This wasn't problem in Legion :)
same with cata needed to boost threat to tanks as it was a problem, why change the tank threat in start, it works before hacking at it
One more thing made worse than legion though deliberate design decisions.Reduced tank agro generation is right next to the GCD changes in terms of deliberately deciding to make the game worse
Most people probably won't agree with me, but i liked tanking a lot more when threat was an issue. It made things more fun, knowing a dps or healer could overagro. Also fighting for agro as a tank was something i enjoyed. I quit tanking when it became a non-issue. So who knows, might pick it up again now threat seems to be something you have to consider again :-)
Some really good points here. It's not really about the threat multiplier so much as it is about damage scaling. I loved the threat game back in Wrath when tank threat was only what, 2.1x? The reason that worked, however, at the end of the expansion, was because tank damage scaled roughly the same as DPS damage, so we never had that point where we started to feel like DPS classes were making it harder and harder to hold threat.Meanwhile, the very first key I ran with my group in 8.2 I was worried for the next skittish week because I could already feel my dps starting to peel off of me in large packs, resulting in a lot of tabbing through targets, making it much more difficult to handle interrupts and explosive orbs without losing threat on a mob here and there.Personally, I would prefer a much more organic threat system, built on rotational abilities, where threat is an actual gameplay aspect, rather than simply a mathematical mechanic and my only option for threat is to hold back my hardest hitting abilities "just in case". I want to feel like the buttons I am pushing actually matter for something more than just damage output, and I think that moving the threat game to tank rotations would make it much more interesting as a tank... Though I suppose that would have the downside of potentially raising the skill floor for tanks, and reduce the number of tanks available.
I don't see the point in giving tanks small increases in threat generation. Maybe I've missed it during a period I didn't play, but I've never seen any supremely interesting dungeon-level gameplay designed around the tank's battle to hold threat while DPS hammer away and risk drawing attention.Tanks might as well generate insane amounts of threat for combo'ing basic actions and paying attention, and designers could use other mods if they want threat loss to be a significant gameplay mechanic. I have to wonder how Mythic+ tanks feel about the above issue, coupled with weeks having Skittish.We've been rotating main tanks on raid boss fights since Beta, as it's clearly a mechanic designers want us to have to deal with. If we're supposed to worry about threat, make it an intentional mechanic, not just a scaling problem being perhaps poorly addressed.
"make it much more interesting as a tank"While raising the skill floor for a role might reduce players somewhat, making the role more interesting might also grow the playerbase.As a long-time DPS player, I like the idea of tanking, but I find I don't have all that much fun when I actually do it.Perhaps I just haven't picked the right type yet, I might have to do some looking around.
The ammount of complaints there will be when everyone goes vanilla. It just needs some adjustments in current situations. It is al so focussed on aoe the hell out of everything now a days. Maybe use some more utilities. Hunter rogues misdirect. Focus on tank target instead of some random mob in the group. Mark mobs up again. So many options. Back in the days you actually used cc cause if you pulled a while pack of mobs they would destroy you.
I honestly believe that tanks having to manage threat is a core concept of the role. there is a certain flavor win of the idea that you are drawing the attention of the enemy so that they focus you instead of your allies. From a gear perspective it gives players choices. Do they focus on pure survivability or do they incorporate dps stats to bolster threat? Do certain classes excel at aoe threat and can there by stack more defensive stats?from a gameplay point of view it add another element to the fight. tanks should not get to tunnel into their primary target while everything else just sticks to them. a good tank can toggle between targets blending single target threat output with that of area of effect threat. Without the management of threat, tanking is skinned down to "taunt on 3..." this is lackluster in design and makes for boring choices in gear and gameplay. While I do not yearn for the threat management of classic, I do not think that this is the best change to make for tanking in the long term.
Solution: Use a hunter who know how to misdirect.
Imagine skirmish weeks now... Either I go in with 2 Rogues and a Hunter or no tanky for that weeky.
The major slot should be much larger, call considering all of dps' majors increase their damage, and for tanks that is very much not the case 9% is fine for a minor but they need to favor in the major as well
I would love to see some changes to the tank dps scaling. I dont need to be pushing the same as dps but some classes are getting 20k-30k ahead of tank damage numbers. On the topic of aoe pulls it hits it right on the money, once people hit ilvl caps and you run into a mob of 10 that tank is gonna have to work his but off just to peel each individual mob off the people who hit even the small cd's.
Why nerf tank threat in BFA in a first place? It's a dumb change that created nothing but more problems than it "fixed"...And it they want to fix it now, they should just buff baseline multiplier instead of this bandaid fix with essence slots increasing it...
maybe every dps just has to be a tailor now, to cope with threat.