Shifting Perspectives: Why the tank Q&A sucked

Don't get me wrong: It's not that I don't like the developer Q&A sessions. They're a great idea, and although they don't make up for Ghostcrawler's absence from the forums, they're a nice insight into the developers' thought process and a peek at the issues that matter most to players. The effort's appreciated even when players ask pointless questions (of which the need to do so appears to be a congenital disorder) or use the opportunity to grandstand about issues no one cares about.
But the tank Q&A was ... not Blizzard's best effort. To borrow a phrase from Harry Knowles, I love hard-working Blizzard, I'm blown away by creative Blizzard, and I'm in awe of big-dreaming and overreaching Blizzard.
But I freaking hate lazy Blizzard.
In the tank Q&A we had the perfect storm of questions that didn't need to be asked, evasive answers to the questions that were asked, and on occasion, a complete lack of answers to questions that did need to be asked.
Ask the Devs #9: Tank Q&A
Q: Have you considered normalizing initial Rage for feral druid tanks? For example, when a warrior uses Charge, it generates 15 points of Rage, which lets them use another aggro generating ability quickly, something that Feral druids tend to be a bit short on. Why in Cataclysm was the bear bonus health pool was reduced, as well? Their survivability always depended on the amount of health since they don't have parry or shield block. Do you have any plans to improve bear tanking in the future? At the moment, it's considered to be the weakest tank. Have you considered giving druid tanks an additional tool to pull casters at range? It's the only tank class that doesn't have a talent or spell to help in those situations. – Pødêrøsø (LA), Вирко (EU-RU), Амелья (EU-RU), Condenacion (EU-ES), Whitewnd (KR)
A: Bears are getting a significant mitigation buff in 4.2 and we're retuning their damage such that it's a little easier to hold aggro at low gear levels, and a little harder at higher gear levels. While we definitely don't expect the community to ever agree on anything, we've seen little evidence of a widespread concurrence that druids are "the weakest tank." There are plenty of druid tanks out there, handling everything from Grim Batol to Sinestra. Tank balance overall is in a really good place. Players may focus on potential problems that could arise in the future but we also have ample time to address those problems should they occur. Gone are the days when we would just release a class into the wild and refuse to touch it again until the next expansion.
A: Bears are getting a significant mitigation buff in 4.2 and we're retuning their damage such that it's a little easier to hold aggro at low gear levels, and a little harder at higher gear levels. While we definitely don't expect the community to ever agree on anything, we've seen little evidence of a widespread concurrence that druids are "the weakest tank." There are plenty of druid tanks out there, handling everything from Grim Batol to Sinestra. Tank balance overall is in a really good place. Players may focus on potential problems that could arise in the future but we also have ample time to address those problems should they occur. Gone are the days when we would just release a class into the wild and refuse to touch it again until the next expansion.
Let's take this train wreck station by station:
- Rage normalization for feral tanks Not answered, and this is a real issue in any situation where you can't depend on an oversupply of rage from a boss that hits like a truck. Feral rage gain is simply not the equivalent of protection warrior rage gain, and it's not going to be as long as we're getting 3 rage per dodge, blowing rage for Feral Charge, and praying for Enrage to come off cooldown before the next pull. Hell, it took us until the most recent patch just to get Blizzard to yank the damage penalty off the damn skill. Compare this to the warrior's 15 rage for Shield Specialization and rage generation with Charge. While you can make the argument that the bear has Primal Fury to compensate, crit's rage generation doesn't reliably cover the difference. When you have to dodge five times to generate the same amount of rage that a warrior does with a single block -- and when you lose everything to shift out for anything else -- that's not good.
- Bear bonus health This one is all on the players and didn't need to be addressed yet again. Asking the developers the same question over and over again in the hopes that they'll somehow answer differently is pointless.
- Ranged silence Not answered. This is a perennial sore point for bears, as we're unquestionably worst-off while trying to make a clean pull with caster mobs. Every other tanking class has gotten DPS players accustomed to the practice of DPSing straight off a pull with a high-threat, ranged ability that forces a caster mob to move -- Death Grip, Heroic Throw, or the ne plus ultra of pull abilities, Avenger's Shield -- and the idea of waiting while the bear ducks behind a wall somewhere is completely foreign to modern groups. I have not had a single 5-man PUG since Wrath where every player was on board with the idea of waiting patiently for a line-of-sight pull.
- Everything else Nothing concrete or truly informative was said about bears here.
But not all tanks are created equal with respect to resource generation, rotation interest, utility, or multi-target tanking, and the two legitimate issues raised above show no signs of being addressed. It is enormously frustrating to see two decent questions wind their way through the approval process only to get picked but not answered.
Ask the Devs #9: Tank Q&A
Q: Have you ever considered adjusting DPS HP? Seems that while their large pools of health help them on "accidental" situations, a fair portion of the time they can take aggro and tank adds without consequence. – Jainel (LA)
A: We're generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.
A: We're generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.
Ask the Devs #9: Tank Q&A
Q: What are your intentions with each tank's mastery and mastery in general? – Migol (NA)
Druids: We're pretty happy with how mastery has turned out. It scales well, doesn't have any unintuitive or unfortunate interactions with other stats, and provides solid performance value.
Druids: We're pretty happy with how mastery has turned out. It scales well, doesn't have any unintuitive or unfortunate interactions with other stats, and provides solid performance value.
If tanks have achieved an acceptable level of parity with respect to single-target tanking, but two of them take significantly more damage from add packs, that's not balanced. That the two tanks concerned are also much less represented right now than their shield tank colleagues is also worrisome.
Ask the Devs #9: Tank Q&A
Q: Protection Paladin is not only the most desired tank because survival abilities for groups and various utilities, but players also generally consider Paladins as an indispensable Class in raids. I know all tanking Classes are being equalized constantly, but survival abilities of Protection Paladins give huge advantages compared to other tanking Classes. Can we expect that other Tanking classes will see more survival abilities for groups in terms of equity? – 디아소르테 (KR)
Because they can fill many roles and still provide a lot of utility, it's not surprising that you see a lot of druids and paladins in your raid groups ... Protection paladins do bring a lot of utility, but it is quite difficult to make a table comparing a paladin's Divine Guardian to a Protection warrior's mobility or a bear druid's ability to cast Innervate or even Rebirth during lulls in an encounter. They are fundamentally different abilities that have greater or less utility depending on the encounter and your individual raid comp. We don't want to just hand out a Divine Guardian equivalent to every tank class, just like we don't think warriors or paladins need the ability to battle rez. It's a fine line to walk. Homogenization really rankles some players (as it should), but being unable to tank (or heal, or DPS) an encounter because of lack of tools is equally unacceptable to many players.
Because they can fill many roles and still provide a lot of utility, it's not surprising that you see a lot of druids and paladins in your raid groups ... Protection paladins do bring a lot of utility, but it is quite difficult to make a table comparing a paladin's Divine Guardian to a Protection warrior's mobility or a bear druid's ability to cast Innervate or even Rebirth during lulls in an encounter. They are fundamentally different abilities that have greater or less utility depending on the encounter and your individual raid comp. We don't want to just hand out a Divine Guardian equivalent to every tank class, just like we don't think warriors or paladins need the ability to battle rez. It's a fine line to walk. Homogenization really rankles some players (as it should), but being unable to tank (or heal, or DPS) an encounter because of lack of tools is equally unacceptable to many players.
The first observation I can make in any discussion concerning tank "utility" is that the bear automatically starts at a heavy disadvantage relative to its plate tank colleagues. Why? Because every bit of utility we provide with the exception of Leader of the Pack is something that can't be done in bear form. In other words, you cannot be actively tanking in order to provide Innervate, pop Tranquility, or Rebirth a fallen player. While you can make a case for Stampeding Roar, in practice even melee DPSers are rarely within 10 yards of you given the size of the average boss' hit box.
Almost by definition, the utility that a bear druid provides to a raid is determined by the extent to which encounter design permits them to leave bear form. Not surprisingly, this is a strong disincentive to use a druid in a main tank capacity. The raid's better off relegating a bear player to the off tank role in order the maximize the number of opportunities he/she will have to leave form, and each time the druid will sacrifice all of his/her rage and Vengeance to do it. No other tank is asked to dump all of his/her resources or Vengeance stacks to, say, Raise Ally or Intervene.
And, as several players pointed out, comparing the feral Innervate -- a ghastly ~5,000 mana return to a single caster -- to a 20% reduction to damage taken by the entire raid (Divine Guardian) is somewhat irritating.
Ask the Devs #9: Tank Q&A
Q: As far as I remember, about five tanks were required in a 25-man group in Burning Crusade. However, the number of tanks in raids has been decreased to one or two since WotLK. I think this is one of the reasons heroic parties suffer from lack of tanks. What if raids have required more tanks? – 명장한니발 (KR)
A: We don't actually recall many four+ tank fights in Burning Crusade, and that includes fights like High King Maulgar where non-tanks could perform the tanking role. While we do find some elegance in a design where a 5-player group scales perfectly up to a 10 and 25-player group, that introduces some problems as well. It could potentially extend the tank shortage we see in 5-player dungeons up to raids (to be fair, it's also possible needing more tanks for raiding would create more tanks for dungeons). A larger problem is that we just don't want to over-constrain encounter design to always require 4 or 5 tanks. Sometimes it's nice to have a fight that's just a single bruiser without requiring a tank swap or meteor-style cleave. Nearly every raid fight in Cataclysm asks for two tank-specced characters, with a few requiring one or three. That's likely the model we will continue to use. If we wanted to do a fight with many tanks, we'd likely let some of the DPS specs step in.
A: We don't actually recall many four+ tank fights in Burning Crusade, and that includes fights like High King Maulgar where non-tanks could perform the tanking role. While we do find some elegance in a design where a 5-player group scales perfectly up to a 10 and 25-player group, that introduces some problems as well. It could potentially extend the tank shortage we see in 5-player dungeons up to raids (to be fair, it's also possible needing more tanks for raiding would create more tanks for dungeons). A larger problem is that we just don't want to over-constrain encounter design to always require 4 or 5 tanks. Sometimes it's nice to have a fight that's just a single bruiser without requiring a tank swap or meteor-style cleave. Nearly every raid fight in Cataclysm asks for two tank-specced characters, with a few requiring one or three. That's likely the model we will continue to use. If we wanted to do a fight with many tanks, we'd likely let some of the DPS specs step in.
The game needs far more tanks for 5-mans than it needs at the raid level, and Blizzard is essentially asking the majority of tanks out there to play at the 5-man level with no real hope of advancement unless they start their own raids. The problem is guaranteed to grow worse as an expansion winds on because no tank in blues -- or even the piecemeal assembly of epics to which they'll have access as more badge gear opens up -- can realistically step into future raids in the same fashion that a DPSer or healer can.
To Blizzard, if you're reading: No one needs answers to questions that didn't need to be asked, and if you don't intend to answer a selected question, then please answer something else. I understand that highly-voted questions are the most likely to be selected, but that does prejudice question choice in favor of whichever questions are asked the earliest because most players don't have the time to trawl through dozens of later pages.
To players: Read the freaking patch notes!
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, Analysis / Opinion, (Druid) Shifting Perspectives
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Reader Comments (Page 5 of 5)
thebitterfig Jun 14th 2011 6:42PM
It's depressing how *simple* a few fixes would be. Feral Charge generating 15 rage instead of costing 9. Bear versions of Rebirth and Innervate that share the cooldowns with non-bear versions. Adding back Savage Defense from dot crits (most importantly Thrash), so that bears will scale better defensively with adds. Just that little...
Lemons Jun 14th 2011 9:10PM
Hmmm...very well written article. I liked it even though I'm normally against druids in all their forms (pun intended). I think bears do deserve a ranged silence. I never really realized they didn't have have one but it is true...all classes and specs should evolve with the game. It's never fun to be behind the curve. As a rogue my class is often the last to receive crucial abilities (last class to receive an AoE, last class to receive a heal of any kind) so it is a pain I know well.
I think the ranged silence could be called "Terrifying Roar" where the bear roars at the target (sound waves would radiate out) and it forces them into a stunned silence. The problem is that because of the duality of the feral tree cat druids would also have access to this ability, which would be pretty freaking OP in PvP. They could, however, make it bear form only, but even then I think it would be abused in PvP, where ferals are often forced into bear form anyways for defense. In any event I think Blizz is smart enough to make it work if they'd just put forth a little bit of effort.
Draelan Jun 15th 2011 5:24AM
"(last class to receive an AoE, last class to receive a heal of any kind)"
Well, if it makes you feel better, Survival Hunters still don't have a self-heal. (At least MM hunters get Chimera Shot and BM Hunters can use a Spirit Beast) =P
thawedtheorc Jun 15th 2011 3:10AM
From someone who has tanked bear for years and also healed as a tree, I can say that healing bears seems to be the easiest if he is geared properly and knows how to ask the dps to let him get aggro first.. The main issue I have seen though has been ranged mobs.
If you are healing a bear, there are times when the ranged mob will break off the bear early and go after the healer or the dps that has aoe'd or hit the ranged mob. The bear has to charge the ranged. If there is just one, it is not so bad, but I have seen times when his interrupt/charge is on cd and it turns into a huge mess.
I do agree bears need something to help with this. I wonder if a lower cd on the interrupts would help, but then see problems in PvP where the bears just charge everything. Not sure if that would be a real problem, but I can understand other classes frowning on that idea.
Maybe another kind of roar ability or making challenging roar an interrupt ability also. To me that seems to be a good idea.
dsauto Jun 15th 2011 3:23AM
Well if everyone thinks the tank Q & A was bad the wait for the DPS Q & A . 40+ posts from a lvl2 hunter-some/many questions were quite reasonable but it was over the top & shammys trying to hijack the thread. I started a thread to ask if the page limit could be extended-faint hope I know but I could only try-& everyone raged at the shammys & hunters. The shammys got so defensive they should be wearing plate...
Huntrex Jun 15th 2011 8:13AM
I m a warrior tank. I was recently gearing my OS in the Zuls and was running as dps (so i wasnt pinching dps gear while tanking). I was surprised to see the tank balance pala > dk >> dru > warrior. I was also surprised how much better some classes could hold agro against my d'ohpd behavior.
So I looked you the top 100 geared tanking in my server to see what the split was. THe result:
Pala 34
Dk 30
Waarior 29
Drus 7
I suspect tanks are like pvp classes - ppl play / use the most effective they can get. I also suspect the number of warriors maybe made up of ppl like me - longtime players, with new tanks choosing pala and dk.
Manbull Jun 15th 2011 4:17AM
I am in almost total agreement with this article. I quit wow a few months ago after being a bear tank for about 4 years (since just after BC came out). I liked bear tanking in BC, in wrath it was ok at the beginning but as with most classes it got a bit boring towards the end. And in cata, well most DPS i ran with didn't move with the times and kept playing patch 3.3 style assuming the healer could save the day 100% of the time.
I saw that my ability to hold aggro against mages and warlocks was becoming more and more difficult. Couple that all together with mostly paladins seeming to be getting so much love that i thought by patch 4.2 they were going to offer free class changes and delete all classes but paladins, because lets face it in my opinion now cata is such a joke that if you had 25 paladins in a raid with average ilvl 342 gear you'd likely steam roll all 25 man hard modes as if they were normal 5 mans.
For me the appeal to tank as a bear has all but dissipated, using just the fingers on one hand you could probably just about count the number of braincells in the collective of DPS players on my entire battle group.
Thank god rift came out and cant wait for star wars. At least rift doesn't feel like a job as does wow.
Draelan Jun 15th 2011 5:18AM
Good article. I couldn't agree more with what's been said.
As far as Innervate and Rebirth as druid utilities.... They're great! .... for non-ferals, Rebirth is still very useful for kitties, and, assuming they're not tanking at the time or another tank can take over, bears can use Rebirth as well. As you've pointed out, the fact that Rebirth forces a bear out of bear form is just incentive to not allow them to main-tank. (And that in and of itself is incentive for ferals to never remind the raid of the fact that they could TECHNICALLY glyph their battle-rez to return the dead sod at full health, just so they say "well, we've got a warlock, so we're good for battle-rez.) Honestly, if this is one of the "utilities" they're going to push to the fore-front to show how bear druid utility and pally utility are equal in different ways.... then they should either let bears stay in bear form when they cast it, or change prot pally utilities so that they temporarily strip off half the pally's gear, wipe their resource bar, and eliminate vengeance stacks when used. =P
And Innervate.... HAH! If I'm on my druid in feral form, I just roll my eyes whenever someone yells for an Innervate, and let someone else in the raid handle it, even if I'm not tanking at the time. It's just not WORTH it to shift forms, even for a moment. I mean.... you get what? A buff that you have to wait 10 seconds through all to get enough mana to cast MAYBE 1 low-cost spell? That's not a perk, it's a waste of time.
Don't get me wrong, I cast Innervate all the time between moments when I was getting my face smashed by the legions of the undead during Wrath, and I would love to be able to do that during Cata. What I would LIKE to see is a revamp of Innervate to make it a useful feral utility again. Have it scale with spell power or attack power, whichever is higher, instead. This would make this a true druid utility instead of just a caster-druid utility.
And it they don't want to give us at least that, then they have no right to claim it as druid utility in a Q&A about tanks!
loop_not_defined Jun 15th 2011 6:36AM
DragonFireKai: "the fact remains that not only did Blizzard post a cheesy response to a question that didn't need to be put in there"
It was the most highly voted question for the region. One of Blizzard's *stated goals* with the Q&A is to be more inclusive with the other forums, something that had been a major sticking point for years. As someone who does follow Blue Tracker, I saw this complaint come up on the EU forums almost daily.
DragonFireKai: "but their answer was wrong on multiple levels. They referenced a patch that did not exist, and there were taunts that were still missing, despite their assurances that "patch 3.9" fixed it all."
Patch 3.9 existed internally, and was *regularly* referenced publicly...until the last minute when they announced 4.0.1. The fact that Cataclysm had *two* pre-expansion patches (4.0.1 and 4.0.3) caught a lot of people by surprise.
DragonFireKai: "All these flaws in an answer to a question that didn't recieve 1/10 as many votes as many more qualified questions that didn't make the cut. The majority didn't think that taunts miss, hell, not even the palty dozen upvotes required to highlight a post as highly rated were tallied. That question slipped through because Blizzard failed to properly weigh their input sources."
So Latin American players shouldn't ever count then? That's toeing racism.
DragonFireKai: "it didn't ask the questions that the majority voted on..."
Yes, it did. You're assuming that the LA answer took up some "slot" of questions. The more likely reality is that if it had never been asked, the Q&A would have been one question shorter.
DragonFireKai: "...it didn't answer all the questions that it posted."
Bashiok: "Bashiok: "If we haven’t made an announcement on a topic yet, then chances are good we don’t yet think a change is necessary, or we’re not yet sure how we want to fix a problem. Therefore, it should not be surprising that many answers are going to say “we’re still considering it but have no announcements at this time.” If we have an upcoming change to announce, we’ll do that. We're not waiting for a player to ask just the right question."
Seriously, why am I having to repost something I've already provided for you?
At the end of the day, your attitude towards the whole thing, as well as Allison's and many other players', just reaffirms that Blizzard talking to the community might actually be doing more harm than good. The inability to take these Q&As for what they are, or to apply some perspective to their answers, is just causing a lot of distress.
Big Shoe Jun 15th 2011 8:03AM
As I've said before, Blizzard should just rubber stamp every question with a reply of:
"We're happy with the way this is balanced right now, even though we buffed it last patch and are nerfing it next patch. But this is still a good idea that we might look into in the future."
Frankly, they seem to be unsure about where they want the balance of certain things in the game to go, and a look at the see-saw of patch notes since Cataclysm shipped bears this out (no pun intended). Even though Innervate is mentioned as a utility that druid tanks bring to a group, it is not usable in bear form and is being horribly nerfed in the 4.2 patch.
I play a Prot warrior, but as a fellow rage tank, I share your pain. I've always liked druid tanks, and they need a better tool for ranged pulling of caster mobs. I wouldn't doubt that such an ability has been suggested internally at Blizzard many times, but keeps getting shot down either for "flavor" reasons, or because it might unbalance the almighty arena. Sigh...
Many thanks to Allison for a great article!
Urthona Jun 15th 2011 9:39AM
I'm the crazy guy that wants to get rid of Replenishment, so get your bag of salt handy. Well, maybe not rid completely of it, but to make it the spell effect of healer specs only. IE Restoration, Holy and Discipline talents cause Insect Swarm, Judgment, SW: Pain, and Flame Shock to cause Replenishment.
But back to Druid tanks: with the considerable changes done to abilities limited to Warrior Stances, I'd like to see Bear Form gain access to some more subtle or benign Balance and Restoration spells. I've mentioned before that I'd like to see all all combat forms gain access to the Insect Swarm DoT. Feral Combat could gain a talent to allow Insect Swarm to jump to nearby targets, spreading either by its own talented nature, or allowing Demoralizing Roar to act like Pestilence. That would add some variety to Bear Tanking AOE threat and possible synergy with Earth and Moon and other magic enhancing debuffs.
But in the case of utility and quality of life, I'd like to see Bear Form gain the ability to cast the following spells: Insect Swarm, mentioned above; Rebirth, talented to be instant cast and cost rage; Innervate, a considerable and oft-mentioned Druid utility; and lastly... Wild Mushroom(s).
While Wild Mushrooms are talented for increased damage, reduced cooldown, and debuff effects in Balance, I'd like to see talents in Feral Combat which would alter the WM:Detonate damage to interrupt spellcasting and silence enemy targets for 3 seconds. This change, although unintuitive to "fighting as a bear", reminds that the player should be "fighting as a Druid", with a variety of spells at his or her disposal.
Thoughts?
EidlonImp Jun 15th 2011 1:31PM
Man, you guys sure are bitter. Here, let me fix bears for you!
"We have no initial aggro!"
Okay! Here, have this. It's called wild mushroom, it takes 3 GCDs to ramp up pre-pull (
EidlonImp Jun 15th 2011 1:32PM
Man, you guys sure are bitter. Here, let me fix bears for you!
"We have no initial aggro!"
Okay! Here, have this. It's called wild mushroom, it takes 3 GCDs to ramp up pre-pull (less than5s) but won't pull until you choose to detonate it.
"We starring with no rage on a pull!"
No problem! Here is a talent that will grant you 30 rage when you shift to bear. Of you're in caster form until just before you pull (like if you're using mushrooms) you'll start with a healthy chunk of rage!
"We have no ranged silence!"
Hmm. I'm about out of tricks. How's this, your interrupt's range is now 13 yards, which will make dragging casters about much easier. I know that's not what you wanted, but here, faster npcs are now all CCable in five man. Most of them are now humanoid, which means virtually any class with a CC can take care of them. And they won't run to melee, instead they'll prefer to stand back and cast, making them easier to CC without breaking it.
I guess I dropped the ball a little on that last one.
Cad Jun 15th 2011 3:47PM
Wonderful post, thanks so much!
hyperion Jun 15th 2011 3:01PM
FINALLY!
Someone at Wow Insider gathers together the fortitude to question Blizzards design choices head on.
This is what WoW Inside should be like, not the 95% of the articles that are little more than cheerleading for Activision.
Enough of "wait till the patch is out" enough of "wait they're still balancing classes, enough with with the poor design choices, not lets call it what it is, blatantly lazy design for this expansion.
Allison if you read this , very good work!
Angela Ranna Jun 15th 2011 4:07PM
Don't know if ya'll are still reading 5 pages into the comments, but something I put in that never got answered:
What happens to our DPS?
The one thing that bears have brought to the table in Cata (IF you use a hybrid build) was a huge DPS advantage over their counterparts, even when not allowed to shift to kitty form. I've been regularly able to double other tank's DPS on single-target encounters. But with the 4.2 nerfs that's going away...why? Oh, why?
OK, I understand it's ludicrous that I can pull more DPS as a bear tank on heroic halfus than anyone but a boomkin, but my single-target DPS wasn't even quite on par with a moderately geared melee DPSer. The 40% damage nerf to lacerate and swipe were probably deserved, but did they really need to cut single-target DPS in half as well?
Technomancer8 Jun 16th 2011 10:26AM
"I have not had a single 5-man PUG since Wrath where every player was on board with the idea of waiting patiently for a line-of-sight pull."
Slaytanic Jun 16th 2011 2:23PM
Just saw the blue post (6/16), so because of "fansite bashing" of their Q&A series, they're going to just stop. " We've spent a lot of time discussing why it doesn't work, and while that's interesting to us, the bottom line is that once we've finished the role Q&A's with healers, we will be ending the Ask the Dev series."
So now, instead of not giving the answers that you want, they won't give them at all.
Thanks.