content was never removed, do you even play the game?
Or are you trying to say that they should remove m+ from the game so somehow your gameplay becomes more fun or what is your argument?
There’s a difference between people being overpowered and only tanks being overpowered.
One of Blizzard’s design philosophies is that players should feel overpowered. So when you’re playing it should feel as if you’re wielding incredible magic or using powerful attacks, and that you’re capable of slaying huge mighty dragons and terrifying demons.
That’s a different, but arguably better design goal, than making players overpowered by tuning their abilities to be so potent that they can kill everything with ease and be unkillable themselves, effectively trivializing the difficulty of the game.
Surely you’ll enjoy queueing for 20 minutes just to find a tank that will leave after the first two deaths because they can find another group in seconds, that’s the essence of WoW
Nothing that detriments the less-played role by a mile is good for the game. As i said earlier in this thread, if they are pullying absurd pulls because they can survive them for long enough, nerf the auto-healing so tanks can realize they still need other 4 people to do the dungeon with them (especially the healer).
This changes impact the game in the same way obviously, but it also comes with a risk of excesive damage on higher keys; leaning to more kiting - and everybody and their mothers remember how dreadfully boring S1 Shadowlands was because you could only play VDH and kite for days.
Meanwhile, nerfing autohealing and autoabsorbs tanks will still be tanky enough to sustain some damage (with appropiate healing); but won’t be able to survive absurdly large pulls and will learn how to - and how not to - pull in dungeons.
Also, nerfing all tanks on the same amount when there was some clear outliers either on the top (warrior) or the bottom (monk) is absurd at least. BrMs will be borderline unplayable after this change.
Take WotLK tanking as an example: i have a fully equiped pala tank and i’m pretty sure i can’t solo most heroic dungeons. And i don’t care because when entering this HCs i feel tanky as hell because mobs don’t hit me for 30% of my hp and it’ll take a lot of time (or a lot of mobs) to die.
In the end only time will say, but i expect tanks beign a problem on high keys once again.
Why? How does it make sense to balance tanks because of the ability to solo mythic 0?
This game should be balanced upon the mythic+ and raid content. That is what you should be looking at. Not to mention you just made healer jobs that much harder as well.
Stop inventing.
Balance changes for pre-patches and for the 2 weeks before the season starts are pointless. That is not data you can use.
m0 is just normal content with more life. Casuals think m0 os hard content You can pull the whole dungeon as prot warri in m0 as well. 10% nerf doesn’t matter in casual content but it does in hc/mythic raiding and +15 and higher keys! Look how tanks get shredded in +18 on the beta without the nerf. Now healers need to heal the tanks more lol. This company is so focused on asmongolds stream and a slap in the face for every player that wants to play this game a bit more seriously than asmongold and his folks
Anyone that thinks (some) tank specs weren’t OP are just in deep denial. Tanks were able to solo a mythic dungeon boss with all 4 other people dead, with pretty standard gear. Healers often spent more time doing DPS than healing.
Tanks covering DPS and healing roles for themselves is just extremely unhealthy for the games balance. Tanks should rely on healers to stay alive and on DPS to dish out the damage, while DPS and healers rely on the tank to keep aggro.
Imagine the outrage tanks would have if DPS could tank damage.
If classes don’t have to rely on each other, then what’s the point in having them to begin with?
And people thinking this nerf is going to kill tanking… lol