Oh, for the halcyon days of TBC when Block was the envy of the non-blocking tank classes (er, well, Druids). Now that stat has been getting the short shrift as of late, with the big hits of Ulduar making block all but useless. As this fact has dawned on more and more tanks, the zeitgeist is clearly turning against block.
Doxa has a great post about the inherent issue with the block mechanic on PRF. Money quote:
In the end, the reason tanks die is spike damage and paladins are eating more of it is because the % of damage mitigated through block value gets smaller and smaller when bosses are hitting harder and harder. 1700 damage mitigated is 1700 damage mitigated whether you’re hit for 2k or 30k.
That sums up the issue perfectly. Block is a bum mechanic that is becoming more and more outdated with every raid instance. And thankfully Ghostcrawler has recognized this. He wrote on the forums that:
Block was a fine stat back when bosses could do Crushing Blows. In their absence, it does feel like it has slipped as a source of mitigation. We (the developers and the community) were worried at the launch of Lich King that block would make warriors the best tanks, paladins second, and everyone else far behind. In retrospect we should have been more focused on the cooldowns and number of hits a tank could take in a row.
Which is the crux of the matter isn’t it? Right now tanks live and die by big hits and how they deal with them. Druids soak damage, DKs blow cooldowns and [had] lots of armor, and Warriors/Paladins… um… block? Clearly, in this brave new world of 20k melees, we are at a disadvantage, and something needs to be done.
Furthermore, Ghostcrawler then indicated in a later thread that block was indeed being looked at by the developers:
We don’t think block is cutting it as a mechanic, but the direction we are likely to take it is probably more of a change than you are considering.
Ominous. In any case, based on the example he gives it looks like he’s leaning towards a situation where non-block tanks would continue to use cooldowns/high HP and armor to avoid/mitigate large damage, while the block tanks would have block help them mitigate more damage on some big hits, and they would eat more of the damage on others. Block rating would go down but block value would go up, making block some sort of bastard child of avoidance and mitigation: mitigation on the RNG.
I can’t say I’m completely a fan, although it seems to be a step in the right direction. In the final analysis, giving up a baseline mitigation of around 1800 damage for occasional mitigation of 8000 damage (or whatever it works out to) would be a fair trade for what we need most: better survivability against the hard hitters of Ulduar and beyond.
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