(This thread originally began as a Reddit thread in response to Sapphidia's "Four Ways to Die" analysis, which has been quite thought provoking and has generated a great deal of discussion. Though my thread on Reddit was originally titled "Why The Tank Meta is the Way It Is," and did not include the last three paragraphs and closing line initially, having hashed it out with many different people - some of whom were quite angry with me - the post and my thinking has congealed into what is currently stated.)
First off, kudos to Sapphida for the thought provoking thread - I wouldn't have come to see the issue from the angle I do had the thread not been posted. I've been replying in and participating in the other thread, but because that thread has 500 comments now and most of my thoughts have been replies to comments buried anywhere in those 500, I wanted to have a chance to have more people see the issue from the angle I see it at. The worst that could happen is everyone thinks I'm stupid and the thread's downvoted and I lose all my internet points (;_;7), but on the more optimistic side maybe people will see why things won't (or even can't) change without a massive redesign.
The crux of the problem comes down to what a player is doing with their global cooldown rotation, and this seems to be the point that everyone is missing. All of the things that a tank can do to mitigate damage in this game are largely very passive choices or account for very little of their button inputs in any given fight. Even if you tweak with stats so that vitality somehow becomes preferred and people want to start stacking parry and other defensives on their gear, these are all still PASSIVE choices that do not reflect or have any impact on what a player is skillfully and actively doing in a battle.
In one of the responses I made to Sapphidia, I took the time to type up every single cooldown a tank has access to with the times that they're up and the cooldown timers that they're on. It isn't necessary to repeat that effort here. The point is, a tank will have 8 or so oGCD abilities to use in any given fight to help them mitigate damage to varying degrees of worth or worthlessness. Some of them rely on wholly unreliable mechanics (like Dark Dance and parrying) and so generally are not used in the hopes they can help a tank survive a high damage phase or big incoming attack (they'll still get used elsewhere but they're not "guaranteed mitigation" per se) and other tools are actually buffed by the "focus on STR meta," in particular Bloodbath, Equilibrium and Clemency as the self heals are all dependent on STR. But, in my opinion, it doesn't take a lot of effort to analyze a fight and figure out how, based on the durations of your cooldowns and the length of their recast timers, you're going to optimally press each of your 8 buttons when you need to. And a tank's cooldown rotation accounts for, let's say, 5% of their active button presses in a fight.
The only other option a tank has left to them to increase their mitigation in the current game design is a passive choice to have a tanking stance on or off (and this only applies to DRKs/PLDs, as WARs do not gain a flat mitigation buff in their tanking stance and if you actually do the math are slightly less efficient to heal than DRK/PLD in their tanking stance). I don't understand why people think they would feel tankier in a battlefield that requires them to have 100% uptime in their tank stance, stack full VIT (and would probably be less favorable to WAR since WAR doesn't have the mitigation buff in their stance) and require 100% healer uptime on them when they still only have the same 7 or so oGCD abilities to mitigate damage. If anything I'd feel less tankier because I'd just watch as my HP bar constantly shuffles from healthy to near dead with virtually nothing I can actively do to change it; all the while I'd be continuing to do what I'm already doing in the current meta, which is using the best damage dealing rotations I can while waiting for the next optimal oGCD button press.
Now, there are a few slight things a tank can do to mitigate damage coming in that's slightly more active. Paladins do have Shelltron and Warriors do have Inner Beast (the closest thing a DRK has to these is Reprisal but since it's based of parry procs and parry is currently an impossible stat to have real returns from it's difficult to really say Reprisal is a comparable ability). The issue with these skills is that for them to be of skillful use, you would still need the meta to continue to revolve around predictable big incoming hits, either something that has a cast bar (such as the A1S buster) or an obvious telegraph (like how Rav EX does blinding blade after tapasya). If you have a fight that's tuned just around truckloads of damage coming in all the time, these abilities become somewhat less useful, and you run into the scenario where you are just randomly using Inner Beast hoping one of the more random big hits you can't predict is mitigated in the uptime rather than low damage autos.
The only other active mitigation a tank has at their disposal are the debuffs they can put an on enemy (STR down for PLD, INT down for DRK and all damage down for WAR). You could design fights that require 100% uptime of these debuffs on bosses I suppose - the biggest DPS loser in this game would be the WAR who'd have a difficult time maintaining both storm's path and storm's eye while still being able to get butcher's block combos in (which are their highest potency combo) but it wouldn't change the fundamental issue as to why tank dps is important, which I will now get to.
As I've tried to lay out the case above, tank mitigation is almost either entirely passive (stacking defensive stats, choosing to maintain uptime in a stance) or accounts for very little of a player's active input in a fight (optimizing how you use 7 or so oGCDs and maintaining uptime on a 20s debuff). The real problem (if you personally have a problem, that is) with the way that tanks "feel" and why the meta will always favor tank DPS without a fundamental game retooling lies in what a Tank's GCD rotation involves. A tank is dealing damage every single time they use a GCD. And any given player's GCD rotation still accounts for 95% of what they are doing in a fight.
And it's really that simple. That's why tank DPS will always be a thing bleeding edge players care about and emphasize. Even if you force tanks to stack VIT and maintain uptime in their tank stance in order to meet the baseline mitigation required in a fight, raiders will always want tanks who can bring more DPS than those who can't. And then you'd have to ask yourself why the developers wasted time designing all of WAR's HW toolkit around a stance and abilities they now never get to use. If you adjust the meta such that healers have to babysit tanks 100% of the time and can't dps at all, tank dps ironically becomes that much more important because they have to pick up the slack left behind from the healers (or fights just don't have DPS checks anymore).
If the game were somehow redesigned so that the bulk of a Tank's GCD rotation impacted their mitigation, then the meta would be entirely different and people could have their "brick wall" Power Fantasy and what not. But honestly, look at it this way: if you're upset that you're not feeling valued because you can't just stack defensive stats, sit in a passive mitigation stance for an entire fight, and have a workable oGCD rotation that accounts for maybe 5% of your input for a fight, without looking at optimizing what you're doing with your GCDs, then you might want to consider whether you aren't just being lazy and entitled. I can sympathize if you want to play a tank and feel like a brick wall and be doing everything you can to mitigate damage, sure - but that's just not how the game is currently designed. "Everything you can do to mitigate damage" as a tank in this game lies in passive choices made before a fight's even begun (gear spec and stat spec) and about 5% of what you do in the fight. Unless a massive redesign of what a tank's GCD rotation looks like occurs, that will always be the case. And as long as that is the case, the style of tank play that you're looking for probably won't be in the game.
I am not trying to say that players who prefer a mitigation style of gameplay as a matter of principle are lazy and entitled. There are ways to change game balance so this becomes a viable strategy and still requires a great deal of skill and active player input to pull off. I am, however, saying that people who want to stack passive defensive buffs and mitigation, maintain 100% uptime in shield oath, and still clear content without changing anything else regarding the game balance are, in fact, quite lazy and entitled.
One way I think you could effectively change the meta so that mitigation tank strategies become viable (but you could still ALSO have the choice to run DPS tank strategies) would be if you changed the way tank GCDs worked. If they were more like healer GCDs, where you were making impactful choices (healers have to decide on each GCD whether that GCD will be used to cleanse, heal, or DPS), then the meta would be entirely different. Right now every tank GCD does damage AND generates enmity, and some even go one step further and additionally provide mitigation (storm's path, rage of halone, delirium). What if, instead, a tank had to choose whether they were going to deal damage, generate enmity, or mitigate on each GCD, but doing one excluded the other two until the next GCD (or even several GCDs down the line due to combo effects)? You could have fights where it might make sense for tanks to maintain maximum mitigation and healers to maintain maximum healing because the DPS gained by tanks and healers DPSing has to be weighted against the risk of the raid wide damage killing actual DPS players.
These sorts of tweaks are how you change the meta. Buffing passive defensives without addressing GCDs won't do a thing; if anything, it'd even more strongly encourage the meta we already have, because if you have stronger passive mitigation from your gear spec you have less and less of a reason to ever use your tank stance. Fixing VIT so that isn't worthless won't change the "how much VIT can I afford to lose in order to optimize raid DPS by increasing tank DPS without sacrificing too much healer DPS" theorycrafting that's going on now. Changing VIT so that it becomes how tank DPS is calculated just means you do not invest any points in STR and now you get to wear full fending, which makes maximizing tank DPS easier - and since nothing has been done about the GCD issue, tanks will still be judged based on the DPS they're bringing to the raid and meta will gravitate towards maximizing tank DPS.
So, having identified the root causes behind the current meta, and realizing that there is some dissatisfction surrounding it... let's start talking about how to actually change it!

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