Hoping for a Mythic+ Tank Rework for Midnight

As a tank main, I feel that the enjoyability of tanking in dungeons has declined significantly in TWW. I believe many tank players share this sentiment, and I have two specific criticisms that I hope (though not expect) will be addressed in Midnight.

  1. Tank Nerfs

As we know, TWW started off with massive nerfs to the self-sufficiency of tanks. Many tank players despise these nerfs for taking away our ability to feel invincible by surviving insane pulls but I don’t hate them for the same reason. I think it’s perfectly reasonable to expect tanks optimize their survivability. I think it’s unhealthy for the game to have a meta where you just pull the entire dungeon and melt it down in a single lust window. So I get it, we were too tough to kill. My issue is that we weren’t compensated with anything at all after being gutted in this manner.

Tanking is less enjoyable today because it comes with many responsibilities but no skill expression beyond the bare minimum. The responsibility of a DPS player is to kill things as quickly as possible, and their performance is measured based on how well they do this without wiping the group. This granularity does not exist for the act of tanking. You are either dead or alive, and after major nerfs to our survivability, limit-testing with bigger and bigger pulls is both very unintuitive due to the opaque nature of mob tuning and very risky for the group as an arrogant tank can cause a wipe faster than anyone else.

My wish/proposal would be to allow tanks to contribute more meaningful damage to the group. Blizzard clearly doesn’t want tanks to measure their skill by how long they can survive after pulling 40 mobs (hence the nerfs) so at least let us pump some damage while surviving the reasonable pulls that we are forced into. I’m not saying tanks should do as much damage as DPS specs, but I do strongly wish that our damage was close enough that a good tank who could survive without problems would get more value out of optimizing their throughput. I almost never have issues surviving or interrupting in group content so all my focus goes into maximizing my DPS but tuning has made that hugely significant part of my gameplay feel unrewarding due to the vast chasm between tank and non-tank DPS.

  1. Utility Disparity

My second major issue with the state of tanking is the vast disparity in the amount of things different tank specs can do. I dislike the fact that tank utility is balanced like DPS utility, where each tank spec is expected to have their own niche. But tanking is an all or nothing role. Every dungeon group has a single tank. If your tank is missing a valuable tool that another tank can bring because they were designed without it, you can’t invite a second tank to fill that gap the same way you can customize your group’s damage profile by inviting different DPS specs. This means that one tank (usually VDH unless its tuning is so bad it can’t survive) is strictly superior to every other tank in every meta because it has the superior tool (sigils & brand) and every other tank spec has a permanent handicap built into their design. In Midnight, I wish to see a homogenization of tank-specific utility (specifically, stops and cleanses) so we don’t have this unbalanceable monospec meta every season.

Thanks for reading. How do you feel about the state of tanking? I doubt anything will come of this but I just had to vent my feelings because I love this game and it saddens me to see my favorite role in this state when everything else is in a great spot.

It’s… Literally, the opposite. Tanks were literally God Mode and would never die, under any circumstance. They got nerfed so that death is a possibility and now you have to actively work towards not dieing.

Factually incorrect. In the META? Okay, maybe on the highest of keys, yes. But the game isn’t tuned for the highest of keys.
The only classes that could do with some loving is BRM, Guardian Druid and Prot Warr maybe.

If I’m going to be very blunt, I don’t recognize either (three) issues.

  1. Nerf to survivability, if this is the result it was very very needed. We still pull 5-6 packs without breaking sweat, without the healer needing to single-focus spam on us. Our survivability is fine. Especially with the current cloak, some trinkets, etc, the survivability reaches “don’t need any external heals” levels once more.
  2. Damage throughput. This, I think, only is a point for single-target encounters. (in AoE encounters tanks can pull bizarre numbers already). But are tanks really the ones who need to push the numbers?
  3. Utility disparity is arguably the least of an issue for tanks (compared to other roles).

And on a separate note for the first point: it’s not just about surviving as tank. I think one of the primary ‘skills’ of a tank is to pull at the right pace, the right sizes, in the right places (LoS pulls e.g.), and the right combination of mobs. The difference between a tank, and a tank who keeps all this in mind combined with the utility the group has, is day and night.

The game is tuned for the highest of mythic+ runs. Most balanceupdates if not all, is because those esports events, and world first runs.

Are they, though? They have literally made just previously (last M+ competition that I remember) that they cap the keys at +10 and the race was to do it faster, not to do it higher.

Did they change that?

No, holy priests would have better aoe healing and survivability then.

Really though? Better then Disc? I highly doubt it.

So all of them bar dh and pally

Not really? Just DK honestly. The other tanks are all fine to good.

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