It wasn’t enough that the tanks wanted to kill their own role; now they want to get rid of healers as well.
If we’re going to give tanks massive damage and healing potential while lowing their roles intended gameplay, why not just cut the middle man and give all damage dealers massive healing potential and get rid of all roles all together, leaving only the Damage Dealer role?
After all, it worked so well for games like Guild Wars 2 that the developers have to fully monetize and separate even major updates that the players once got for free into small chunks throughout the year, while the developers are slowing down the development on it and moving to a new project.
Not to mention, if you ask the Elder Scrolls Online players, you will find out how even the best Guild Wars 2 players can’t even do the most basic group content in Elder Scrolls Online as the concepts of strategy and teamwork are alien to them.
A tank is meant to be a reinforced and adaptive wall that is meant to endure even the harshest of blows by adapting with additional reinforcement, not repairing itself every time it gets hit. While holding the pack of mobs together so that the damage dealers can outmanoeuvre the enemies and hit them real hard, and the healer’s job is to repair and additionally reinforce them. So there can be strategy and collaboration between them so that everyone to be part of the team and battle.
Not the tank pulling everything in the neighborhood at mach speeds, killing it by themselves, and then healing themselves to full with a swipe. While damage dealers play track and field dodgeball running after the tank. So that the healer can take their well-deserved nap, occasionally kissing and smearing cream on top of the damage dealers ouches and boo-boos.
Okay, their not a hive mind. I just see what tank influencer ( is it tankfluencers?) say. That it kill tanks, tank gas prices , and end ruin their perfect credit score.
So, if I want to play; I have spend 200 hundred hours gear farming, then form a steady group that plays when I want, only to end up in the same place as before only with a timer. I rather play Powerball.
Sarcasm aside, what you describe was relatively true in DF, tanks could tank, self sustain and dps with relative ease, making them the easiest role to play despite the high responsability. But it seems they have been quite nerfed in TWW, as they are back to being fairly dependant on the healer.
The only consistant complaint I’ve read from multiple tanks, and that I agree with, is the fear of having to kite tanking, because it’s not fun for anyone, as everybody has to keep moving.
It would be nice if your opinion was informed by knowledge or experience.
Do you shout coaching tips to the Olympic gymnasts on tv because doing a roly-poly at age 3 qualifies you?
Tanks in trivial content and tanks in content that is hard aren’t remotely comparable. You’ve taken one extreme and built your garbage thesis around this. Dishonest at best, mostly clueless tho.
No, I have seen and done mythic + runs and the difference is only a large quarter of the neighborhood gets pulled and it is only track and field. At least after a gear up, I can take nap mythic plus style.
Track and field is the name for the group of sports that involve running on a track (short- and long-distance running races, from 100 to 10,000 meters), jumping (high jump, long jump, triple jump), throwing (shot put, javelin, discus, hammer throw), or some combination (hurdles, steeplechase, pole vault).
Tanks and especially prot pallies were massively nerfed in the TWW beta. And that to a point, where prot pallies are just a weak mess. Believe me, in the current state of the beta, you wouldn’t take a prot pally with you, if you have any alternatives. But also from what I heard from the others testing, some of the other tank specs got hit hard as well.
So no, tanks currently don’t ask to get even stronger, we ask for our survival. We don’t want to have another Shadowlands Season 1 desaster.
I don’t understand why Blizzard breaks things that used to work. I used to be a tank in BC-Cataclysm and it worked there perfectly fine. Maybe it goes down to having too many difficulty levels.