Arcane Brilliance: The threat hotfix and you

I figure it's about time we discussed the threat hotfix, mages. And before we go any further, I should point out that from now on, the threat level is always midnight. The hotfix has been in the game for a few weeks now, and I would have brought it up long before now but I got kinda sidetracked daydreaming about the whole transmogrification thing. Now that I've spent a few weeks going through all of the pretty dresses in my wardrobe and deciding which one I want to wear on my next date with Ragnaros (he's a passable conversationalist, a snappy dresser, and the dates are so much more fun now that he's bipedal ... but he tends to shout a lot, and he's a lousy tipper), I'm ready to talk about what amounts to the complete removal of one of the most basic MMO battle mechanics from the game.
Now, removal isn't the right word, I know. Threat is still technically in the game, but it no longer really matters much.
It's been sort of difficult to wrap my mind around, to be honest. It's as if I woke up one morning and discovered that I no longer needed to wear pants. For so long, pants (or a reasonable pants equivalent) were pretty much a requirement when leaving the house, but now, pantslessness is considered the style. Do I still have pants in my closet? Sure, but I only keep them in there to hide my porn beneath.
So how does this new status quo impact us as a class? And is the change good, bad, or does it lie somewhere along the spectrum between those two extremes?
An abridged history of threat
So for as long as MMOs have existed, there has been a threat mechanic. Basically, any enemy in WoW is programmed to attack whoever it thinks is the biggest "threat" to it. Every action performed by every player during a fight generated a certain amount of threat, and whoever was currently generating the largest amount of threat was going to draw the ire of the bad guy. Tanks were tasked with generating enough threat to always keep the attention of the bad guys in question, DPS were tasked with dealing as much damage as possible without generating more threat than the tank, and healers were tasked with standing behind everybody, shaking their heads in disgust at our repeated failures to do so.
Instead of removing threat entirely, Blizzard has now simply made it irrelevant by upping the amount of threat tanks generate to the point where it's nigh-impossible for a healer or DPS character to generate more threat than the tank.
Does this simplify the game? Yes. But I prefer to think of it in a different way. Instead of lamenting the loss of old nuance, I choose to revel in new freedoms. The major sensation I've felt since the hotfix is one of lightness, of a burden lifted.
Threat was never the most natural of gameplay mechanics. It shackled DPS players to an unseen number, beyond which they passed at their own peril and the peril of the group. The only way to reliably tell where you stood along this invisible scale was with outside addons, which provided a visual display of threat in numbers -- that, or the very visual (and very abrupt) cue of a giant boss suddenly lumbering toward you instead of the tank. So you watched your threat meter, making sure your number was never larger than than the tank's number. It wasn't especially fun. I will not miss it.
What we've lost
Throttling This is the biggest loss and the biggest gain for mages, all rolled into one. We are pure damage dealers. Our purpose is to deal that damage as quickly and powerfully as possible. Having to throttle back, avoiding using our most powerful spell rotation for no other reason than that it would draw too much unwanted attention upon ourselves, always felt unnatural, clunky, wrong. The knowledge that you could potentially be undone by a run of crits, by having too much good luck, sucked fun out a situation that should have been nothing but.
No longer. There is now never going to be a valid reason for us to rein in our damage. From the start of the fight to the very end, we should be focused on constantly providing the best possible DPS at all times.
The 3-second wait I still catch myself doing this at the start of fights. One ... two ... three ... Arcane Blast. It's a habit as ingrained in me as any gaming habit. I've been doing it in pretty much every fight for the past six years or so. I have to consciously remind myself as each fight begins that I do not have to wait anymore. Just make sure I'm attacking the same target as the tank, then let 'er rip. It's incredibly liberating. I always felt a bit like a douche, watching the tank jump into the fray and knowing that the best way I could help him was by twiddling my thumbs for a bit. The 3-second wait was just another example of how awkward the whole threat-generation mechanic really was, and I can't begin to describe how much better it feels to actually start fighting when the fight starts.
Threat meters These addons have been rendered pretty much useless now. If you're still running one, you can stop now. We'd been asking since the game's genesis for a threat meter to just become part of the default interface. It was so integral to raiding that only the most hardcore anti-addon player dared raid without a threat meter. Why would Blizzard leave it out of the default interface if it was so blatantly needed? I guess now we know. Blizzard didn't like threat as a mechanic, anyway. Now it's negated the need for threat meters altogether. I am not sad to see them go.
One more thing to pay attention to This is the major argument of those who oppose this change. Making threat a non-factor is just one more way to dumb the game down, to appeal to the lowest common denominator, to make the game have more mass appeal, be more accessible, and lower the skill level required to play it. The concern is valid, I suppose, but I can't say I agree with it.
Threat didn't add anything even remotely resembling complexity or challenge to the game. It only added one more thing to have to keep track of. For DPS, it wasn't especially difficult to deal with, just annoying. While you tried to deal damage, you just had to make sure your threat wasn't approaching the tank's. When your threat got too high, you had to throw out a threat drop ability (like Invisibility) or just stop hitting buttons for a while. No skill involved there, just a rudimentary understanding of how the game works. Your threat meter told you what to do, and you either did it or died. Losing threat as an important mechanic simply removes one more detail to pay attention to in battles.
What we gain
DPS Now, the difference isn't huge. It's not as if I was having to hold back all my best spells before. With a good tank, I never had to throttle back much even before the change, and not having to throttle back now hasn't changed my DPS much. The place where I notice the difference is in random dungeons, where the tanks I was getting might not always be fully capable of outdoing my mage in the threat department.
Now we can basically go full on, balls to the wall no matter the situation, no matter the tank -- and I like that. With threat no longer a concern, we can focus on reaching our maximum damage potential without reservation. You'll notice a slight change in your DPS overall, but a very major one when dealing with situations where you have previously had to restrain yourself. Delayed gratification as a gameplay mechanic was never fun, guys.
Our defensive and offensive cooldowns Yeah, now that we'll never again have to waste things like Invisibility and Mirror Image on threat control, we can use our defensive and offensive cooldowns for actual defense and offense. This is exciting for me. You mean when I Ice Block, it'll be to avoid AOE damage instead of to inadvertently kill the healer next to me because I popped it after generating too much threat, and the healer just happened to be next on the boss's aggro list? Fantastic.
Freedom Before the change, my decision-making was always tempered slightly by the ever-present need to control my threat generation. Now, that need is gone. I have the freedom to focus on everything else: optimal rotations, cooldown management, removing curses, interrupts, self-defense, movement, mana conservation, encounter mechanics, situational awareness ...
Threat management was never a massive weight on our shoulders, just a constant concern. It didn't require a lot of attention, but the part of our brains it did occupy is now completely unencumbered. We can now devote that portion of our awareness to other pursuits, like deciding which of that warlock's appendages we're going to burn off next.
A small section of our screen space What are you using that small piece of your screen where your threat meter used to reside for now? I haven't done anything with it yet. It's still sitting there, empty, showing me a few more pixels of Azeroth than I used to be able to see. It's nice. I may just leave it empty.
I'm anxious to hear your thoughts, mage community. Why is this change good? Why is it bad? Is it the greatest thing to happen in the game ever? Is it a sign of the impending apocalypse, as prophesied in biblical texts? I'm planting my feet firmly on the positive side of things. I do not miss threat, and I don't believe losing it has lessened the game in any way. I still have plenty of Fireballs to hurl at Deathwing when I see him, only now I won't have to hold any of them back. He can totally have all of my Fireballs.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Sam Sep 3rd 2011 8:10PM
I think one of the things that a lot of people are forgetting is why this change originally happened. It wasn't just the idea of blizzard to make tanking easy, they have said it is the precursor to a large paradigm shift when it comes to tanking. In 4.3, or perhaps even sooner, tank mechanics of all sorts are supposed to get massive overhaul to a more active, engaging style. We'll see how it turns out in the end, but I'm expecting this to be a positive change.
Noyou Sep 3rd 2011 8:19PM
Well some of the stuff I just don't understand. Threat should be the same for everyone. When I am on my mage or priest often times 1-2 spells take aggro away from the person I am questing with. Granted, they are not a tank but still. This is a warror and an enhance shaman I am stealing aggro from. And I know how much threat an enhance shaman puts out because I play one of those too. Hopefully with 4.3 this all balances out. I tank on a couple of my toons as well and it can be annoying sometimes.
Zankoku Sep 3rd 2011 8:33PM
Noyou, threat is already the same for all damage, except for damage from a tank in "tanking stance". 1 damage = 1 Threat for everyone not in "tanking stance". Before the change (tempted to call it a nerf, because without the changes to other tank mechanics, I feel less engaged on my tank), 1 "tanking stance" damage = 3 threat. Post change, 1 "tanking stance" damage = 5 threat. 110% of current aggro target's threat while standing in melee = you now have a mob wailing on you. 130% of current aggro target's threat while standing at range (approx 20 game yards+) = Mob starts running at you
So in other words, you pulled aggro from your questing partner because you did more damage to the mob. It is quite literally that simple.
Robare Sep 4th 2011 1:22AM
Hmmm can this be confirmed to be the actual way that threat is calculated for all non tanking specs? To me that would seem to indicate that the threat meter should mirror a damage done meter, barring any threat dumps being used. However in my experience on my boomkin it does not matter if I am at the top of the damage meter or at the bottom, I am almost always the first one on the threat meter after the tanks. And this is not just being reported by my own meter but by the rest of the raid as well. And I have known many people to share the belief that boomkins, and also kitties, to run higher on threat compared to their damage than most specs. Am I just wrong here? Why is my threat so much higher than others doing more damage? And yes I have confirmed that the other DPSers did not use threat lowering methods in order to be below me.
Luke Sep 4th 2011 7:52AM
@Robare
I can think of Rogues as an example of a pure DPS class that has passive threat reduction. This may be true of other classes, I'd need to do some digging to confirm this. What you may be missing however in the case of rogues and hunters especially is the fact that they both have a way to pass their threat to the tank which isn't so much a means of dumping aggro as they don't have it in the first place, (think misdirect).
Boobah Sep 4th 2011 1:30PM
I thought they removed the old rogue passive threat reduction with 4.0. Regardless, some specs do have some built-in threat reduction; elemental shaman, for example, generate no threat from mastery procs because back in the day when threat was a much, much, larger concern extra lightning bolts that you couldn't control would push you past the tank, and shortly thereafter, face-first into the floor.
Blaxton Sep 3rd 2011 8:16PM
It's nice to not have to wait so long to fire off that first Deep Freeze. Well, that's not entirely true. I didn't really wait before; now I just don't have to worry about getting yelled at for pulling aggro.
I reign in my damage because I no longer have to rein in my damage!
SamLowry Sep 5th 2011 10:12AM
Just a week ago, long after the threat change had already been made and we were all supposedly "safe", I entered a random instance and just happened to mouse over the tank's stats before the buffing began.
My mage's health was higher than the tank's.
Yeah, so much for not needing to hold back any more. Needless to say, I got to practice some mage tanking before that nightmare was over.
Redsnake Sep 3rd 2011 8:43PM
"It was so integral to raiding that only the most hardcore anti-addon player dared raid without a threat meter. Why would Blizzard leave it out of the default interface if it was so blatantly needed?"
I've always used default target frames, and I've always seen a number above my target window showing what percent of threat I was at. =/
Samutz Sep 3rd 2011 11:19PM
That wasn't always there through. I think they didn't add that until some time during Wrath.
AngrySlob Sep 3rd 2011 8:43PM
I haven't been playing my Mage so much in the last couple of weeks, but while healing in hc's, despite the changes, I am still seeing situations where tanks are losing aggro. Not as much as before I guess but I've found it is still happening with some frequency. Have I just been unlucky? I certainly won't be giving up my threat meter just yet.
Gennifurfur Sep 4th 2011 9:36AM
If It's anything like the runs I've been having, you've just been blessed with really horrible tanks.
ephuthepaladin Sep 4th 2011 12:57PM
@Gennifurfur
It's not that the tanks are horrible (it's possible that they are but I like to assume that they're not) it's just that they may be way undergeared when compared to their DPS brethren. Even with the change to threat it is still possible, granted it doesn't happen as often, for a geared DPS to pull aggro from an undergeared, and underexperienced, tank.
Gennifurfur Sep 4th 2011 2:25PM
I'm not talking about an undergeared tank who knows what he's doing, doing the best he can, and still losing aggro. I wouldn't call that person a really horrible tank. I'd say the dps should cut that guy or girl some slack, but I wouldn't call them horrible either.
I'm talking Death Knight tank that death grips a melee mob to them and then tanks only that mob while 3 casters pelt the healer. I'm talking tanks who believe every encounter is a stand there and tank and spank and have no awareness of anything that is going on. I had a tank, on the second boss in Throne of the Tides, tank the guy in the middle of the room and stand in the purple goo that just kept getting bigger and bigger. I'm suprised I kept him alive through that.
I even had a tank that had a broken weapon and refused to acknowledge our repeated attempts to point it out to him. He was literally punching the mobs.
This has been 90% of my heroics lately. If a tank is losing aggro because he is in 340 gear while a 378 geared mage is unloading on a different target than him, that doesn't make him horrible.
AngrySlob Sep 5th 2011 7:05AM
I wasn't specifically blaming tanks by the way! I was just making a point that it still happens.
Necrato Sep 15th 2011 12:54AM
"I even had a tank that had a broken weapon and refused to acknowledge our repeated attempts to point it out to him. He was literally punching the mobs."
YES! that is so awesome i had to post that in trade chat also!
KyoKenshin Sep 3rd 2011 8:47PM
The threat change was liberating for DPS, the big complaint is that it was dumbing things down for tanks. My mage is only 70 but my main is a prot warrior and just as you have a DPS priority rotation, we do too. Only ours is to increase threat instead of damage. Taking threat out of the equation makes it awful. I've literally been able to stand there after I have snap aggro and watch TV while I tank and only look over to pop a CD now and then. The problem is that the DPS wants to unleash hell and the tank has to keep their threat higher. You have to have a phenomenal tank for DPS to just go berserk right off the bat, sadly there aren't that many of us out there(yes, I just tooted my own horn tyvm) What they need to do is find a happy medium where tanks have to work for threat but DPS can just ride that line below the tanks when they're going all out. There will still be that risk but DPS won't have to throttle either. Where that medium actually lies is another story. Currently tanking is boring but I can tell you I'm having a blast on all my DPS toons currently. Sadly that just leaves one less tank in the LFD pool for everyone :(
Killik Sep 4th 2011 6:25AM
Hopefully they move that element of challenge to the active mitigation thing they've been bandying around. Of course, the question is, does that just mean you're playing a game vs the healers rather than vs the dps?
Boobah Sep 4th 2011 1:42PM
Except that the active mitigation isn't a contest between the healer and tank; you're both working toward the same goal, keeping the tank alive.
With threat, each DPS is pulling the attention of the mob one why while the tank is pulling it another; everybody is doing their best to yank the mob's attention their own way (although that attention is the primary goal of the tank, instead of a necessary consequence as it is for the DPS.)
lazymangaka Sep 3rd 2011 9:02PM
Why is Jim Halpert about to shoot me in the face?