The second model is all about buttons providing mitigation. If you're a tank doing 25-man Alysrazor trying hard to down those hatchlings, you know what I'm talking about. The downside to using this model to make tanking more interesting is that encounter design, especially with movement, prohibits steady DPS from tanks for the most part. The first model makes it so that tank DPS matters in the grand scheme of the fight, meaning that a tank wants to do optimal DPS while still tanking to be a productive raid member. Ghostcrawler begins his blog post by talking about a variety of active mitigation models that WoW could potentially use or benefit from. ![]() Plus, he goes in-depth on how these major changes ahead will affect death knights first. He delves into what active mitigation means for the WoW team, some potential models that the future of tanking can hold for many tanking classes, and a deep, introspective look into what it means to hit buttons as a tank. Today, Ghostcrawler (lead systems designer Greg Street) posted more thoughts about overhauling tanking. Threat for tanks was greatly increased, and the focus for tanks in the future seemed to hinge on active mitigation versus a combination of threat generation and damage mitigation. ![]() In Ghostcrawler's last Dev Watercooler blog entry, tanking and threat were given a new focus when it came to World of Warcraft encounter design and gameplay experience.
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