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Live
PTR
10.2.7
PTR
10.2.6
Beta
DK Raiding value
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189036
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Post by
BenjenStark
So the essence of this post is 'I talked to some people, and they don't like DK's'. That's it. No numbers, no empirical data, nothing. Well, gee, if your only guild options are a bunch of twits who care more about the class you're playing than the player who's playing it, then yeah, save yourself some time and skip levelling your DK.
So here's what's going to happen in the real world: DKs are going to start tanking 5 mans, and the good ones will get into guilds, because good players who are willing to tank are hard to find. Perhaps the spittle emitting manic guilds at the bleeding edge of progression won't entertain submissions from DKs, and honest, it won't matter whether they do or not, because their progression is fuelled by raiding 7 nights a week, 6 hours a night.
Then you'll be left with the 75% of players who are to pants-on-head retarded to function at all in a coordinate group, they'll be queueing up in AV for their welfare gear.
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Post by
BenjenStark
It does if you replace 'start' with 'strat'.
You might be right about that, depending on how much the devs live up to their promise to properly level the tank playing field. But having played a warrior main tank, I'd submit that in fact the tank role is the one with the least variance in terms of what you're expected to do.
In other words, in EVERY fight, the tank is expected to tank. If there's a weird change up in that, it's because there's a debuff that keeps him from tanking. Netherspite being one good example, or Vael being another.
My personal take on encounter design is that generally speaking, the devs seem to think that tanking is tricky enough by itself, and they have few ideas as to how to change the role up.
If the devs really do deliver reasonable tank parity, I don't see the DK being locked out of raid slots if they're willing to do that particular dirty job.
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