Shifting Perspectives: Tanks, bribes, and player behavior

As most of you are probably aware, Blizzard recently announced a new incentive structure for the dungeon finder system called the Call to Arms. In essence, it rewards players for performing what is then the most-needed role in the dungeon finder with a BoA bag containing gold, flasks, and, potentially, mounts and pets.
The Tuesday Shifting column covers the two roles most likely to receive the "goodie bags" -- tanking and healing (I don't think anyone's laboring under the delusion that groups can't get off the ground due to a lack of DPS) -- and the ensuing firestorm on the forums caught my eye. Predictably, players have mixed feelings about the change. Many (I think correctly) blame players' rudeness and uncooperative attitudes for driving off the tank population, but even more are indignant that Blizzard is "bribing" tanks for something they feel should have been addressed by role redesign.
Examine all the arguments in their totality, and I think there's only one real conclusion: I don't believe that Blizzard failed in its effort to make tanking more interesting and enjoyable.
I do believe that developers are struggling to deal with a problem created and driven almost entirely by player behavior. Modern heroics aren't fun, not because the content is bad (it's not) or overtuned (it's fine), but Cataclysm combines parts of The Burning Crusade and Wrath of the Lich King 5-man experience that don't play well with each other. The dungeon finder contributes to these problems, but not in the way that you'd think.
I've split this article in two due to length and the difficulty I've had organizing the latter half. I apologize, but I've had to shift the second to next week. Today, I want to give some background on the tanking situation and why elements of the BC and Wrath 5-man experiences turned out to be a poor fit for each other.
The Burning Crusade and heroic difficulty
When heroics were introduced in The Burning Crusade, 5-man tanking wasn't something you did for fun. Pulls were large, and many of the mobs had abilities designed to wipe inattentive groups (e.g., the Nexus Stalker's Gouge in heroic Mana Tombs -- this was back when mobs dropped aggro on an incapacitated tank -- and the Cabal Shadow Priest's Mind Flay in heroic Shadow Lab are two of the more memorable).
However, what was fun was acquiring a reputation on your server as a competent tank. Logging on and immediately receiving a slew of requests for heroic runs felt great. While it didn't make tanking the more vicious BC heroics any easier or more enjoyable, being known as someone who could play these instances with the skill of a virtuoso was tremendously appealing. One of my proudest in-game moments was seeing someone write, "I have never wiped with Allison tanking" on my realm forums in a thread seeking 5-man tanks.
And it was good that you got some validation from fellow players, because frankly, there weren't a lot of things that were objectively fun about tanking at the time.
- Warriors and paladins had the one-two whammy of limited farming capacity and monstrous repair bills.
- Druids and warriors went crazy trying to hold aggro in dungeons like Shattered Halls and Shadow Lab.
- Itemization sucked for the two "hybrid tanks" for the length of the game. Paladins literally did not have a single weapon designed for their use past the ilevel 115 Crystalforged Sword, and this column's addressed the problem of BC bear itemization.
- Threat was a huge problem without Blessing of Salvation (at the time, a flat 30% reduction to all threat generated and a mandatory buff for geared DPS) but wasn't exactly a cakewalk even with it. Well-geared destro warlock in the group? You're screwed.
- And for the proverbial cherry on top, 5-man tanking got harder as your gear got better. Paladins couldn't get enough mana back from heals, and rage starvation was all but guaranteed for decently geared druids and warriors.
The Wrath model and introduction of the dungeon finder
Most players are familiar with the problems that resulted from a confluence of factors in Wrath of the Lich King. In short, buffs to DPS and tanking specs' AoE capabilities in tandem with easier heroics overall (more pointedly, a relative lack of mobs with dangerous abilities requiring the use of crowd control) reduced most heroics to runs where speed was prioritized over skill.
The dungeon finder, introduced in patch 3.3, was well-suited to a world where 5-mans weren't generally difficult, but the timing of its appearance was (with the benefit of hindsight) more important than anyone realized. By December 2009, we were more than a year into Wrath, and even non-raiding characters at 80 were up to their eyeballs in high-quality badge and crafted gear. Thus, the dungeon finder debuted to a game where the content it made more convenient had a high margin for player error due to stat progression.
Tanks doing their daily heroic with random groups lost the opportunity to build a server-wide reputation, but nobody noticed due to the ease of the average 5-man. You don't build a reputation off something that's not that hard to begin with, and group quality's almost a non-issue in any context where you're not dependent on your DPS for crowd control. A good tank during the Wrath era wasn't someone with precision pulling technique or an experienced eye for marking. A good tank was someone who pulled as quickly as possible, given the limits of his or her gear, in order to preempt the common "Gogogogo!" cry. Since Blizzard had removed the many annoyances listed above, tanking was also a lot more fun on its own merits. You could blast through a heroic secure in the knowledge that inexperienced or undergeared DPS exercised almost no impact on the outcome.
Cataclysm: Trouble brewing
The potential problems created by this approach to 5-man content started to become obvious in the Cataclysm beta as Blizzard returned to the more difficult BC instancing model, and that's the situation in which we find ourselves today. Trash is harder, and trash mobs are more numerous. Mobs and bosses have nasty abilities requiring groups to interrupt and play cautiously. Crowd control and careful pulling are required. In short, DPSers have more responsibility for the success of the dungeon, just as tanks have more responsibility for directing the group ... And tanks have responded by leaving the dungeon finder in droves.The dungeon finder is perhaps more suited to a world with greater margin for group error. Tanks are generally unwilling to confront instances requiring heavy crowd control when they don't know what kind of group they're going to get. Guild achievements and reputation are also oriented around guildies' instancing together. I wouldn't go so far as to say that the dungeon finder will become obsolete, but I'm reasonably certain that the wait for a tank is going to get longer. When CC is more of a concern, a tank's control over the dungeon's outcome is necessarily limited, and there are increasingly few incentives to ply your trade for a random group. -- Shifting Perspectives: Bear druids in patch 4.0.1, Sept. 21, 2010
Tanking through the dungeon finder isn't fun nowadays, and I think this is why: The weight of expectation placed upon the average tank is not a new phenomenon, but the difficulty of BC heroics isn't well-suited to the anonymity (i.e., the lack of accountability) inherent to Wrath's dungeon finder. You can argue that it's the worst of both worlds. Rather than being influenced by the knowledge that poor performance will accompany him or her everywhere on the server, an uncooperative DPSer simply disappears back to his or her own realm with no repercussions. By extension, no matter how well I tank heroic Stonecore, I'm back to square one with another group that has no reason to believe I'm competent.
The greater the responsibility given to DPSers in random 5-mans, the less incentive that tanks and healers have to run with anything other than a guild group. While the current dungeon finder doesn't cause this behavior, it certainly enables it.
Shifting Perspectives helps you gear your bear druid at 85, tempts you with weapons, trinkets and relics for bears, then shows you what to do with it all in Feral Druid Tanking 101. We'll also help you gear your resto druid.
Filed under: Druid, Paladin, Warrior, Analysis / Opinion, (Druid) Shifting Perspectives, Death Knight
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Reader Comments (Page 7 of 8)
Ramses Apr 13th 2011 1:19AM
I will tank heroics for guildies. I won't pug tank heroics.
My guild is small. We have 8 members and everyone in our group is related to at least one other by bloodline, marriage, or lifelong friends. The skill level amongst our members is quite varied. Some of them were raiders in Vanilla and took down the original Naxx. Some, like me, are from the late BC era. A few are from the Wrath era.
But even taken as a whole, we are below the average that is in the queue right now. I pull a very high 10k dps as the tank. My buddy pulls another 10k which is pretty average for heroic dps. The other two dps both pull around 4k each, with spikes up into 6k. Our healer gives off an astounding 7k hps.
One of our members is on satellite and has a full 2 second delay. She regularly dies to the fire. Our members mis-trap things and I adjust on the fly. People back up into another pack and cause adds and we start trapping and dps'g as best we can. Shields go up, I blow tank cool-downs left and right. The healer blows healing cool-downs left and right. We survive despite all the odds and mistakes and no one wipes.
Sounds like a normal pug doesn't it? Yet, we make it through and get our points where others disband in rage and frustration and receive nothing for their effort.
So why won't I tank a heroic pug when I know I can make it through? Two reasons: a) my guildies are far more fun to talk to and b) they are not asshats.They take responsibility for their actions, apologize, and then immediately are talking on vent about defensive cool-downs and trap cool-downs. Most importantly, we lookout for each other...ok, this boss uses fire, get out ASAP so I can focus heal this person for a couple of secs.
What the average casual player wants is a 15 minute wait, 15 minute daily quest that awards justice points. If Blizzard made an area like the micro dungeons of Tol Barad with a handful of daily quests that give justice points, I think the dungeon times would go down.
That is all most of the dps want. A way to be engaged for 30 mins or so and get their JP.It might even make for the first instanced solo dungeon. You could call it LFH: Looking for Heroes. This built to my final point. Many of the dps don't want to be in the dungeons. They just want the JP. Many people don't want them to be in the dungeons either. Seems like the logical solution for both sides it to get them out of the dungeons.
frank.fujita Apr 13th 2011 2:02AM
This would get you no gear, no rep, no achievement. It would get you practice where you didn't have to worry about the dps or heals being upset with you for being too slow. Training wheels. Then when you knew what to do, you'd graduate to real teams of real people for real (digital) rewards.
Khirsah Apr 13th 2011 2:15AM
To Allison and the editorial staff of WoW Insider,
This article is proof that this site needs more columns devoted to general interest. I have only one toon, and that is a rogue. The only reason I check out any class specific articles, besides Encrypted Text, is because I am sometimes able to pick up things that might help for pvp.
But this article should not be limited to druids. Everyone should be reading this, and eagerly awaiting part 2.
May I suggest that WoW Insider offer a column, no less than twice a week, that offers in-depth analysis and discussion about the game we love.
The Queue and The Breakfast Topic are entertaining for quick snapshot, USA Today-type columns, but after that, only the patch notes deal with issues that affect all players.
What I'm looking for is something that is less USA Today, and more NY Times. Something that addresses the current state of the game, how we got to this point, and analyzes the positives and negatives of the given situation. Allison's article could serve as the perfect template for what I would like to see more of, in a more general forum.
All of your writers and contributers do such an excellent job on their particular columns, and I'm always entertained by the regular posters in the community. The only thing WoW Insider needs is a touch more substance in the general interest category.
Thanks,
Khir
Coldbear Apr 13th 2011 2:27AM
Good post. I loved having a reputation. I hate 4chan.
LFD = 4chan.
No-one in LFD has any incentive to play nice or help you out, because they are completely anonymous. They know they'll never see you again. It's a design perfectly suitable for the lowest common denominator.
You all enjoy. I'll tank with people I trust and like playing with. Or not tank at all.
To hell with random internet people. With or without a satchel of junk.
Manadar Apr 13th 2011 4:42AM
Those were the days when you after a good HC run would be added and add people as friends so you could easily get a good tank, healer or CCer. While I'm in a guild now and can't stand pugging anything else then BH with randoms, back then I was guildless and just got by by making connections in those HCs that would make me get invited to raids and other stuff.
I miss the server community. These days we're mostly just in our own guilds, with some alt raid pugs being done with known guilds on the server.
bearbehemoth Apr 13th 2011 8:14AM
This article is spot on.
I think the reputation point is the true problem behind dungeons today.
Before LFD I would run pugs, meet people and often chat to those who shone, add them to my friends list and invite them when I needed a decent Tank/healer/DPS for future runs.
LFD took that away. Nobody seems to care anymore how well they, or anyone else, play - they'll just slide of to their other realm to vanish. Theres no point making relationships with good players - or noting bad ones.
Unfortunately LFD has removed a vital part of the community on a realm level by stopping players wanting to interact on each other.
I think the LFD would work much better by working on realms - not battlegroups. Maybe having that reputation to regain for all classes would make pugs a nicer place, and drive players back to it.
evan.ace.721 Apr 13th 2011 8:49AM
"Rather than being influenced by the knowledge that poor performance will accompany him or her everywhere on the server, an uncooperative DPSer simply disappears back to his or her own realm with no repercussions."
So true. This is why randoms contain so many asshats.
Normal person + Anonymity+Audience= Asshat
CottonCandi Apr 13th 2011 9:31AM
Allison is completely correct
It’s not the player base with an attitude and attention span problem; it’s the anonymity of the RFD tool that is at fault. It’s not the users with the skills needed to be good single target melee who can’t figure out how to watch the entire instance and/or four other health bars at the same time; it’s the development staff and/or design issues with the dungeons themselves that is at fault. It’s not like many, if not all MMO style of games the last few years have increasing numbers of our problems; it’s a WoW issue only.
We absolutely should try to address them in WoW. I commend the Blizzard team for attempting to do that. I don’t have to agree with enticing more bad tanks/healers and enabling more bad tanks/healers into more bad instances. I don’t have to agree with easier then harder then easier then harder content swings as they adjust to their paying client base general profile, or lack of when other games launch. I open WoW these days knowing that in some respects, it is a reflection of us. We have instant demands, instant gratification needs and an anonymous world to play in. (As well as game in…)
I don’t heal because it is not fun. Not because of the content or the game itself, but because of the people who play it. I’m not saying that the game has devolved into too easy and no fun, though I liked some things just as I prefer some newer features. Call it another burnout if you want. The net result is that X number of characters across X number of accounts in this particular family of players are all using a DPS spec and not running heroic instances at all.
rkaliski Apr 13th 2011 10:09AM
The attitude of the players is a problem with the potential to sink the WoW ship. The attitude I believe has come from the grind, grind, grind, grind. that you have to go through in order to raid and acquire gear.
While it was intended to let players who couldn't raid high level content on a regular basis have a chance at tier gear it has turned out that if you want to raid at all with most guilds you better pick up those badges and show up with a bunch of Tier gear to start.
The game is also missing a "warm up" instance like Karazan in BC and Nax in Wraith. Between crafted gear and a few heroics you could get geared well enough to farm Nax.
Let's face it. Nobody wants to run heroics more than a few times and then it gets very boring. The ONLY reason to go into heroics these days is not the gear but for badges, badges, badges.
At least you don't have to grind out a 24 man and 10 man instance these days along with the daily quests and heroics. All we need is a time clock to punch in on so our Guild Leader knows we are putting in the hours.
Hatred Apr 13th 2011 11:09AM
I've, as so many others, stopped using LFD and I'm not even tank but DPS.
I got sick'n'tired of bad behavior and rudeness toward other players in these PuGs.
Problem even multiplies when I play from different timezone so that I log on during nighttime. One cannot simply believe how badly players behave nowadays.
It's like these people are totally something evil brewing and not anymore persons at all.
ONLY right solution to this is to limit LFD to realms so that accountability becomes one of the favorite stats of players again.
If Blizzard doesn't do this and do it fast it's very clear that they are not seriously looking to solve this issue at all.
Marvelous Apr 13th 2011 11:12AM
Very good article, and it's something I've thought about a lot over the years. The total anonymity can be exhilarating (ala NSA Sex) if the group gels well, but is still hollow. Worst scenario, people are really rude to each other and assume the worst and the group falls apart and people are driven away from playing. They could solve this problem in a hurry by putting a check-box on the LFG tool that says "My Realm Only" -- tanks could opt to go only with people on their realm, and that would let them build reputations.
matw Apr 13th 2011 12:07PM
the dungeon finder imo is the worst thing that blizzard has ever created.
bigfluffy Apr 13th 2011 12:22PM
One other thing worth mentioning- the learning curve. There are 9 heroic dungeons. 30-some heroic bosses. More than a hundred trash pulls. No one springs from the womb with them all memorized.
There's no incentive to spend two minutes explaining a fight to a new DPSer you'll never see again, when you can kick him and have a new one in 15 seconds. Thus, not only do people don't learn the fights, but they are also given an incentive to bluff their way through rather than ask for help.
There is a reason that of the 8 times I’ve gotten H Stonecore in the past month or so in LFD, I’ve only had one group successfully complete it. Five months into Cata, people- tanks, DPS, and healers alike- still haven’t memorized every dungeon.
While it certainly won’t fix all of the player behavior problems, I would like to see some kind of dungeon tutorial mode introduced to make it easier for people who ARE willing to put in some work. I think an in-game solution would be greatly preferable to expecting everyone to track down and watch third-party videos of every dungeon before hitting the random queue.
Dru Apr 13th 2011 12:30PM
As a person who usually only Tanks or Heals, I find the biggest problem are the number of rude and ignorant people who play the game with no self control. As soon as something goes wrong someone starts personally insulting a player who made a mistake. This behaviour is why people don't tank/healer queue. I've been called everything, even on good runs tanks or healers get blamed for something, or that poor hunter who did nothing but still gets blamed when a melee agros a mob. I'm not sure what they can do to fix this, free loot won't entice anyone to get insulted. Perhaps a check box to only run with those on your server may help, but even before the dungeon finder there were still those who had nothing better to do than insult other players.
jblankenship17 Apr 13th 2011 12:49PM
I've been reading Allison's Shifting Perspective posts for a long time now... and this one hit home 100% for me.
My most memorable times were with friends that I made in-game during TBC and tackling the harder heroics on my druid tank...Slabs, MGT, Shat Halls. Comments like "I thought you NEEDED a paladin tank for this" in Shat halls made my day. I knew the good tanks, and good dps players had a reputation too. I had a friends list chock-full of amazing hunters, mages, healers, and warlocks. I never logged on w/o a flood of invites from these friends.
The reason I even stuck with tanking was the fact that I was recognized early when playing with it as a competent tank, and I used to love running with new people to further advertise my competence.
I feel like the dungeon finder made heroics 98% less personable and that this affects new guild recruitment. Before, a good tank, dps and healer could start a guild with ~3 people and get a solid base of GOOD players just by advertising services and showing off your skill and competence. Players would be like oh, that good tank started a guild....they have a very good shot when they start raiding.
Xotzalqual Apr 13th 2011 1:01PM
Thank you for this article. I feel like you have touched on some very important aspects that truly begin to tease out how tanking has gone from being a tough but enjoyable activity to a tough and thankless job.
As an alt tank (main is a healer), I have noticed what everyone is talking about in regards to the grief that tanks get from DPS (and to a lesser extent from healers). It's important to mention that tanks are not the only ones grieffed, and DPS are not the only ones dishing out the grief.
I think that we have gotten ourselves very much wrapped around the safety of anonymity that the Dungeon Finder affords players. Pretty much you can act like a big jerk (anyone can) and get away with it with few reprecaution since you can just go back to your own server. Before the Dungeon Finder your reputation mattered. I remember jerk toons being blacklisted in their home server to the point where they had to transfer because people refused to run groups with them, even if they were great at their job. Now this is no longer a hinderance on asshattery, and so people have reverted to their middleschool selves where they expect everyone else to do the right thing and leave them free to act like self-important brats.
I think that a part of the solution will be to bring back the self-accountability model. Nothing major is needed, just a simple macro that states how you will behave, how you expect others to, and that you will be ok with voting off or being booted if others can't stand to those simple standards of civility. It can be something like this.
"My pledge for this run is to treat everyone as if they were sitting right next to me, with respect and understanding. I will not say "go go go" and will wait for everyone to be ready. I will offer advice only in whispers and respectfully. If this is something that you cannot pledge yourself, please leave the group now and we will find someone else. If this behavior cannot be followed by a member of this group they will be voted off. If all else fails, I will simply go AFK until I am voted off. Thank you and let's have some fun"
This statement clearly indicates what standards you will be holding yourself and the group to right of the bat leaving little wiggle room, and clearly indicates the consequences of violating those standards.
This isn't a solve-all fix, but it is a step towards returning to that idea that what you do now will affect in a predictable way what will happen to you in the near future.
Hope this helps.
-X
allison.lins Apr 13th 2011 1:40PM
Allison,
I think this kind of hits the nail on the head. I only recently got into tanking for Cata but I've been playing warlock DPS for a long time.
I remember the days when your reputation meant everything. If someone ninja'd from a 5 man they were lambasted in cities and on the forums. Heck I got into a few guilds based on my reputation or being someone who devotes themselves to the guild and their advancement.
Every day I do my random and maybe an extra if a friend needs a tank. I find it frustrating that I can complete one run flawlessly and without complaint but my next run I will be harassed because ONE pull didn't go right or someone decides I'm not going fast enough and pulls a second group.
I enjoy tanking but I've found my desire to do more than my one daily dropping drastically.
MrDrew Apr 13th 2011 2:25PM
A random idea that just popped into my head but why is it that the dungeon finder doesn't group similar geared folks in the same instance? I mean I love my rogue and I love dpsing but when I'm doing heroics for valor points to sell boots I don't want to be in the same group as the poor fellow who just hit 85 and got the minimum ilvl to tank. Now if they put 4 overgeared folks and 1 minimum geared person that would be understandable because those 4 could make up the lack of the 1 (often called carrying but it might work). Another possible solution to the recent frustration of the call to arms thing is make a call to arms random just for dps. So like once a day at a random time the call to arms flips from tanks and healers to needing dps.
Eirik Apr 13th 2011 4:07PM
Putting like-geared characters together means making easy groups easier and hard groups harder. While this would not be an inconvenience for the overgeared group, it would be for the undergeared group who are by that token less likely to defeat bosses (=gear up).
Irin Apr 13th 2011 3:13PM
Also it is a wonderful way to recruit new members to guilds.