I agree with this, only in the sense that the role proving grounds are account-wide unlocks, so you wouldn’t have to do it on every new alt when you’ve already proven you know what to do.
I hate to see new people get kicked due to a low Raider IO score because they never played the game before. But some kind of tutorial should be necessary because for some new peeps, this could be their first mmorpg and might not have a clue what aggro or a HOT even is.
Do proving grounds tell a player what they did wrong on a wipe? I forget. Would be nice if it said “Your warrior had a curse and it was your job to dispell it, here is how you can tell who is cursed and what to do”
Maybe that new mentor system I keep hearing about will help.
There’s no random que for M+. My advice. Get Raider IO.
I think proving grounds is a great idea, mandatory or not. Even if it’s just a more advanced target dummy, it would help give individuals practice without ruining keys. At the very least it can help show different dungeon mechanics that are often overlooked because they can be ignored.
How about we just require it for people who want to run Mythic+ and leave others alone?
It didn’t work in Draenor and it won’t work now.
who says mythic + arent for learning your class? Like where does it say in the TOS you need to have mastered your class to do a mythic +?
Don’t go deciding stuff for yourself. if you don’t want to pug then join a guild find a consistent group. If you can’t then maybe work on your social skills
Proving grounds are easy. And I’m not even good. So not a bad entrance requirement,
I got both Proven Defender and Proven Healer, and while I liked the idea of a challenging trial, I wasn’t all that happy with how proving grounds turned out. For one, it scaled the player down rather than enemies up. For some classes this was almost identical, and for others it could make a huge difference in how things played out.
As a Guardian Druid in the proving grounds, I was constantly rage starved due to my crit being much lower than what I was used to. This meant I couldn’t use abilities like Ironfur (or whatever it was called back then) as much, and my self healing abilities healed for far less %wise.
I don’t think there should be any mandatory test to do group content, but I do think there should be a tutorial solo dungeon that gives a nice reward for that role that is highly recommended that players do first, and they would get a breadcrumb quest for it when they reached max level.
Here’s an example of how it could work for tanks:
Trash packs would teach one basic tanking skill per pack, and a group member would mention it beforehand. “That big ogre looks like he can pack a hard punch. Make sure you use [active mitigation skill] before he hits you.” And the ogre would have a channeled cast spell that does virtually no damage if it hits the player with active mitigation up. The first boss would have a similar ability, but if it hits the player 3 times it will kill them because the boss is the test. If the player keeps missing on the trash, the group NPC will keep reminding the player as well. Note that all the tank has to do on this boss is have their active mitigation up when the cast ends.
The second trash packs / boss would be all about facing things away from the group. “By the gods! What is this vile poison this bug spews forth? Face it away from us, champion, so that we don’t let it coat us!” The boss would be a giant silithid bug that will burrow and come up in another area of the room. It does this so the player has to face it away from the group every time.
Also have a caster themed boss for interrupts, and one where adds appear that need to be picked up. Remember, this is a TUTORIAL dungeon, so it’s going to be easy. As long as the tank player does the required things for an area they should be in no danger of dying. The purpose of this dungeon would be to teach basics, not test basics.
Blocking H dungeons with proving grounds wasn’t the best.
But i agree with the OP, Iirc proving grounds score did show up in LFG, not sure if it still does.
I think having silver as req for M+ wouldn’t be too bad, but for anything less than M+ it’ll just cause an uproar, which I can understand.
All I heard is
blah blah blah I’m better then you
blah blah blah I want to gate content
garbage hate spitting
blah blah blah
I’m an elitist.
Nothing with a queue is hard enough to justify mandatory training.
And Mythic+ isn’t queued and goes well beyond the scope of such forms of basic training.
And Proving Grounds itself was flawed. It didn’t play like a boss encounter. It didn’t play like dungeon trash. It was essentially wave defense with a gimmick here and there. Didn’t properly prepare people for actual content other than “hey you have stuns and interrupts”.
Which should probably just be slapped into the new intro zone’s class tutorial segment, rather than tacked on as a max level thing.
Better yet, how about putting Mythic Zero back on the LFD tool. For a decade Mythic Zero difficulty was on the LFD tool and ever since Legion they have removed it as if it somehow is going to help the community. All it did was make it harder for new players to learn how to do harder content. Put it back on the LFD tool and let people learn in groups where they are not hampering other mythic + players.
for mythic content yes. for everything else…NO.
yesterday, I had to tell 2 ~3k io druids they could shift out of the debuff the oozes in m’chimba’s room (king’s rest) leave on people.
3k io and they don’t know druid basics.
ugh.
but
this.
proving grounds proved nothing.
It’s not their fault as much as it is the developers fault.
When was the last time a druid needed to shift out of CC? Back in Vanilla, TBC, and even into WotLK they game taught you the mechanics you needed to learn because the mobs you fought made you use them. By level 20 you were forced to learn how to pull and CC or else die. Those were your options.
So IMO proving grounds and bashing new players is not who is responsible for them being so green. It’s the developers fault for not making content that forces them to use the full range of their utilities, talents, and class design to finish leveling.
Proving Grounds has zero to do with Raider.io. How you even equated a training tool to Raider.io is beyond me.
You do know that they can revamp them, right? Something to use as a training tool so people learn how to interrupt, use their spells correctly, etc. Base it off of what they did in Exile’s Reach, make it more involved and make it for Normal dungeons at level 50.
For instance, people hit level 50, then have to go through that tutorial in order to queue for dungeons in the new expansion. Short, informative, teaches them the basics.
That’s just my theory of an idea for it.
Blame Exile’s Reach, it teaches new players to keyboard turn. Okay maybe it’s not entirely the fault of Exile’s Reach, I ran into a shadow priest yesterday that didn’t know to interrupt the heal on an elite mob.
Want people to do better in M+? Stop people from buying runs.
Raid. io doesnt track information about how much a player makes use of there interrupt button. Ive seen runs where people dont even use there interrupt/stun abilities. Like dont DH get resources for using there interrupt too?
I like the idea of the proving grounds being reinstated. Knowing how to interrupt, attack priority targets, make use of stuns. Players need to be able to do these things as they can easily turn a deadly pack into a cake walk.
I would love wow to have a ranking system at the end of the dungeon snap shooting sustained dps, damage mitigation, hps. Then a rating for the ability to dodge avoidable damage, making use of interrupts and stuns. If players dont want to learn and be productive then shame them into improving or push them away from group content as maybe a solo environment is better suited to their play style.