Is it time to kill tanking?

The tanking system has long been somewhat problematic in World of Warcraft. While it scales to some degree, from 5-man dungeons to 10-man raids, the scaling falls apart when we get to 25-man raiding, which currently demands about the same amount of tanking as 10-man. You can get through most of Firelands with two tanks, no matter your raid size. Majordomo Staghelm only requires one tank, again, no matter your raid size. This means that the scaling from five to 10 works, but as soon as you go from 10 to 25, instead of needing 2.5 times more tanks, you need no more tanks.
The other problem is simply that there already aren't enough tanks for every 5-man group. When the Call to Arms feature was announced for the Dungeon Finder tool, it was created out of the simple fact that we're not seeing the distribution we'd expect in the playerbase. In order for the Dungeon Finder to work without significant group queues, we would need 20% of the people queuing up to be tanks (1 in 5 = 20%). This is not the case.
People simply don't want the perceived group responsibility of tanking. It's why changes were made to CC mechanics that allow groups to CC on the fly without pulling. It's why Call to Arms exists. And yet, despite both of these changes, tanking was still so unattractive to players that threat itself needed to be redesigned. All of this work to try and get people to tank. Maybe the problem isn't the players here, though. Maybe it's the role.
Outnumbered two to one
There are currently four tanking specs in the game, out of 30 possible specs. This is the lowest number of specs per role. Healing has five (discipline and holy priests, resto druids, resto shaman, and holy paladins), and DPS has 22, because one of the tanking specs can also be a DPS spec (the feral druid spec). This points to an already obvious fact: DPS specs outnumber the tanking and healing specs combined by a two-to-one margin. Why is this?
Well, for starters, while healing makes a certain amount of sense to people who've played other games, the idea of the tanking figure is fairly unique to the MMO genre and has more or less existed in that genre to help make up for the games' lack of intelligence. The original tank and spank encounters were designed around the idea that the game needed help to decide who the monsters would be hitting. After all, their roots are in pen and paper RPGs like Dungeons & Dragons, but there's no game master to tell the monsters what to do.
With modern encounter design often varying wildly from this formula, one of the reasons for the tanking role has been changed or removed. Tanks often find themselves switching targets, rounding up adds, taunt swapping to clear debuffs, kiting, and in general working on aspects of a fight far removed from the old keep the big, ugly thing punching me instead of the mage aspect of the role. This complexity was even mentioned in the recent Dev Watercooler as a reason that threat was being increased so that tanks don't necessarily have to worry about threat races or having to switch targets to intercept streaming adds.
Class archetypes and character preference
Let's consider, however. With four tank specs and 22 DPS specs, we're already at a significant disadvantage in terms of picking a character that tanks versus one who does not. If you enjoy certain class archetypes such as the demon-worshiping spellcaster or the companion to animals, you're locked out of the role even if you'd like to give it a try. Of course, the argument can be made to roll an alt, but if you simply don't like death-channeling necromancers in plate or turning into a bear, then you're not going to want to do so just so you can tank. Furthermore, there are people who play those four classes who simply don't find tanking as it stands particularly compelling.
There are ways to do without tanks, of course. One way would simply to make healing changes that allowed healers to cope with a boss's switching to whoever had aggro rather than having to have a limited number of people who are talented and geared to make healing them easier and who chose abilities and stances to make enemies want to hit them. Another way would simply to make tanking a choice a class could make by picking a stance, form or presence and opening it up to more classes -- a simple trade-off (you chose to tank, you do less damage and generate more threat) that makes all sorts of classes able to tank who never tanked before. There are plenty of classes that have abilities that could be used to tank -- warlock Metamorphosis, hunter pets, shaman weapon imbues like Rockbiter and their earth elementals -- with a little modification.
What change would be enough?
Whether or not either of these options or any others are really good for the game is what should really be discussed. Is it simply a matter of not enough tanking flavor, and can that be provided without messing up tanking balance? Should tanking be reduced to a simple toggle that more classes could flip, or would that water down tanking too much? Is tanking integral to the game or an outmoded idea no longer relevant with fight design as intricate as it has become, and can you get rid of it without rendering leveling content trivial? Tanking has been with the game since its inception and has seen a lot of design work to keep it a vital role, so abandoning or redesigning it to this extent would be a huge decision. But right now, it's no longer an unthinkable change to the game.
We've tried bribing tanks, changing CC, letting the instant queues tempt them, and even reducing how much they have to juggle to get them interested. Is it enough, and even if it is, is it a sign that tanking simply isn't worth the hassle?
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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Death Knight
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Reader Comments (Page 1 of 17)
Westane Aug 25th 2011 6:07PM
I recently quit the game. An "Arcane Warrior" tree for Mage tanking would make me unquit... really quick like.
lazymangaka Aug 25th 2011 6:18PM
I would Mage tank in a heartbeat. It would be epic.
Paws Aug 25th 2011 6:36PM
.. an it's not a stretch class wise. Bubbles anyone?
MattKrotzer Aug 25th 2011 7:14PM
Sounds like a better fit for Disc priests, then.
devilsei Aug 25th 2011 7:30PM
Mage tank...?! Epic win! It reminds me of that one old BC raid... with the dragon-killing giants and the group of crazy ogres, those crazy fellas... One of em needed a Mage Tank, and I was tempted to roll a mage JUST to say I tanked a raid boss as it...
Playdead Aug 25th 2011 7:54PM
I would totally resub if enhancement Shamans could tank.
Fletcher Aug 25th 2011 7:56PM
Battlemage. *nods*
Westane Aug 25th 2011 7:58PM
I'm also of the opinion that Warlocks should be able to heal and rogues tank, giving hunters some utility would be good too.
While we're at it let's also make it so Shamans can heal and Priests can DPS!
brain314 Aug 25th 2011 9:29PM
I haven't magetanked since they nerfed it in UO.
DarkWalker Aug 25th 2011 10:18PM
A suggestion: add a 4th tree to each class, turning all classes into hybrids. Pure classes get either a Tanking or Healing tree, Druids get the Bear/Cat specs turned into independent trees, etc.
Bryan Dare Aug 26th 2011 1:05AM
Mage tanks? Bubbles? I don't think Baleroc would be very happy about that...
blazenor Aug 26th 2011 3:45AM
Shamans seem like a better choice, the enchantment spec could be a tanking/dps spec like the druid.
In A World (XBL) Aug 26th 2011 5:23AM
I would like to see a Hunter tanking spec. You take out 5 pets at once and they stay stacked around the Hunter at all times, sharing a massive health pool. You wouldn't have to heal the pets, just the hunter. You could have 5 different melee attacks that work like Kill Command, but with different effects depending on the pet.
Scourgebane Aug 26th 2011 6:41AM
Back in BC I remember coming across mail defence gear ,To be honest it makes no sense to me shamans cant tank with abilitys like rockbiter and usability of shields thay would be perfect. Also at the start of wrath Dks could Tank in any spec ,rather then scraping this like thay did I think that is were the future of tanking is. All thay need to do is make Blood Presence a tanking presence for all spec same thing could be done with auras and Rightous fury ect, What do people think??
Didax Aug 26th 2011 10:02AM
Precedent for mage tanks:
/tar Balrog
/cast Taunt
/yell "You cannot pass! I am a servant of the Secret Fire, wielder of the Flame of Anor. The dark fire will not avail you, Flame of Udun! Go back to the shadow. You shall not pass!"
bluesky_v2.01 Aug 26th 2011 10:53AM
I don't know if deficit of tanks is something you can really ever fix in WoW. Surely, adding a few more tanking specs wouldn't hurt but in the end, tanking is a role that attracts a certain type of people, people who don't mind the responsibility, natural leaders.
And there will always be more followers than leaders, and don't really mean that in a bad way. That's just how it is.
My first main was a mage and gradually realized that I wanted more responsibility, so I rolled a tank and I'm loving every minute of it.
awpowers_2000 Aug 26th 2011 11:57AM
I also thought that we should get fourth trees. Let Locks and Hunters tank (by fusing with demons/animals) and let Mages heal (with arcane) and rogues heal with a first-aid style, melee-range heal, but abilities to bounce around quickly. Then the other specs get what is missing, like a ranged non-spell non-pet spec for warriors (for someone who wants to be a true archer and not a hunter), the druid feral split out, a ranged casting for DK, a melee-monk like tree for priests, and I don't know, pallies can do a lot already, I guess range spellcasting as well.
As for the tanking shortage, it would be nice if tanking responsiblities could be spread out. Like each class could take up some damage, switching who is the "temporary tank" until they can take no more and the next one takes it up. Each person steps up, like the one ZA fight where people move into range and take a hit, there is a group cohesion to it.
Instead, whenver there's a wipe in a dungeon, often fingers go right to the tank, and it hurts. When I get "your dps is low" in a dungeon, I start looking at what is wrong, what I can fix, did I mess up. When we wipe and people are like "fail tank", I quit tanking for a few days and go to DPS characters. It's the attitude that "wipes are the tank's fault" that hurts tanking. But likewise, the huge egos of a lot of tanks "i run this dungeon you follow me, I'm not stopping for mana" that makes it worse. That culture needs to change if we want more tanks.
I have noticed that my DPS queue time has been reduced to about 15 min, it was 45 for a while, so things have gotten somewhat better.
arquenvaron Aug 26th 2011 12:46PM
@Didax .. you sir... +10 internets for you.. best comment ever.
Subuts Aug 29th 2011 8:37AM
I think all classes can have a 'tank' spec and it wouldnt be that hard to implement. Somehow clever players managed to do it sometime on the game cronology. Back in Vanilla (I started my wow like in mid-end BC) ppl say Enh Shammies could tank a bit, on BC rogues could tank raid bosses, LK locks could tank some bosses too so...
Mages (Frost), Priests (Disc), Locks (Demo), Hunters (BM), Rogue (Combat), Shammans (Enh), Druids (Feral), DKs (Blood), Warriors (Prot), Paladins (Prot)
koskuauhtemok Aug 29th 2011 3:48PM
I liked the answer of bluesky_v2.01 I have a toon of every tanking class and I like it so much. I've wondered why I like it and came to the same conclusion: i don't know if I am a natural leader but I don't mind to have the responsibility of the party on my shoulders, I like to take the damage instead of the weaker and I like to teach and help others.
I also think that tanking has more to do with people's personality than with quantity or diversity of tanking classes, or with how easy tanking is. Same happens with healers: it's people naturally inclined to help others. For everyone else, there's DPSing.
How about a "Titanic" Hero Class? Any race character gets cured from the "curse of flesh" and becomes and stone or metal living being that has two tanking talen trees.