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 The problem is not DKs |
05/18/09 10:04:18 AM
Patch 3.1.1a
Jargamain |
I think few people will disagree that the most powerful aspect
of DK tanks is their cooldowns (I could be wrong, of course).
Their array of powerful mitigation abilities on relatively
short cooldowns allow them to simplify boss mechanics that
would otherwise require outside assistance or completely new
strategies. The premier example pre-3.1 was Sartharion + 3
drakes. You could either tank Sarth with a
paladin/druid/warrior and rotate cooldowns like Hand of
Sacrifice, Pain Suppression, and Guardian Spirit to keep the
tank alive, or you could use a death knight and let them rotate
their own personal cooldowns to survive the breaths. By using a
death knights you could concentrate the difficulty of tank
survivability into 1 player, which has advantages ranging from
less need for communication to gaining experience more
quickly.
Since Sarth + 3 was the only fight of significance pre-3.1 the
other tanks were somewhat concerned, but not to a great extent.
After all, the idea of a boss mechanic that insta-gibs the main
tank without the use of mitigation cooldowns was relatively
rare pre-WotLK. In all of TBC you had Kael'thas' Pyroblast,
which was handled by another mechanic specific to that fight,
not mitigation abilities inherent to the players. That was it.
The problem is that in Ulduar these mechanics are somewhat
common: Mimiron's Plasma Blast (not an insta-gib but made
significantly easier with cooldowns), Hodir's Frozen Blows
(again, not an insta-gib but cooldowns on the tank are very
useful), Vezax's Surge of Darkness (IBF allows you to keep him
in place and not kite, increasing dps). Multiple chain-able
cooldowns are also an advantage during soft enrages such as
Thorim's or Steelbreaker's hard modes, which generally last 1 -
1:30 minutes (to be fair, Gruul in TBC would have fallen in
this category).
To me, it seems that the problem of death knights appearing to
be OP doesn't have to do with their inherent design, but with
boss design in Ulduar. The devs said that they would explicitly
avoid making certain tanks required for bosses (i.e. shield
wearing tanks for Kael'thas and Illidan, fear immunity for
Nightbane, etc. Yes, I realize these weren't strict
requirements, but they had the same effect that death knight
cooldowns do on Sarth + 3). I have a feeling that if Auriaya
had a hard mode that could wtfpwn the tank during fear that
warriors would be "required" to tank her. The same would
possibly be true for druids on Hodir if Frozen Blows was a
permanent buff.
TLDR: death knights aren't the problem for
warrior/paladin/druid tanks, the existence of multiple
fights in Ulduar that cater to death knight design is the
problem.
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05/20/09 02:05:10 PM
Patch 3.1.2
Ghostcrawler <Lead Systems Designer> |
You know, those encounter designers are right across the hall
here. I am waving at them right now. We all work pretty closely
together to match the boss abilities to class abilities. We
work even closer together on the numbers. When someone is
tuning Frozen Blows or Imbalancing Strike, they do that knowing
what the stam pools, mitigation, avoidance and cooldowns are of
appropriately geared tanks.
That's not to say boss design is irrelevant. Say for example we
made a raid with one boss, like Eye of Eternity. Now say Feral
druids were slightly better at that fight. Does that mean
druids are overpowered for that encounter?
There are 14 Ulduar bosses. If DKs are better at tanking 5 of
those does that mean DKs are overpowered? If the next tier of
content has bosses that druids are better at tanking, does that
make things equal?
We want them to all be close ideally. Since we don't want to
give every tank the exact same stats and gear they are never
going to be 100% equal. The trick is discovering how much of a
delta is too much (and it's an answer that's hard to generate
with math alone).
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05/22/09 02:46:34 PM
Patch 3.1.2
Ghostcrawler <Lead Systems Designer> |
It's understandable that many of the tanking topics devolve
into a "You're too good," vs. "No, I'm not," responses. Let's
just try and keep it professional.
My original point was that we don't look at boss fights in
terms of making sure that every tank class gets their moment to
shine. That's not the goal.
We also don't look at the four tank classes and make sure they
all have survivability within 1% of each other in all
situations. That's not the goal either.
I felt the need to point that out to some of the players who
may have unrealistic expectations. If certain classes have an
easier time, we're totally cool with that, as long as the other
classes are capable of doing it (and that includes the hard
modes).
Now, if one class is too good at too many bosses, or we see
guilds start to replace their MTs because another tank makes
the fight so much easier, then that is something of which we
take notice. I'm trying to frame it in those terms so that some
player don't feel compelled to respond with "It's already
happening in my guild," (because then the rest of the thread
just becomes an unscientific tally of who uses what class for
their MT) and other players respond with "Oh, great, QQ got us
nerfed again."
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05/23/09 11:41:55 AM
Patch 3.1.2
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
Should we therefor assume that the degree of tuning in the
initial release of Sunwell is gone forever, and that guilds
who effectively play the game professionally should expect to
have very little to do for months at a time?
Are you refering to the part where warrior tanks were kept
alive by casting an anti-druid aura over the whole raid? Or the
part where you stacked shamans for Chain Heal and Heroism
rotations? Or where the mages were bumped to make room for more
warlocks to benefit from Curse of Shadows? Or where paladins
were parked outside to buff everyone in between wipes? :)
Players who liked Sunwell generally liked it because it was
hard, not because the class balance was so exceptional.
Mimiron's big red button is hard if that's your thing. Algalon
is hard.
A lot of the tank balance problems we are having exist because
we thought block would be a better mitigation stat than it has
turned out to be. I say "we" because the druids and DKs were
also convinced at the time that they would be mana-sponges and
everyone was quoting "The unblocked hit is the new crushing
blow."
For a variety of reasons, reality didn't work out that way. For
one, we underestimated how much removing crushing blows would
change the landscape. In fact, you can argue that the big magic
hits (the dragon breaths and plasma blasts) are really the new
crushing blows, and block does nothing to them (modulo 4 piece
bonuses and the like). DKs were given amazing cooldowns, high
armor and high avoidance to make up for them not being able to
block. Druids were given even higher armor and high health. We
backed druids off from that a little in part because they were
going to end up with dps stats almost no matter what gear they
chose so we wanted to incorporate those a little more into
tanking. We kept buffing DKs based on early (mostly heroic
dungeon) reports that healers hated healing DKs because they
were so squishy when their cooldowns were blown. That seems to
be less of an issue now with current levels of gear and some of
the other changes to the game since then.
We will almost certainly change block. I can't tell you when
we'll change it, because it's a big change. We probably don't
want shield-users to be at 100% up time of block if they block
more per hit. We have to be careful what happens to threat
since that's a big part of block, especially for warriors.
Heck, maybe we fall in love with the 4 piece warrior bonus and
decide to make that a core part of the ability.
We might very well nerf DK mitigation or cooldowns again. We're
less worried about druids, but if we nerfed DKs it might be
that druids take their place. We are less likely to just buff
the shield-using tanks because we like the current difficulty
of the hardmode fights for them and we are reluctant to have to
buff those encounters to correspond for a tank buff. Though as
we've said elsewhere, we might give paladins another
cooldown.
Just remember that one player's "slight advantage" is another's
"faceroll tanking and trivializing encounters." The balance
goal has always been "close enough" not "identical."
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