Sep 25th 2011 4:01PM If you are talking hybrids as in classes that can perform different roles? Then I think every class should be like this. I think the time of pure dps classes has passed. Every class should have at least 1 tree that is a different role. Yes, you could give every class a utility ability or two that allows them to "off role" for a short time. But, at that point, why not invest in the full tree and make it a role.
If you are hybrid as a class that can reasonably do two things at once. I don't think it will work. Imagine a class was 50% at two things. This means that two of them could do 100% of two things total, just like any two normal people. So you have gained nothing other than you need this 50% class in multiples. This 50% class couldn't do a dungeon nor a raid and fill the role alone. So, you still need your trinity. Again, you haven't accomplished much of anything so far. If you make it, say 70% of two, then you might be able to eek by filling a single roll with one of these. But, then you are over the encounter anyway. However, a 70-70 type class would likely be a monster at pvp.
Sep 24th 2011 8:37AM I've solo'd up through karazhan and magtheridon.
However, my first raid experience was in Naxxaramus in Dragonblight. Two of my friends have been avid raiders since vanilla, being part of the AQ40 generation. Their guild had broken up at the end of BC and we all transferred together and formed a small little guild. When the time came, we started working on naxx. I didn't do well. With my whopping 800 dps, I was at the bottom of the pack. But we down all of the first quarter and up to the instructor in the second quarter.
They said I was doing well. I required very little healing, I knew not to stand in things, and I was in position. But they told me this isn't pvp. I was geared and thinking in terms of survival. You have to think in terms of damage.
Anyway, I enjoyed it. Makes me wish I kept all those pictures of the bosses we down in the first quarter that night. It was a fun experience. I liked being with my friends and downing bosses. But, I came to a conclusion that night. I don't want to invest the time it takes to raid. I have since stuck to my PVP and cleaning out old bosses for mounts. In the beginning of cataclysm we went back and did retro-raids on friday nights. That was fun and required little to no ramp up time/consumable time. We've since gone back to our battleground ways and done zero of the cat raids.
Raiding is fun when you have the right group. But it requires a personal investment of time and preparation that I don't have. I have just as much fun with my friends defending a flag from wave after wave of "pvp trash". We have fun in our own way.
Aug 25th 2011 7:09PM I do not think adding new tank specs will increase the number of tanks (although I like the though of every class having a 4th tree that is tanking only tree...)
People have already pointed to the social stress that is bundled into tanking. And, I agree that is the main source of lack of tanks.
As another poster pointed out, people really do just want to have nice easy runs.
So maybe it is time to reconsider the "badge" model for gear. I know it is an extension of the honor system. But, perhaps that needs a glance as well. The badges are the reason people are driving for speed in dungeons. The people that want their quick badges are pushing the tanks forward. They have already "wasted" 45 minutes of play just setting up to get their daily badges (or weekly).
On an abstract level, it is not much different than finding the largest friend you know, putting him or her in front of you, and then using a human shield to barrel your way to the front of the line just to get something.
If badges were obtainable by dailies, then I think you would see less ass hats in the dungeons. The people that are there would want to be there. Not because they had to be there.
People just want the badges. Perhaps it is time to stop forcing them to go through random dungeons to get them.
May 31st 2011 7:18PM and pulverize for that matter
May 31st 2011 7:17PM I still find it odd that, unlike other tanks, the two key "bear" abilities are seemingly intended to be dps increases (thrash and berserk). Bears still lack in defensive, tanking cooldowns.
Apr 20th 2011 3:22PM Perhaps there should be a flag that a player can toggle. Something to the effect of "I consent to be critiqued". Flagged people can group together. Non-flagged people can be grouped together. But the two cannot mix.
At the end of the dungeon a small check box list would show up for each person. It should be short and have no room for open/unrestricted comments. A tank's critique might be: rate 1 to 5 for "Can hold Aggro", "Respectful Attitude", "Damage Taken". A dps critique might be "Damage Done", "Controls Aggro", and "Respectful attitude". Something to that effect. These numbers can also generate some sort of dungeon rating.
So the second piece would be to try and group people together with similar dungeon ratings. Also, your own rating should affect the weight your input shifts other persons rating. Ratings from fellow guild members should have a low impact (no "men's" club effect). Similar to an arena rating, the higher your own index, then more your feedback weighs in to the other persons total. Then the system should lend towards self regulation. If you want to be grouped with better people, you must perform better in other people's eyes. For example: if you consistently rate low in holds aggro you would be paired with dps who have been rated lower for "damage done". Theoretically, it could give people closer matches in gear level, closer matches in skill level, and closer matches in attitude. again, I took inspiration from Blizzard's own arena rating.
Just a thought.
Feedback system are subject to abuse, but that does not mean they are not useful. If business analysts can work through "bad apple" feedback forms, then it must be possible to weigh the scores somehow.
Just a thought
Apr 20th 2011 1:56PM Perhaps, the character's statistics should record the number of successful dungeons tanked, healed, etc on a by dungeon basis.
That way the the LFD tool can do some sort of function calculation based on a sum/comparisons per dungeon.
Apr 20th 2011 8:25AM I drink my coffee and do a handful of dailies in the morning. Cooking on 2 chars and JC on another one. I try to do the PVP/TB dailies on one toon in the evening.
There comes a point that with 5 toons you simply cannot do 25 dailies each. =) Especially something like the dungeon or pvp dailies x5.
Apr 16th 2011 5:06PM Maybe I'm a bit backwards in my thinking. But, I never thought lightwell was for the tank. I always thought it was for the dps. They can click on it and heal themselves. I'm more concentrated on the tank.
Apr 13th 2011 1:18AM 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.