Idea: Training Grounds ((No) Scrubs)

Not quite. This feature requires you to already know what to do to an extent. You could say it teaches you how to interupt and use game mechanics, but this is only true for that specific feature. Example, the dwarves that get thanos snapped out of existance if you use a basic interupt on them. at no point outside of The awakening Machine do npc evaporate upon being interupted.
And you can bet that some people aren’t even aware that using any interupt will delete them and instead try to use damaging abilities on them. And im sure the same is true for the bombs that only need you to walk into them.

Using the word scrub still in 2024 :frowning_face:

People who care about gameplay can figure out how their class works and don’t need a guide, only a challenge that forces them to open their spellbook and read their spells.

Those who can’t do that would call your system as a “sweaty tryhard content” because you locked some kind of carrot behind non-trivial challenges.

Also, nothing teaches you how to do a certain content except running it. There’s a reason people don’t care about your last season’s M+ score, or even your main’s from this season when you’re playing another class.

NOBODY cares how much DPS you can do or how well you play in general if you don’t know which trash ability needs interrupted or when to use defensives.

People cry about lower M+ being too hard compared to past content. There will always be a threshold where you can’t brute force your way through it. Sometimes it was random HC, sometimes M+12.
This is where the learning happens, because failure is the only teaching moment for most people.

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Tbh I don’t think it’s just new players, who need this… I see so many people, who don’t really use their abilities. If you raid next time in a pug, check the Buff uptime, and you’ll see how few people use any defensives, self-heals, etc.

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Firstly, I think you are overestimating the average persons intelligence.
Secondly. I never stated anything would be locked behind it. I said it would a class quest, which are completly optional.

Again as I stated early, the whole point isn’t to tell people what rotations they should use as that would constantly need updating whenever a new meta is simmed (every week at this point).

The problem is that currently blizzards approach is:
Blizzard: “here’s a new ablility for you”
New player: “cool what does it do? when do I use it?”
Blizzard: “Figure it out yourself. Can’t you read?”

This is just lazy game design. And using excuses like, people will teach themselves and google exist. Is the rational of people so used to this laziness they have forgoten that it is not the norm for most games.

You implied tokens and something you can buy for them. That’s gating. If the challenges are trivial, they don’t teach anything since people will just skip them, like reading quests.

Name a class ability that isn’t obvious what it does based on its description.

Again, you overestimating peoples ability to understand mechanics and how different abilities interact with each other.
Your trying to compare your knowlege with someone that is new to the game. you can’t unknow what you know. How can I tell you what people find complicated if I’m not in that group of people.
I know that group of people exist though, I see them all the time. You just have to go round and check the average players talents, lots of people either use the “starter Build” or they use a build they made themselves based of what they assumed would be good. Even if it’s terrible.

You also have to understand that every single person that is on these forums is already ahead in terms of knowlege base compared to the average player.
If the estimated player count is even close to true, then most people don’t interact with any wow content outside of the game itself. Which makes the importance of having the game providing in-game tools needed to learn how to play atleast half decently, that much more critical.

You did at the start. You needed silver to do heroics…

I did dungeons in MoP, but not Proving Grounds, so I’d say you’re misremembering

A scrub is a guy that thinks he’s fly
And is also known as a busta
Always talkin’ about what he wants
And just sits on his broke a**
So no, I don’t want your number
No, I don’t want to give you mine and
No, I don’t want to meet you nowhere
No, I don’t want none of your time and
No, I don’t want no scrub
A scrub is a guy that can’t get no love from me
Hangin’ out the passenger side
Of his best friend’s ride
Trying to holla at me
I don’t want no scrub
A scrub is a guy that can’t get no love from me
Hangin’ out the passenger side
Of his best friend’s ride
Trying to holla at me

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Both of you are correct because the issue is two-fold:

  • The current description of abilities assumes a basic no-talent character or with 1 single talent that affects said ability.
  • An adequate enough dynamic description for every ability that takes into account the already selected talents of a player would be for most abilities too long for the average player to read through all of them even if just once.

I’ll use as example Earth Shield as Resto Shaman. It says: “Blah blah, you do 20% more healing on your target, they get autohealed for 60k when they take damage, it has 9 charges, you can have 1 Earth Shield on yourself and 1 more on someone else”. It doesn’t say:

  • It does not proc off every attack but only off melee attacks and only at a rate of once per 5 seconds (or less? I don’t even know!)
  • Whoever has it on them also receives 3% damage reduction (the spell description does not mention this, but the buff on your buff bar does!)
  • Healing is increased the lower health of the target when it procs, reaching max potential at 50% or below hp
  • Refreshing it restores additional health to the target and mana to you based on charges left
  • You cannot have more than 2 elemental shields from yourself on yourself, but you can have as many Earth Shields on yourself as many other shamans apply it on you

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