The Light and How to Swing It: What happened to encounters that were interesting to tank?

Cataclysm has been a fairly, er, cataclysmic expansion when it comes to the status quo of tanking. For starters, threat was decimated with the introduction of Vengeance and nigh removed from the game with the recent buffs to threat generation. Likewise, variability in the number of tanks a fight required seemingly died along with Halfus Wyrmbreaker. And, perhaps most troubling of all, the profession of tanking has generally been made less and less interesting as far as encounter design is concerned.
What makes a fight "interesting"?
If you think back to some of the fights in previous tiers, the most interesting ones were always the most demanding ones -- the ones that required you to juggle multiple balls over the course of the encounter. These balls could be one of many mechanics. To name just a few:
- Picking up adds that are dynamically joining the fight
- Shepherding adds to a specific location
- Hitting cooldowns to counter a near-death attack
- Moving out of hazards constantly
- Taunt swapping boss on a debuff
- Combating the threat output of buffed DPS
Reading any of these, you can think of a number of mechanics that Blizzard has constantly repeated that encompass them. It's a fairly limited bag of tricks, and Blizzard has done a bang-up job mixing and matching a handful of them and compiling the resulting smorgasbord into some of the fights we have known and loved.
Think of fights like Freya, which threw the entire toolbox at you. You had to stay out of Solar Beams, quickly pick up a trio of adds, drag the boss away from bombs on the ground, bring the boss to a specific point, and so on. It was a headache to tank as current content simply because there was so much going on. But at the same time, that first kill was invigorating because you were running around like a madman, sweating bullets -- while possibly chewing the same. In short, the fight was so damn compelling. It felt like a real accomplishment to overcome it.
Consider also Nefarian in Blackwing Descent. One of Blizzard's beloved multi-phase fights, each phase was a delightful hoop to tank your way through. Phase 1 required picking up adds as they made an appearance around the ring of the map (and while being staggered, at that), then dragging them to a set place to kill them in an optimal spot. All the while, you needed to blow a cooldown before a raid-wide nuke occurred and knocked a chunk off of everyone's health. Or if you were tanking one of the dragons, you had to position them correctly in relation to your other dragon-tanking comrade. (That's right, three tanks! Perish the thought.) The Onyxia tank in particular had to take care to move the dragon about to do the least amount of damage to the raid, depending on how volatile Onyxia was feeling.
Then in phase 2, the room flooded and you had to get the hell out of that hazard and onto your assigned pillar while battling the dreaded Lip of Doom. On the pillar, you'd furiously damage the add while contributing to interrupts (that is, after the patch giving us a real interrupt), as well as using your cooldowns to mitigate the damage to your fellow pillar-mates.
Finally, in the last phase, the most harrowing part of the encounter began and you had to pick up that same pile of adds you left for dead. As you and your co-add tank began to make a circuit of the room, you had to balance keeping the adds out of the fire that would sustain them, picking up any reanimated laggards that had fallen behind and furiously activating cooldowns to keep yourself standing during any Electrocutes or as the fight dragged on, healer mana ebbed and the adds' voraciousness grew.
The downfall
Compare that to most fights in Firelands and Dragon Soul -- fights like Rhyolith, where you follow the boss around, pick up adds and hold them while DPS burns them down, and you're never in danger that entire time. Or Ultraxion, where you stand still the entire fight and just hit the appropriate buttons (while very fun thanks to the cooldown mechanics). Or Majordomo Staghelm, where you stand still and try not to die, occasionally dancing around a cat. Or Warlord Zon'ozz, where you juggle cooldowns to not get gibbed, all while praying that your healers get the debuffs off.
Now, you might say it's unfair to compare an end boss in T11 with a bump-in-the-road boss from T12 or T13. Granted. However, I'd assert that even the speed bump bosses of T11 were vastly more interesting than just about any fight in the last two tiers.
Ever since we first set foot in the Firelands, there seems to have been a constant descent in how much encounters challenged the tank. Most fights required only one or two (max) tasks to perform at a time, with some even requiring zero tank movement. Dragon Soul continued the trend, what feels like even more dumbed-down tanking assignments. There's even a Patchwerk fight! At least in the original Patchwerk, you had to watch your threat relative to the other tanks and melee; in this new Patchwerk, threat doesn't matter and your only focus is taunting off the co-tank and occasionally hitting a cooldown. Homer's drinking bird could tank the fight.
Why did this happen? What was the cause of all the spice being slowly sucked out of tanking with these last two tiers? I suspect it has something to do with the reasoning behind the neutering of threat a few months ago, the idea that tanks have too much on their plates and its discouraging possible new tanks from picking up the craft.
In an ironic bit of prescience, Ghostcrawler's hypothetical argument for threat in his original Dev Watercooler column about the impending change back on Aug. 16 said, "Threat's role, just so we're all on the same page, is to make fights more interesting. ... We have always been concerned that if threat was not a big part of tanking gameplay that tanks might get bored just waiting around until it was time to use a cooldown."
The future looks dim
And here we are, nearly half a year later, and what Ghostcrawler mentioned has come to pass. Fights are less interesting, though obviously not because of threat -- we're talking by design here -- and our primary focus in fights these days is just firing off cooldowns and dealing with the one or two mechanics that the encounter demands we deal with.
I obviously must admit that the idea of interesting fights lives on -- to a degree -- in hard modes, if only because often the way they make fights harder is just by throwing extra mechanics with bigger numbers at the raid. Nonetheless, I'm more concerned that the bar is seemingly being lowered for the remaining modes of difficulty, especially normal mode. (Though, ask hard mode raiders and they'd likely tell you the same thing: Fights are generally less interesting to tank in their content these days, as well.)
Ultimately, my true fear is that in the name of content accessibility and making the profession of tanking more accessible, Blizzard has removed a lot of our opportunities to rise to the occasion of any given encounter.
The removal of threat, the standardization of two tank fights, the reduction in mechanics that a tank has to combat -- it's a trend I am very much not a fan of, and I'm very, very curious to see how Mists of Pandaria approaches the subject.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 3)
Philster043 Jan 13th 2012 3:09PM
Sometimes I think they should just make all warrior, dk, and paladin (except for holy) specs capable of tanking, that is, being able to hold threat, being able to pull monsters to them, having a little more stamina and protection than usual, and still able to dish out the dps that makes their specs a little more fun. I'm starting to think the role of a "tanking specialist" is more of a hassle/bore than fun for more people than not. It's either, "THERE IS SO MUCH TO DO --- I'M TRYING MY BEST, GUYS!" or "Ho-hum, I'm just standing here, hurry up on killing the boss...." or the 1% that's like "I can tank anything in my sleep." And this way also, more people might be tempted to tank if more specs were capable.
Samuel Jan 13th 2012 3:41PM
Heya, Death Knight here.
They tried that with our blood spec in WotLK, and obviously they didn't think that it was working. I can't imagine them being able to make a casting based spec work any better.
DarkWalker Jan 13th 2012 3:56PM
I really think, before making any role easier, Blizzard should have made it easier to just switch roles.
For example, a DPS or Healer that wishes to start tanking needs to get a new set of gear, something that is daunting. If it was possible to somehow just translate the gear progression from the character's main role to any other roles the player might want to try, this might result in way higher numbers of players attempting the roles that are needed.
The way it is currently, a player can't really supply a needed role quickly, due to the need of specialized (and often gated) gear, unless he has been planning for it for a long time. As it's too much of a hassle even attempting it, I believe most players that would be willing to try tanking or healing give up before even starting.
Also, another thing I would really like is some kind of solo training ground for raid roles, including tanking. Pick all the skills and tricks the player is likely to need for a given role and drill the player in them. Also, make it a well rewarding daily (to get players to actually train often), make it so that the best the player perform the faster the quest ends (so they get added incentive to become good in it), but allow players to just repeat the drill part, after doing the quest, as often as they want just to train.
TonyKP Jan 13th 2012 3:20PM
Not enough tanks + long LFD DPS queues + tank frustration = doing anything necessary to get more tanks.
Anything necessary to increase the total number of people able to tank > player satisfaction among existing tank players.
The Dewd Jan 13th 2012 3:34PM
How many people are there that are capable of tanking - if only they weren't afraid to try - that have never tried at all?
TonyKP Jan 13th 2012 3:44PM
I think that's the point - making the experience simpler and the bar to entry lower so that more people will be willing to make the attempt.
Blighton Jan 13th 2012 3:58PM
At the same time, im not against making it more appealing for people but you can't just dumb it down to nothing, that makes those that have done it for a long time not want to do it, then you're stuck with stupid people that could only pull 5k dps in end time that thought they sucked so bad they should just tank. Then you just got a bunch of sucky players in those queue roles
DarkWalker Jan 13th 2012 4:01PM
Want to make the entry barrier really lower? Add a mechanism that translates melee DPS gear into tanking gear, so DPSers are actually able to try tanking without having to spend weeks farming for gear.
The barrier for trying a different role will be quite high as long as there is need to get a whole new set of gear. With spec mostly out of the way (due to cheap dual speccing and respeccing), it's the largest remaining barrier for all classes capable of multiple roles.
Sqtsquish Jan 13th 2012 4:13PM
Blizz gave up recently on giving tanks an interesting role, because so much hinges on their success- a tank messes up and the whole raid wipes- not that I am saying things were too hard, just that Blizz decided to lower expectations in order to get more players involved instead of getting more players involved by doing things to increase their basic skill level. I think the latter would have been a better and more enjoyable thing for the most of the playerbase, but Blizz has pretty much never really tried to implement a truly dynamic difficulty curve allowing the people who THINK they can't do harder things to have the opportunity and impetus to try.
As it is ANYONE can raid....ANYONE....ANYONE...but so few will try because they feel they can't or got burned in the past.
TonyKP Jan 13th 2012 4:15PM
Good point about the gear.
Jasonthedce Jan 13th 2012 6:46PM
@DarkWalker: Agreed about sharing gear between roles. I have a DK Tank that I just don't enjoy much, so I was going to switch him to DPS. Switching late in expansions--which is typically when you might want people to switch roles and try something different--is more and more difficult.
I've found I either need to DPS in my tank gear and get yelled at or do the thing I don't want (Tanking) to get some DPS gear. There are limited amount of crafted gear I can purchase, but it's all pretty low level, sticking me back at the very beginning of the instance gearing cycle.
Of course, I at least have the option of DPSing in Tank gear. But a DPS trying to tank in DPS gear will get absolutely killed--both by mobs and their fellow players.
Note to the Editors: Maybe we could get a series of columns on how to transition from one role to another. Gearing, buttons you hit, things to watch for you might not have known about in an encounter, etc.
SamLowry Jan 14th 2012 1:10AM
Anyone can raid...until the moment you run into the pinhead who declares "This is my raid! What I say goes! First order of business: We will now be kicking whichever spec I don't like. And guess what, you just won the first kick."
I haven't even done LFR a half-dozen times, yet I've already run into too many jerks like this. What's even worse is that they'll joke about the idiocy of guildies they brought along but then kick outsiders who didn't do anything wrong.
sharlatan Jan 14th 2012 12:36PM
If its boring, no one will do it.
Tanking was never hard, or stressful. People who wanted to dps said that so they would not have to tank. but it was fun.
Now its a snoozefest, so all the decent tanks stopped tanking through shear boredom. Nothing in firelands requires any skill to tank.
The result is that only new people tank, the tanking skill pool is lowereed constantly so fights get easier and easier to tank, and more boring.
Its a downhill spiral and will just carry on.
TonyKP Jan 14th 2012 1:41PM
"Boring", "hard", and "stressful" are all relative terms. The dearth of tanks earlier in Cata seems to indicate that more people disagreed with your interpretation than agreed, so Blizzard is trying Plan B. Results are still pending about that, but the apparent success of LFR in finding enough tanks makes the case that they are now on the right track.
zackwbrandon Jan 14th 2012 4:36PM
Eliminate tanking and just make all classes responsible for (and therefore capable of) mitigating damage. In this model, whoever wants to volunteer to tank simply switches toolkits instead of gear/spec/class, and gives it a try. This is harder to balance initially but, like a bicycle, gets easier once it is established.
Goins2754 Jan 13th 2012 3:22PM
Combine with this the utter disdain for tanks in PvP & it makes for a really bad time to be a tank.
Seriously: PvE fights are a snooze fest, PvP I'm a free honor kill (after the Veng nerf goes live). What's my motivation to play this role again?
milindpania Jan 13th 2012 6:27PM
Prot Warrior PvP player here (for RBGS that is).
People play a tank specc in PvP for 2 reasons:
1) To make use of the enhanced control and survival of tanks to carry out specialist roles, such as carrying the flag, defending a base or controlling groups of players.
OR
2) To abuse Vengeance and drool over the keyboard while killing people in random bgs and thinking they are great PvPers.
I welcome this change to Vengeance, since it means dribbling morons cannot abuse a mechanic and be jerks in Arena or BGs.
I repeat: The role of tanks in PvP is a specialist role, revolving around survival and control. Not hitting people for 30k+ Deathstrikes / Avenger's Shield / Shield Slams / Mangles.
Orthien Jan 15th 2012 3:00PM
I agree that tanking in PvP is a specialist role but its done so poorly in WoW that there is very little point. Yes you bring a few extra seconds of taking a hit but you do so now in exchange for being able to do anything else.
WoW is one of the few MMO's where tanks don't have a set PvP role, what little we have is just a bleed over from our PvE roll. You just have to look at other games where the Devs have put in PvP effects onto taunts and the like to see that things could be so much better.
noel mcleod Jan 17th 2012 8:54AM
I'm a blood DK tank and I PvP a lot (5 pieces of Cata Gladiators including the weapon and relic). I'm certainly NOT a free HK, I think I'm pretty effective AND I have a role in most BGs. WSG = flag carrier. Twin Peaks = flag carrier. AV, IoC = tank the boss. AB = hold the farm (or stables). Battle for Gilneas = hold the mines. SotA = just DPS and chain demos ....
I have an alt that's a Prot pally, and pretty much same applies. If you find PvP you're a free HK, you need to gear up (anyone with less that 3K resil is a free HK for me) or figure out your role.
kill the b o y s Jan 13th 2012 3:27PM
I have to agree with this article from a veteran tank perspective.
From the outside looking in, though, this may be an attempt to draw more appeal for new tanks. "Aw gee.. you mean i just stand here and hit some buttons and get phatlewts?"