A system to teach players how we intend for them to perform their roles is something we realize we’re lacking. We have some pretty cool plans to help solve this problem in the future, but we’re not quite ready to make any announcements, and Ask the Devs just wouldn’t be the appropriate venue anyway.I hope they do this soon. I've had a lot of really bad tanks in my low level healing ventures lately.
Many of the questions make me want to /facepalm. Loaded questions, thinly disguised QQs, completely misinformed nonsense. What a waste of a good Dev Q&A.
This is an awful QA, so much missed potential...
This... isn't very satisfying. Come on, there are a few good questions brought up, but equally much, if not more, QQ. And as kaikaun said, it seems someone missed a few memes, the amount of misinformation seems to be rather big.Also: Using the word "homogenity" in a Blizzard interview was the worst move.
Wait wait...4.3 Legendary?Also if you think this Q&A is awful, the next one is DPS.Also, Fund, I asked that question but didn't get picked. I'm still glad they answered it because it is SORELY needed.
This is an awful QA, so much missed potential...^^^^Tank balance overall is in a really good place.Lol.Death Knights: We’re pretty happy with how mastery has turned out. It does have the oddity that it scales down in value with your mitigation, but also up in value with your health. But it does indeed scale up pretty smoothly in value, and doesn’t have any unintuitive breakpoints or anything, so we’re happy with it.Are you ^&*!ing kidding me?Druids: We’re pretty happy with how mastery has turned out. It scales well, doesn’t have any unintuitive or unfortunate interactions with other stats, and provides solid performance value.Lol!Paladins: Mastery is an attractive stat for paladins, but has some design problems. It scales very well, but due to the nature of our combat tables (and being able to “fill them up”), you can get “block capped,” which is a massive performance benefit. Worse, Protection mastery scales with itself, since there are no diminishing returns on block chance, and the amount of rating you need to block cap goes down as your dodge and parry improve, allowing you to put even more of your stats into dodge or parry. This sort of feedback loop is something we always try to stay away from, so we plan to change this in the future. We tried several alternatives for 4.2, but weren’t happy with the results. Any change which made mastery weaker (such as subjecting block to diminishing returns or changing what it does) would have required mitigation compensation for paladins elsewhere (with all the design risks inherent in making such changes), as well as asking many players to extensively re-gem or re-forge. We’ll ask players to do that when the need is great, but we didn’t think this problem crossed that line. The major risks are that Protection paladins become too powerful or too weak or that gear with mastery will at some point be rejected once characters are over the cap. We don’t think any of those problems will manifest themselves in the 4.2 content.Paladin's are already near or at un-hittable in good gear.Do you plan to bring other tanks to the same level as Death Knights who have a lot of advantages over other tanking classes (easier to heal, quite a number of various safe abilities, etc.)? Just the question made me lol. Have you ever considered adjusting DPS HP? Seems that while their large pools of health help them on "accidental" situations, a fair portion of the time they can take aggro and tank adds without consequence. – Jainel (LA)We’re generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.Why is this even in here?Can you make it so that taunt doesn't miss, just like you did for interrupt abilities? Doesn't feel as though it would be a complete upset to overall balance. – Madmartygan (LA)Yes, absolutely! And in fact we did it back in patch 3.9. Tank classes’ taunts have been unable to miss since then. We recognize that tanks will nearly always choose mitigation stats over threat stats and it’s particularly frustrating to have to reach a hit cap just to make sure taunts or interrupts don’t miss, which is why we no longer require that.WHY THE &*!@ IS THIS IN HERE?And lol Patch 3.9.I am actually disgusted by how pathetic and how little lack of thought that went into this.
This is an awful QA, so much missed potential...I agree.Regarding Vengeance:We think Vengeance works well overall. It provides sufficient threat without causing the tank to do more DPS than the dedicated DPS characters, and doesn’t let the tank just neglect abilities that cause threat. A full stack of Vengeance probably provides too much threat, but we didn’t think it was necessary to nerf that mid-expansion. Overall, we don’t want tanks to have 100% guaranteed threat on a pull, so we don’t want to buff that aspect of Vengeance, but we also don’t want DPS specs to constantly have to throttle the DPS they can deliver midway through a fight, so we have to strike a balance.Why not change it to be %threat based on %health lost? In addition, in either case, the Vengeance effect shouldn't diminish so fast.
Where's the Q&A about when they're going to make Hunters able to tank?
Forgive me, but were the interviewers noobs? Please, for the love of all things purple don't waste the few precious moments of time with the devs asking questions that, if they'd have bothered to pay attention while playing, or at least read the patch notes as they come out, they'd already know the answer to!
This Q&A was the biggest wast of Mb that I have seen since http://www.wowheadnews.com/blog=179780/ghostcrawler-dungeons-are-hard. and then the week after, mabey we made them to hard. dont wast my time with this noob crap. post something usefull.
Death Knights: We’re pretty happy with how mastery has turned out. It does have the oddity that it scales down in value with your mitigation, but also up in value with your health. But it does indeed scale up pretty smoothly in value, and doesn’t have any unintuitive breakpoints or anything, so we’re happy with it.Arg... I was hoping they were aware of how difficult DK tanking can be.Do you plan to bring other tanks to the same level as Death Knights who have a lot of advantages over other tanking classes (easier to heal, quite a number of various safe abilities, etc.)? - Меланори (EU-RU)I'd love to hear what advantages a DK has... easier to heal... no. As a DK tank and Priest healer I must disagree...DK tanking is easy to get/keep threat, but I take so much damage a healer with gear at the same level as mine has difficulty keeping up, even with my 6 cooldowns for damage mitigation and self healing.
Are there any plans to update the leg armor in 4.2 now that the plate tanks receive no dodge from agility? Maybe introduce a new leg armor patch that adds str/stamina, or a mastery/stamina? – Dariok (NA), Fredik (EU-ES)We did. As you’ve probably seen by now, it’s called Drakehide Leg Armor, and it provides Stamina and dodge rating.Can you make it so that taunt doesn't miss, just like you did for interrupt abilities? Doesn't feel as though it would be a complete upset to overall balance. – Madmartygan (LA)Yes, absolutely! And in fact we did it back in patch 3.9. Tank classes’ taunts have been unable to miss since then. We recognize that tanks will nearly always choose mitigation stats over threat stats and it’s particularly frustrating to have to reach a hit cap just to make sure taunts or interrupts don’t miss, which is why we no longer require that.What. The. Heck.It really frustrates me when they answer questions which could've easily been answered by a google search, or even Trade chat, on a less-sarcastic day.At the moment, tanks need to use addons to see threat levels and clearly see which mobs they have aggro with. With all the recent changes and updates being made to the UI, are there any plans to make seeing threat levels and aggro easier and clearer? – Castan (EU-EN)We’d definitely like to build threat into the UI more, especially for tanks and for multiple targets. We try to keep our default UI relatively unobtrusive so that players can see the actual battlefield, but we realize this design goal can come into conflict with players’ need or desire to have copious amounts of information displayed. Finding the right compromise is something we wrestle with constantly and one reason why our UI changes tend to come more slowly than, say, class design changes.Huh? Now, I haven't tanked since ICC so it may be different now... but I had no problem whatsoever when it came to knowing if mobs which were supposed to be attacking me, were or were not -- without using any add-ons. This entire Q&A is just full of facepalm. Can't wait to see their picks for DPS...
I am kind of disappointed myself as well... Even without going back to the questions, I can distinctly remember the posts about "bear tanks are underpowered", "paladin tanks are overpowered", and "death knights are overpowered". And the answer to the legendary is a bunch of bull - there isn't a tank in the world who wouldn't like to get a legendary. You know, especially since we've never had a real tanking one (the first one who mentions Thunderfury gets a smack in the face). Since you get legendaries through quests, I had an idea a long time ago where the final quest for the tanking legendary would offer you a chance to take a 2H mace or a 1H mace (or sword, whatever). And we are all happy.But hey, that's just my little rant I've been maintaining for the past 3 years. It's okay.
A system to teach players how we intend for them to perform their roles is something we realize we’re lacking. We have some pretty cool plans to help solve this problem in the future, but we’re not quite ready to make any announcements, and Ask the Devs just wouldn’t be the appropriate venue anyway.They used to have this, back when 5mans from level 20-59 worked the same way as the level 60 ones. If Blizz hadn't simply decided that only endgame mattered they wouldn't have to add another feature to "teach" people their job, early game would do it for them.I learned how to heal DPS CC and tank in VC, it's too bad these days people learn nothing from VC because even a clothie can tank most of the adds.
but we also don’t want DPS specs to constantly have to throttle the DPS they can deliver midway through a fightlol really? My DK pulls threat any time during a fight if I don't throttle back. Sometimes I have to just stand back and watch for a minute. I'm only il 357 but I pull threat off 360 tanks regularly. A 346 tank forget it, I have to leave most of the time.
So, I just got forum banned for making a thread about the ATD Tanking Q&A. The thread was deleted I went through question by question, responding to the one's I agreed with or at least thought were legitimate answers (the first one side-stepped warriors, but I liked that it had been thought through). I pointed out clear mistakes (health affects DK mastery, DK mastery scales linearly, Paladin's won't hit unhittable in 4.2), and the general inanity of some questions (Taunt no longer missed as of 3.9 (?)). And they deleted it. That's pathetic.
Patch 3.9 was my favourite patch tbh.
Will we see a tanking Legendary sometime soon? – Pedoso (NA)The tanking community both loves and hates when this question comes up, but it received a lot of votes, so we’ll answer it. The answer is not soon, but probably eventually.Oh dear god, we all know what soon means, eventually must mean never
wasn't there a "token" that dropped in ICC 5 mans that had various weapons you could inevitably choose from? yes, there was! So, now that we know the ability exists, why not just do it?