Did the tank nerfs achieve their goals?

"As a reminder, these were the goals listed from their bluepost.

  • Tanks will take more damage overall, but shouldn’t die significantly more often.
  • Tank damage intake should be steady and not too fast.
  • Tanks will still have strong answers to threats or periods of danger, but less sustained self-healing.
  • Healer gameplay should not be dominated by tank healing.
  • Tank gameplay should not significantly change or require actions like kiting to survive.

Personally I don’t think they did what they set out to, damage feels just as spikey, but maybe I’m just not good enough."

This question is from the wow reddit, but I am curious what people here think about this. Do you like it? Do you feel the “press CD as healer/tank to do anything worthwhile” is good game design?

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OK so my take is this:

  • there is a huge shortage of tank/healer roles every time because it’s considered harder and more demanding / skillful (usually)
  • so instead of making it a little easier for “andies” to get into it they cater to elitists and 0,1% (I guess??) and make people who usually tanked/healed not do that anymore.
  • It achieved a goal of … IDK - making this game less playable???
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It is now even more horrible to Heal & Tank at the same time. GJ Blizzardoooo…

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To be fair, good DKs, prot warrs, guardians and even VDHs require very little healing still if they rotate their CDs properly. This is not so much the case for prot paladins and brewmasters though.

Healing on the other hand feels like you’re sweating and praying every second of the entire dungeon. One coordination mistake, missed/ overlapped kick, personals or utility from groupmembers not used, can be catastrophic. In uncoordinated groups, they’re often forced to blow CDs on stuff that shouldn’t require them, which often catches up to the party when the ‘actual’ unavoidable damage is coming out.

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This one is true at least.
I’ve noticed damage is more smooth and no sudden spikes.
But as Skookethx pointed out, Tanks must rotate their CDs properly.

I’ve tanked pretty much everything from tbc onward including Tribute to mad skill (1 off tank death so didn’t get insanity). Got the challenge Gold dungeons on mists as MT, and this is the first time I’ve not wanted to tank in an expansion.

It’s not worth it. Even in delves I tried it and it’s just not pumping out enough damage compared to ret and only takes a little bit more damage than ret does. Disappointing as a whole

I don’t think it’s fair to say this change catered to the 0.1% it’s not like they were asking for this.

It’s moreso just this change, like literally any change to class design, is just going to cause those players to adapt because they can adapt and are going to keep playing.

They did the same in cata… Playing tanks and healers isn’t fun with groups nevermind dealing with more crap to manage… I enjoyed druid tanking back then as more damage = more shields for you, was just like playing a DPS :stuck_out_tongue: Can’t have that though hehe.

I got two 600+ geared tanks and will not do group content, not worth it with randoms. They need to fix the playerbase before nerfing tanks and healers again…

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If tanks had a good buff more people would play them,

As they stand, they’re just not fun when you add the pressure put on you by random players in groups

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And dont forget -15s per death.

In fact, I have switched to pure HPS talents. I dont DPS anymore. I just overheal everything non-stop in the hopes that I can avoid 1 death.

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Cant fix that.

So I guess you will never be tanking again. :slight_smile:

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I have a main prot warrior.
So here are my opinion about these points

  1. Tanks will take more damage overall, but shouldn’t die significantly more often.

For Melee damage it is working very well!!
However for spell damage, need more improvement… There is no enough cc, CDs to handle the frequency of spells.

  1. Tank damage intake should be steady and not too fast.

In the overall yes, you manage S/M size pull’s. That is working amazing!
However, on MISTs we still needing to kite on specific trash! This should be fixed.

  1. Tanks will still have strong answers to threats or periods of danger, but less sustained self-healing.

True! I see much more dependency of healing. The DPS as well hehe

  1. Healer gameplay should not be dominated by tank healing.

Strange… I thought before tank healing was reducing the burden from healers… Today one guy needs to babysit everyone. Good luck healers!

  1. Tank gameplay should not significantly change or require actions like kiting to survive

Not true, we have trash mobs on grim batol and MISTs doing a huge damage… kite or die!
However, I loved go back to S/M size of pulls

IMO all this changes to tanks, increasing HP and damage taken, and nerfing off healing was a big mistake and Blizzard should have backtracked. The balance was broken the moment they increased health and damage taken but didn’t buff healing.

Healers have more and more pressure everytime because the game is flooded with casts that do 70%+ of your health in one hit and unavoidable damage (take Grim Batol 1st boss as example).

The issue with nerfing tanks is that the pressure goes to the healer rather than the tanks themselves. Tanks should have never been self-sufficient and AoEs all over the place shouldn’t exist, so healers can focus on healing tanks while tanks focus on reducing the damage they take.

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Bliz nuking hybrid off heals has been awful honestly. I go oom casting flash heal before I can top myself out of combat. It does roughly 8% of my hp per cast.

Im still not quite used to «babysitting» the tank, but our tank is also quite new to the role so also still learning what he can handle and not. Sometimes the tank just goes splat and im not always sure if its something i should have prevented or if tank made a mistake. Im just not used to tank going down so fast so need to adjust my playstyle for it.

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